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	<title>Apex Data - 利用者の投稿記録 [ja]</title>
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	<updated>2026-05-27T21:09:52Z</updated>
	<subtitle>利用者の投稿記録</subtitle>
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		<updated>2023-08-09T05:30:12Z</updated>

		<summary type="html">&lt;p&gt;Mntone: ビースト・オブ・プレイコレクションイベント の更新履歴を追加&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__数値からみた Apex の世界を分析するため専用のサイト。&lt;br /&gt;
&lt;br /&gt;
* ここに書いてある内容は必ずしもゲーム内と一致するとは限りません。自己責任でお使いください。&lt;br /&gt;
* 情報の共有については「[https://creativecommons.org/licenses/by-nc-sa/4.0/deed.ja CC BY-NC-SA 4.0]」の範囲内で可能です。&lt;br /&gt;
&lt;br /&gt;
== 直近の変更点 ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-flexrow-container&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-mainpage&amp;quot;&amp;gt;&lt;br /&gt;
=== ビースト・オブ・プレイコレクションイベント ===&lt;br /&gt;
日本時間 9月21日に実装!&lt;br /&gt;
&lt;br /&gt;
【詳細】[https://www.ea.com/games/apex-legends/news/beast-of-prey-collection-event?setLocale=en-us ビースト・オブ・プレイコレクションイベント パッチノート]&lt;br /&gt;
&lt;br /&gt;
==== 調整された武器 ====&lt;br /&gt;
* [[ボセックコンパウンドボウ]]&lt;br /&gt;
** 弾数: 80 → 60&lt;br /&gt;
* [[モザンビークショットガン]]&lt;br /&gt;
** {{Materials}} 材料: 0 - {{Common|100}} - {{Rare|300}} - {{Epic|800}}&lt;br /&gt;
**: → 0 - {{Common|150}} - {{Rare|400}} - {{Epic|1,100}}&lt;br /&gt;
* [[ミニガン「シーラ」]]&lt;br /&gt;
** ズーム感度設定に近い倍率を採用&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-mainpage infobox-mainpage-column2&amp;quot;&amp;gt;&lt;br /&gt;
=== ハンテッド ===&lt;br /&gt;
日本時間 8月10日に実装!&lt;br /&gt;
&lt;br /&gt;
【詳細】[https://www.ea.com/games/apex-legends/news/hunted-patch-notes?setLocale=en-us ハンテッド パッチノート]&lt;br /&gt;
&lt;br /&gt;
==== 調整された武器 ====&lt;br /&gt;
* SMG / AR / ピストル&lt;br /&gt;
** 腰だめ拡散の増加 (詳細は各武器ページに)&lt;br /&gt;
* [[EVA-8オート]]&lt;br /&gt;
** リコイルの改善&lt;br /&gt;
** {{Attachment|標準ストック}} {{Common|標準ストック}}に対応&lt;br /&gt;
** ペレット数: 9 → 8&lt;br /&gt;
** 射撃レート: 2.0 → 2.3&lt;br /&gt;
** 1片のダメージ: 6 → 7&lt;br /&gt;
** {{Attachment|ショットガンボルト|2}} {{Rare|青ボルト}}の効果: +15% → +20%&lt;br /&gt;
** {{Attachment|ショットガンボルト|3}} {{Epic|紫ボルト}}の効果: +20% → +30%&lt;br /&gt;
* [[ボセックコンパウンドボウ]] / [[ランページLMG]]&lt;br /&gt;
** 物資投下武器化に伴い全盛期の性能に変更&lt;br /&gt;
* [[ボルトSMG]]&lt;br /&gt;
** 通常武器化により基礎ダメージ: 17 → 15&lt;br /&gt;
* [[C.A.R. SMG]]&lt;br /&gt;
** {{Attachment|バレルスタビライザー}} {{Common|バレルスタビライザー}}に非対応&lt;br /&gt;
** 腰だめ拡散性能をほかのSMGと統一&lt;br /&gt;
* [[G7スカウト]]&lt;br /&gt;
** 武器化に伴い以下のように変更&lt;br /&gt;
*** 基礎ダメージ: 36 → 34&lt;br /&gt;
*** ヘッドショット倍率: 2.0 → 1.75&lt;br /&gt;
*** {{Hopup|ダブルタップトリガー}} {{Epic|ダブルタップトリガー}}のバースト遅延: 0.375 → 0.4 秒&lt;br /&gt;
* [[L-スターEMG]]&lt;br /&gt;
** 弾速の増加&lt;br /&gt;
** 仮想的な装弾数: 20 - {{Common|22}} - {{Rare|24}} - {{Epic|26}}&lt;br /&gt;
**: → 24 - {{Common|26}} - {{Rare|28}} - {{Epic|30}}&lt;br /&gt;
** 肉に対するヒット演出 (赤い閃光) の削除&lt;br /&gt;
* [[RE-45オート]]&lt;br /&gt;
** FOV: 70° → 60°&lt;br /&gt;
** ADS移動速度: -5% → 0%&lt;br /&gt;
* [[ウィングマン]]&lt;br /&gt;
** {{AmmoC|スナイパーアモ}}化&lt;br /&gt;
** {{Hopup|スカルピアサーライフリング}} {{Legendary|スカルピアサーライフリング}}の再追加: 2.25 → 2.5 倍&lt;br /&gt;
* {{AmmoC|スナイパーアモ}}&lt;br /&gt;
** 1スタック: 12 → 14 弾&lt;br /&gt;
** 1スロット: 24 → 28 弾&lt;br /&gt;
* [[M600スピットファイア]]&lt;br /&gt;
** 垂直方向の反動の増加&lt;br /&gt;
** {{AmmoC|ライトアモ}}化&lt;br /&gt;
* [[30-30リピーター]]&lt;br /&gt;
** {{Hopup|デュアルシェル}} {{Epic|デュアルシェル}}の内臓&lt;br /&gt;
** {{Hopup|スカルピアサーライフリング}} {{Legendary|スカルピアサーライフリング}}の対応: 2.1 倍&lt;br /&gt;
* [[マスティフショットガン]]&lt;br /&gt;
** 弾丸のヒットサイズ増加の減少&lt;br /&gt;
** 射撃レート: 1.2 → 1.1&lt;br /&gt;
** {{Hopup|デュアルシェル}} {{Epic|デュアルシェル}}の削除&lt;br /&gt;
* [[センチネル]]&lt;br /&gt;
** {{Hopup|デッドアイズテンポ}} {{Epic|デッドアイズテンポ}}の内臓&lt;br /&gt;
* [[ロングボウDMR]]&lt;br /&gt;
** {{Hopup|スカルピアサーライフリング}} {{Legendary|スカルピアサーライフリング}}の再追加: 2.5 倍&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-mainpage infobox-mainpage-column2&amp;quot;&amp;gt;&lt;br /&gt;
=== 救世主 ===&lt;br /&gt;
日本時間 5月11日に実装!&lt;br /&gt;
&lt;br /&gt;
【詳細】[https://www.ea.com/games/apex-legends/news/saviors-patch-notes?setLocale=en-us 救世主パッチノート]&lt;br /&gt;
&lt;br /&gt;
==== 調整されたモノ ====&lt;br /&gt;
* {{Perk|鉄壁}} 鉄壁によるヘッドショットダメージ軽減なし&lt;br /&gt;
* {{Gear|ヘルメット|2}} {{Rare|ヘルメット - レベル2}}&amp;lt;br&amp;gt;ヘッドショットダメージの軽減率: 40% → 50%&lt;br /&gt;
* {{Gear|ヘルメット|3}} {{Epic|ヘルメット - レベル3}}&amp;lt;br&amp;gt;ヘッドショットダメージの軽減率: 50% → 65%&lt;br /&gt;
&lt;br /&gt;
==== 調整された武器 ====&lt;br /&gt;
* [[クレーバー.50スナイパー]]&lt;br /&gt;
** ヘッドショット倍率: 3.0 → 2.0&lt;br /&gt;
** 基礎ダメージ: 145 → 140&lt;br /&gt;
* [[ランページLMG]]&lt;br /&gt;
** リロード時間: 2.6 → 3.1s&lt;br /&gt;
** 空リロード時間: 3.33 → 4.0s&lt;br /&gt;
** ヘッドショット距離: 63.5m → 57.1m (パッチ未掲載)&lt;br /&gt;
** 取り回し関連の時間の微増 (全LMG共通)&lt;br /&gt;
*** 据銃時間: 0.7 → 0.8s&lt;br /&gt;
*** 収納時間: 0.65 → 0.75s&lt;br /&gt;
*** 取得時間: 0.55 → 0.65s&lt;br /&gt;
*** 放棄時間: 0.5 → 0.6s&lt;br /&gt;
* [[L-スターEMG]]&lt;br /&gt;
** ヘッドショット倍率: 1.75 → 1.5&lt;br /&gt;
** ヘッドショット距離: 63.5m → 57.1m&lt;br /&gt;
** レンズ交換時間: 2.53 → 3.63s&lt;br /&gt;
** 取り回し関連の時間の微増 (全LMG共通)&lt;br /&gt;
* [[ディヴォーションLMG]]&lt;br /&gt;
** 基礎ダメージ: 16 → 15&lt;br /&gt;
** ヘッドショット倍率: 1.75 → 1.5&lt;br /&gt;
** ヘッドショット距離: 63.5m → 57.1m&lt;br /&gt;
** リロード時間: 2.8 → 3.2s&lt;br /&gt;
** 空リロード時間: 3.63 → 4.1s&lt;br /&gt;
** 取り回し関連の時間の微増 (全LMG共通)&lt;br /&gt;
* [[ハボックライフル]]&lt;br /&gt;
** リコイルパターンの改善&lt;br /&gt;
* [[モザンビークショットガン]]&lt;br /&gt;
** レッグショット倍率: 0.9 → 1.0&lt;br /&gt;
* [[ピースキーパー]]&lt;br /&gt;
** レッグショット倍率: 0.8 → 1.0&lt;br /&gt;
* [[M600スピットファイア]]&lt;br /&gt;
** 基礎ダメージ: 19 → 18&lt;br /&gt;
** 装弾数: 35 - {{Common|40}} - {{Rare|45}} - {{Epic|&#039;&#039;&#039;55&#039;&#039;&#039;}}&lt;br /&gt;
**: → 35 - {{Common|40}} - {{Rare|45}} - {{Epic|&#039;&#039;&#039;50&#039;&#039;&#039;}}&lt;br /&gt;
** &amp;lt;s&amp;gt;しゃがみ&amp;lt;/s&amp;gt;腰だめの拡散の増加&lt;br /&gt;
** {{Attachment|バレルスタビライザー}} {{Common|バレルスタビライザー}}に非対応&lt;br /&gt;
** ヘッドショット倍率: 1.75 → 1.5&lt;br /&gt;
** ヘッドショット距離: 63.5m → 57.1m&lt;br /&gt;
** リロード時間: 3.2 → 3.4s&lt;br /&gt;
** 空リロード時間: 3.8 → 4.2s&lt;br /&gt;
** 取り回し関連の時間の微増 (全LMG共通)&lt;br /&gt;
* [[マスティフショットガン]]&lt;br /&gt;
** 散弾の広がりの減少&lt;br /&gt;
** 装弾数: 6 → 4&lt;br /&gt;
** 予備弾数: 28&lt;br /&gt;
** ペレット当たりのダメージ: 11 → 14&lt;br /&gt;
** 弾丸のヒットサイズの増加&lt;br /&gt;
** 射撃レート: 1.1 → 1.2 rps&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-mainpage&amp;quot;&amp;gt;&lt;br /&gt;
=== ウォリアーズコレクションイベント ===&lt;br /&gt;
日本時間 3月30日に実装!&lt;br /&gt;
&lt;br /&gt;
【詳細】[https://www.ea.com/games/apex-legends/news/warriors-collection-event?setLocale=en-us ウォリアーズコレクションイベント パッチノート]&lt;br /&gt;
&lt;br /&gt;
==== 調整された武器 ====&lt;br /&gt;
* [[G7スカウト]]&lt;br /&gt;
** バースト遅延: 0.475 → 0.375s&lt;br /&gt;
** ダブルタップのリコイルの改善&lt;br /&gt;
** 予備弾数: 120 → 140&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-mainpage&amp;quot;&amp;gt;&lt;br /&gt;
=== デファイアンス ===&lt;br /&gt;
日本時間 2月9日に実装!&lt;br /&gt;
&lt;br /&gt;
【詳細】[https://www.ea.com/games/apex-legends/news/defiance-patch-notes?setLocale=en-us デファイアンス パッチノート]&lt;br /&gt;
&lt;br /&gt;
==== 調整された武器 ====&lt;br /&gt;
* {{Hopup|ハンマーポイント弾}} {{Epic|ハンマーポイント弾}}の再追加&lt;br /&gt;
** [[P2020]]: 2.35 → 1.5 倍&lt;br /&gt;
** [[モザンビークショットガン]]: 2.3 → 1.35 倍&lt;br /&gt;
** [[RE-45オート]]: 1.35 倍&lt;br /&gt;
* [[オルタネーターSMG]]&lt;br /&gt;
** 通常武器化に伴い以下のように変更&lt;br /&gt;
*** {{Hopup|ディスラプター弾}} {{Epic|ディスラプター弾}}の削除&lt;br /&gt;
* [[ボルトSMG]]&lt;br /&gt;
** 物資投下武器化に伴い以下のように変更&lt;br /&gt;
*** 基礎ダメージ: 15 → 17&lt;br /&gt;
*** 仮想的な装弾数: 19 - {{Common|21}} - {{Rare|23}} - {{Epic|26}} → 28&lt;br /&gt;
* [[30-30リピーター]] + {{Hopup|シャッターキャップ}} {{Epic|シャッターキャップ}}&lt;br /&gt;
** ペレット当たりのダメージ: 8 → 7&lt;br /&gt;
* [[ボセックコンパウンドボウ]] + {{Hopup|シャッターキャップ}} {{Epic|シャッターキャップ}}&lt;br /&gt;
** ペレット当たりのダメージ: 6/9/12 → 5/8/11&lt;br /&gt;
* [[トリプルテイク]]&lt;br /&gt;
** 弾丸のヒットサイズ増加を削除&lt;br /&gt;
** ペレット当たりのダメージ: 23 → 21&lt;br /&gt;
* [[VK-47フラットライン]]&lt;br /&gt;
** 基礎ダメージ: 19 → 18&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 武器 ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:flex;flex-wrap:wrap&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;tpl-weapon tpl-weapon-light&amp;quot; style=&amp;quot;margin: 0 30px .5em 0&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;tpl-weapon-header&amp;quot;&amp;gt;ライトアモ武器 {{Ammo|ライトアモ|size=40}}&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;tpl-weapon-content&amp;quot;&amp;gt;&lt;br /&gt;
* [[G7スカウト]]&lt;br /&gt;
* [[オルタネーターSMG]]&lt;br /&gt;
* [[R-99 SMG]]&lt;br /&gt;
* [[M600スピットファイア]]&lt;br /&gt;
* [[R-301カービン]]&lt;br /&gt;
* [[P2020]]&lt;br /&gt;
* [[RE-45オート]]&lt;br /&gt;
* [[C.A.R. SMG]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;tpl-weapon tpl-weapon-heavy&amp;quot; style=&amp;quot;margin: 0 30px .5em 0&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;tpl-weapon-header&amp;quot;&amp;gt;ヘビーアモ武器 {{Ammo|ヘビーアモ|size=40}}&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;tpl-weapon-content&amp;quot;&amp;gt;&lt;br /&gt;
* [[VK-47フラットライン]]&lt;br /&gt;
* [[ヘムロックバーストAR]]&lt;br /&gt;
* [[プラウラーバーストPDW]]&lt;br /&gt;
* [[30-30リピーター]]&lt;br /&gt;
* [[C.A.R. SMG]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;tpl-weapon tpl-weapon-energy&amp;quot; style=&amp;quot;margin: 0 30px .5em 0&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;tpl-weapon-header&amp;quot;&amp;gt;エネルギーアモ武器 {{Ammo|エネルギーアモ|size=40}}&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;tpl-weapon-content&amp;quot;&amp;gt;&lt;br /&gt;
* [[L-スターEMG]]&lt;br /&gt;
* [[ハボックライフル]]&lt;br /&gt;
* [[ディヴォーションLMG]]&lt;br /&gt;
* [[トリプルテイク]]&lt;br /&gt;
* [[ボルトSMG]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;tpl-weapon tpl-weapon-shotgun&amp;quot; style=&amp;quot;margin: 0 30px .5em 0&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;tpl-weapon-header&amp;quot;&amp;gt;ショットガンアモ武器 {{Ammo|ショットガンアモ|size=40}}&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;tpl-weapon-content&amp;quot;&amp;gt;&lt;br /&gt;
* [[EVA-8オート]]&lt;br /&gt;
* [[ピースキーパー]]&lt;br /&gt;
* [[モザンビークショットガン]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;tpl-weapon tpl-weapon-sniper&amp;quot; style=&amp;quot;margin: 0 30px .5em 0&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;tpl-weapon-header&amp;quot;&amp;gt;スナイパーアモ武器 {{Ammo|スナイパーアモ|size=40}}&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;tpl-weapon-content&amp;quot;&amp;gt;&lt;br /&gt;
* [[ロングボウDMR]]&lt;br /&gt;
* [[チャージライフル]]&lt;br /&gt;
* [[ウィングマン]]&lt;br /&gt;
* [[センチネル]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;tpl-weapon tpl-weapon-special&amp;quot; style=&amp;quot;margin: 0 30px .5em 0&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;tpl-weapon-header&amp;quot;&amp;gt;物資投下武器 {{Ammo|専用スナイパーアモ|size=40}}&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;tpl-weapon-content&amp;quot;&amp;gt;&lt;br /&gt;
* [[ランページLMG]]&lt;br /&gt;
* [[ボセックコンパウンドボウ]]&lt;br /&gt;
* [[マスティフショットガン]]&lt;br /&gt;
* [[クレーバー.50スナイパー]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;tpl-weapon tpl-weapon-minigun&amp;quot; style=&amp;quot;margin: 0 30px .5em 0&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;tpl-weapon-header&amp;quot;&amp;gt;アルティメット {{Ammo|ミニガンアモ|size=40}}&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;tpl-weapon-content&amp;quot;&amp;gt;&lt;br /&gt;
* [[ミニガン「シーラ」]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%9C%E3%82%BB%E3%83%83%E3%82%AF%E3%82%B3%E3%83%B3%E3%83%91%E3%82%A6%E3%83%B3%E3%83%89%E3%83%9C%E3%82%A6&amp;diff=4436</id>
		<title>ボセックコンパウンドボウ</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%9C%E3%82%BB%E3%83%83%E3%82%AF%E3%82%B3%E3%83%B3%E3%83%91%E3%82%A6%E3%83%B3%E3%83%89%E3%83%9C%E3%82%A6&amp;diff=4436"/>
		<updated>2023-08-09T05:24:27Z</updated>

		<summary type="html">&lt;p&gt;Mntone: ビースト・オブ・プレイコレクションイベントの更新履歴を追加&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Weapon}}&lt;br /&gt;
溜めて撃つことで、ダメージが増加する。&lt;br /&gt;
&lt;br /&gt;
== ダメージ表 ==&lt;br /&gt;
⭐︎ [[{{BASEPAGENAME}}/過去のダメージ表|最新版以前のダメージ表]]&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable numbertable&amp;quot; style=&amp;quot;min-width:280px&amp;quot;&lt;br /&gt;
|+ ダメージだけの表&lt;br /&gt;
|-&lt;br /&gt;
! 種類 || 溜め || colspan=&amp;quot;2&amp;quot; | パッシブ&lt;br /&gt;
! {{Gear|ヘルメット|1}} || {{Gear|ヘルメット|2}} || {{Gear|ヘルメット|3}}&amp;lt;br&amp;gt;{{Gear|ヘルメット|4}} || 胴 || 脚&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;20&amp;quot; | 通常弾&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; | 15%&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom:0 none transparent&amp;quot; | 通常&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 30 || align=&amp;quot;right&amp;quot; | 29 || align=&amp;quot;right&amp;quot; | 28 || align=&amp;quot;right&amp;quot; | 25 || align=&amp;quot;right&amp;quot; | 20&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;border-top:0 none transparent&amp;quot; | || {{Tactical|増幅バリケード}}&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 36 || align=&amp;quot;right&amp;quot; | 35 || align=&amp;quot;right&amp;quot; | 34 || align=&amp;quot;right&amp;quot; | 30 || align=&amp;quot;right&amp;quot; | 24&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom:0 none transparent&amp;quot; | 鉄壁&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 26 || align=&amp;quot;right&amp;quot; | 25 || align=&amp;quot;right&amp;quot; | 24 || align=&amp;quot;right&amp;quot; | 21 || align=&amp;quot;right&amp;quot; | 17&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;border-top:0 none transparent&amp;quot; | || {{Tactical|増幅バリケード}}&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 31 || align=&amp;quot;right&amp;quot; | 30 || align=&amp;quot;right&amp;quot; | 29 || align=&amp;quot;right&amp;quot; | 26 || align=&amp;quot;right&amp;quot; | 20&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; | 20%&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom:0 none transparent&amp;quot; | 通常&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 41 || align=&amp;quot;right&amp;quot; | 39 || align=&amp;quot;right&amp;quot; | 38 || align=&amp;quot;right&amp;quot; | 34 || align=&amp;quot;right&amp;quot; | 27&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;border-top:0 none transparent&amp;quot; | || {{Tactical|増幅バリケード}}&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 49 || align=&amp;quot;right&amp;quot; | 47 || align=&amp;quot;right&amp;quot; | 46 || align=&amp;quot;right&amp;quot; | 41 || align=&amp;quot;right&amp;quot; | 33&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom:0 none transparent&amp;quot; | 鉄壁&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 35 || align=&amp;quot;right&amp;quot; | 33 || align=&amp;quot;right&amp;quot; | 32 || align=&amp;quot;right&amp;quot; | 29 || align=&amp;quot;right&amp;quot; | 23&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;border-top:0 none transparent&amp;quot; | || {{Tactical|増幅バリケード}}&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 42 || align=&amp;quot;right&amp;quot; | 40 || align=&amp;quot;right&amp;quot; | 39 || align=&amp;quot;right&amp;quot; | 35 || align=&amp;quot;right&amp;quot; | 28&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; | 35%&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom:0 none transparent&amp;quot; | 通常&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 49 || align=&amp;quot;right&amp;quot; | 47 || align=&amp;quot;right&amp;quot; | 46 || align=&amp;quot;right&amp;quot; | 41 || align=&amp;quot;right&amp;quot; | 33&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;border-top:0 none transparent&amp;quot; | || {{Tactical|増幅バリケード}}&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 59 || align=&amp;quot;right&amp;quot; | 56 || align=&amp;quot;right&amp;quot; | 55 || align=&amp;quot;right&amp;quot; | 49 || align=&amp;quot;right&amp;quot; | 39&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom:0 none transparent&amp;quot; | 鉄壁&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 42 || align=&amp;quot;right&amp;quot; | 40 || align=&amp;quot;right&amp;quot; | 39 || align=&amp;quot;right&amp;quot; | 35 || align=&amp;quot;right&amp;quot; | 28&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;border-top:0 none transparent&amp;quot; | || {{Tactical|増幅バリケード}}&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 50 || align=&amp;quot;right&amp;quot; | 48 || align=&amp;quot;right&amp;quot; | 47 || align=&amp;quot;right&amp;quot; | 42 || align=&amp;quot;right&amp;quot; | 33&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; | 55%&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom:0 none transparent&amp;quot; | 通常&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 60 || align=&amp;quot;right&amp;quot; | 58 || align=&amp;quot;right&amp;quot; | 56 || align=&amp;quot;right&amp;quot; | 50 || align=&amp;quot;right&amp;quot; | 40&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;border-top:0 none transparent&amp;quot; | || {{Tactical|増幅バリケード}}&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 72 || align=&amp;quot;right&amp;quot; | 69 || align=&amp;quot;right&amp;quot; | 68 || align=&amp;quot;right&amp;quot; | 60 || align=&amp;quot;right&amp;quot; | 48&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom:0 none transparent&amp;quot; | 鉄壁&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 51 || align=&amp;quot;right&amp;quot; | 49 || align=&amp;quot;right&amp;quot; | 48 || align=&amp;quot;right&amp;quot; | 43 || align=&amp;quot;right&amp;quot; | 34&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;border-top:0 none transparent&amp;quot; | || {{Tactical|増幅バリケード}}&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 61 || align=&amp;quot;right&amp;quot; | 59 || align=&amp;quot;right&amp;quot; | 58 || align=&amp;quot;right&amp;quot; | 51 || align=&amp;quot;right&amp;quot; | 41&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; | フル&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom:0 none transparent&amp;quot; | 通常&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 96 || align=&amp;quot;right&amp;quot; | 87 || align=&amp;quot;right&amp;quot; | 83 || align=&amp;quot;right&amp;quot; | 60 || align=&amp;quot;right&amp;quot; | 54&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;border-top:0 none transparent&amp;quot; | || {{Tactical|増幅バリケード}}&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 115 || align=&amp;quot;right&amp;quot; | 104 || align=&amp;quot;right&amp;quot; | 99 || align=&amp;quot;right&amp;quot; | 72 || align=&amp;quot;right&amp;quot; | 65&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom:0 none transparent&amp;quot; | 鉄壁&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 82 || align=&amp;quot;right&amp;quot; | 74 || align=&amp;quot;right&amp;quot; | 71 || align=&amp;quot;right&amp;quot; | 51 || align=&amp;quot;right&amp;quot; | 46&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;border-top:0 none transparent&amp;quot; | || {{Tactical|増幅バリケード}}&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 98 || align=&amp;quot;right&amp;quot; | 88 || align=&amp;quot;right&amp;quot; | 84 || align=&amp;quot;right&amp;quot; | 61 || align=&amp;quot;right&amp;quot; | 55&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;12&amp;quot; | {{Hopup|シャッターキャップ}} 拡散弾&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; | 15%&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom:0 none transparent&amp;quot; | 通常&lt;br /&gt;
| align=&amp;quot;right&amp;quot; colspan=&amp;quot;3&amp;quot; | 5&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; | 4&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; | 3&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;border-top:0 none transparent&amp;quot; | || {{Tactical|増幅バリケード}}&lt;br /&gt;
| align=&amp;quot;right&amp;quot; colspan=&amp;quot;3&amp;quot; | 6&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; | 5&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; | 4&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom:0 none transparent&amp;quot; | 鉄壁&lt;br /&gt;
| align=&amp;quot;right&amp;quot; colspan=&amp;quot;3&amp;quot; | 4&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; | 3&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; | 3&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;border-top:0 none transparent&amp;quot; | || {{Tactical|増幅バリケード}}&lt;br /&gt;
| align=&amp;quot;right&amp;quot; colspan=&amp;quot;3&amp;quot; | 5&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; | 4&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; | 3&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; | 35%&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom:0 none transparent&amp;quot; | 通常&lt;br /&gt;
| align=&amp;quot;right&amp;quot; colspan=&amp;quot;3&amp;quot; | 8&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; | 7&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; | 6&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;border-top:0 none transparent&amp;quot; | || {{Tactical|増幅バリケード}}&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 10&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; colspan=&amp;quot;2&amp;quot; | 9&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; | 8&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; | 6&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom:0 none transparent&amp;quot; | 鉄壁&lt;br /&gt;
| align=&amp;quot;right&amp;quot; colspan=&amp;quot;3&amp;quot; | 7&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; | 6&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; | 5&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;border-top:0 none transparent&amp;quot; | || {{Tactical|増幅バリケード}}&lt;br /&gt;
| align=&amp;quot;right&amp;quot; colspan=&amp;quot;3&amp;quot; | 9&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; | 7&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; | 5&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; | フル&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom:0 none transparent&amp;quot; | 通常&lt;br /&gt;
| align=&amp;quot;right&amp;quot; colspan=&amp;quot;2&amp;quot; | 13&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; | 12&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; colspan=&amp;quot;2&amp;quot; | 11&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;border-top:0 none transparent&amp;quot; | || {{Tactical|増幅バリケード}}&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 16&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; colspan=&amp;quot;2&amp;quot; | 15&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; colspan=&amp;quot;2&amp;quot; | 13&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom:0 none transparent&amp;quot; | 鉄壁&lt;br /&gt;
| align=&amp;quot;right&amp;quot; colspan=&amp;quot;2&amp;quot; | 11&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; | 10&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; colspan=&amp;quot;2&amp;quot; | 9&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;border-top:0 none transparent&amp;quot; | || {{Tactical|増幅バリケード}}&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 14&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; colspan=&amp;quot;2&amp;quot; | 13&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; colspan=&amp;quot;2&amp;quot; | 11&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7&lt;br /&gt;
|}&lt;br /&gt;
* {{Hopup|シャッターキャップ}} {{Epic|シャッターキャップ}}のダメージが以下のように変更&lt;br /&gt;
** 最小溜めが6から5に&lt;br /&gt;
** 中間溜めが9から8に&lt;br /&gt;
** 最大溜めが12から11に&lt;br /&gt;
{{MatchDataMessage|2021年9月15日現在}}&lt;br /&gt;
{{DamageTables|mincount=1|maxcount=14|head=1.25|leg=0.8&lt;br /&gt;
|damage1=60|rps1=1.14503816794|head1=1.75|leg1=0.9|name1=最大溜め&lt;br /&gt;
|damage2=44|rps2=1.58646218932|name2=55%溜め|collapsible2=true&lt;br /&gt;
|damage3=37|rps3=1.91448627951|name3=35%溜め|collapsible3=true&lt;br /&gt;
|damage4=32|rps4=2.26586102719|name4=20%溜め|collapsible4=true&lt;br /&gt;
|damage5=25|rps5=2.41351568785|name5=最小 (15%) 溜め|collapsible5=true&lt;br /&gt;
|damage6=11|pellet6=7|leg6=1|rps6=1.14503816794|name6={{Hopup|シャッターキャップ}} {{Epic|シャッターキャップ}}&amp;amp;thinsp;{{!}}&amp;amp;thinsp;最大溜め|rarity6=epic&lt;br /&gt;
|damage7=8|pellet7=7|rps7=1.91448627951|name7={{Hopup|シャッターキャップ}} {{Epic|シャッターキャップ}}&amp;amp;thinsp;{{!}}&amp;amp;thinsp;中間 (35%) 溜め|rarity7=epic|collapsible7=true&lt;br /&gt;
|damage8=5|pellet8=7|rps8=2.41351568785|name8={{Hopup|シャッターキャップ}} {{Epic|シャッターキャップ}}&amp;amp;thinsp;{{!}}&amp;amp;thinsp;最小 (15%) 溜め|rarity8=epic|collapsible8=true}}&lt;br /&gt;
&lt;br /&gt;
== 更新履歴 ==&lt;br /&gt;
; 英雄の軌跡 (2021/05/05)&lt;br /&gt;
: ボセックコンパウンドボウの実装&lt;br /&gt;
; 2021/05/12&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;{{AmmoC|アロー}}に対して以下のように変更&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;1スタック当たりの矢の減少: 16 → 14 本&amp;lt;!--Stack size decreased from 16 &amp;gt; 14--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;1スロット当たりの矢の減少: 48 → 28 本&amp;lt;!--inventory slot count decreased from 48 &amp;gt; 28--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;最大溜め時のダメージの減少: 70 → 60&amp;lt;!--Max charge body shot damage decreased from 70 &amp;gt; 60--&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;20%溜め: 34 → 32&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;35%溜め: 41 → 37&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;55%溜め: 50 → 44&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;チャージ時間の増加: 0.54 → 0.56 秒&amp;lt;!--Charge up time increased from 0.54 &amp;gt; 0.56--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Hopup|デッドアイズテンポ}} {{Epic|デッドアイズテンポ}}のチャージ時間の増加: 0.32 → 0.38 秒&amp;lt;!--Deadeye&#039;s Tempo charge up time increased from 0.32 &amp;gt; 0.38--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; イベント「エボリューション」 (2021/09/15)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;{{AmmoC|アロー}}に対して以下のように変更&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;1スタック当たりの矢の増加: 14 → 16 本&amp;lt;!--Arrows per brick increased from 14 to 16--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;1スロット当たりの矢の増加: 28 → 32 本&amp;lt;!--Arrows per inventory stack increased from 28 to 32--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;チャージ時間の減少: 0.56 → 0.54 秒&amp;lt;!--Draw speed slightly reduced from 0.56 to 0.54--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Hopup|シャッターキャップ}} {{Epic|シャッターキャップ}}のダメージの増加&amp;lt;!--Damage per pellet increased across all draw strengths--&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;最小溜め: 4 → 6&amp;lt;!--Short draw damage: 4 to 6--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;中間溜め: 7 → 9&amp;lt;!--Medium draw: 7 to 9--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;最大溜め: 11 → 12&amp;lt;!--Full draw: 11 to 12--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; デファイアンス (2022/02/09)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;{{Hopup|シャッターキャップ}} {{Epic|シャッターキャップ}}をつけている場合、腰だめで拡散弾が発射する仕様に変更&amp;lt;!--Passively affects hip-fire for both weapons--&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;{{Hopup|シャッターキャップ}} {{Epic|シャッターキャップ}}による射撃モード切り替えが不可能になった&amp;lt;!--No longer able to toggle on/off--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Hopup|シャッターキャップ}} {{Epic|シャッターキャップ}}のダメージの減少&amp;lt;!--Bow pellet damage reduced 12 to 11--&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;最小溜め: 6 → 5&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;中間溜め: 9 → 8&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;最大溜め: 12 → 11&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; 救世主 (2022/05/11)&lt;br /&gt;
:* {{Patchnotes/Gear/Helmet/Buff}}&lt;br /&gt;
:* {{Mode|A}}&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Rare|レベル2}}にアップグレードするのに必要な材料の減少: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;250 → 200&amp;lt;small&amp;gt; (総コスト: 900 → 850)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Epic|レベル3}}にアップグレードするのに必要な材料の減少: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;300 → 250&amp;lt;small&amp;gt; (総コスト: 1,200 → 1,100)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; ハンテッド (2022/08/10)&lt;br /&gt;
: {{Heirloom|物資投下武器}}化に伴い以下のように変更&amp;lt;!--Rampage LMG enters the crate.--&amp;gt;&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{AmmoC|アロー}}が回収不可能になり、かつ出現しないように変更&amp;lt;!--Fired arrows can no longer be collected. Arrows spawns have been removed from the floor.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;弾薬の変更: {{AmmoC|アロー}} → {{AmmoC|専用アロー}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;弾数: 80 本&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;最大溜め時のダメージの増加: 60 → 70&amp;lt;!--Damage at full draw increased to 70 from 60.--&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;20%溜め: 32 → 34&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;35%溜め: 37 → 41&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;55%溜め: 44 → 50&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Hopup|シャッターキャップ}} {{Epic|シャッターキャップ}}のダメージの増加&amp;lt;!--Shattercaps pellet damage increased to 12 from 11.--&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;最小溜め: 5 → 6&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;中間溜め: 8 → 9&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;最大溜め: 11 → 12&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Hopup|デッドアイズテンポ}} {{Epic|デッドアイズテンポ}}のチャージ時間の増加: 0.38 → 0.32 秒&amp;lt;!--Tempo draw speed increased to 0.38 from 0.32.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; イベント「ビースト・オブ・プレイ」 (2022/09/21)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;弾数の減少: 80 → 60 本&amp;lt;!--Reduce ammo capacity from 80 to 60--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{LanguageTable|key=bocek}}&lt;br /&gt;
{{Navbox/Weapon}}&lt;br /&gt;
{{DEFAULTSORT:ほせつくこんはうんとほう}}&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%A2%E3%82%B6%E3%83%B3%E3%83%93%E3%83%BC%E3%82%AF%E3%82%B7%E3%83%A7%E3%83%83%E3%83%88%E3%82%AC%E3%83%B3&amp;diff=4435</id>
		<title>モザンビークショットガン</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%A2%E3%82%B6%E3%83%B3%E3%83%93%E3%83%BC%E3%82%AF%E3%82%B7%E3%83%A7%E3%83%83%E3%83%88%E3%82%AC%E3%83%B3&amp;diff=4435"/>
		<updated>2023-08-09T05:15:03Z</updated>

		<summary type="html">&lt;p&gt;Mntone: ビースト・オブ・プレイコレクションイベントの更新履歴を追加&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Weapon}}&lt;br /&gt;
トリプルバレルのショットガンピストル。&lt;br /&gt;
&lt;br /&gt;
== ダメージ表 ==&lt;br /&gt;
⭐︎ [[{{BASEPAGENAME}}/過去のダメージ表|最新版以前のダメージ表]]&lt;br /&gt;
{{MatchDataMessage|2022年5月15日現在《ハンマーポイント弾除く》}}&lt;br /&gt;
* ヘルメットの変更&lt;br /&gt;
* レッグショット倍率が0.9から1に&lt;br /&gt;
{{DamageTables|damage=15|pellet=3|head=1.25|leg=1|hammerpoint=1.35&lt;br /&gt;
|rps=2.2|rpsratio1=1.15|rpsratio2=1.25|rpsratio3=1.35|reload=2.6|extmag0=6}}&lt;br /&gt;
&lt;br /&gt;
== 更新履歴 ==&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン2: バトルチャージ (2019/07/03)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;{{Patchnotes/Ammo/Shotgun/Nerf}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Hopup|ハンマーポイント弾}} {{Epic|ハンマーポイント弾}}の追加: 2.3 倍&amp;lt;!--New Hop-Up: Hammerpoint Rounds, Increased damage to unshielded targets. Compatibility: P2020, Mozambique.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン3: メルトダウン (2019/10/02)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;散弾の広がりの減少: 1.85 → 1.65&amp;lt;!--Decreased pattern spread--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;反動の回復時間の減少&amp;lt;!--Mozambique will now reset from recoil faster, which should make it easier to track targets and see where shots land.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; 2019/11/06&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;弾丸のヒットサイズの増加&amp;lt;!--Shotguns: All shotguns will have projectiles with a small amount of width.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン4: アシミレーション (2020/02/05)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;標準サイトの精度向上&amp;lt;!--UPDATE TO IRONSIGHTS ACCURACY--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; [https://twitter.com/PlayApex/status/1245455899331788808 2020/04/02]&lt;br /&gt;
: {{Patchnotes/Ammo/Shotgun/OneDayBuff}}&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン6: ブーステッド (2020/08/18)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;装弾数の増加: 3 → 4 弾&amp;lt;!--Increased clip size from 3 to 4.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;英雄の軌跡 (2021/05/05)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;{{Hopup|ハンマーポイント弾}} {{Epic|ハンマーポイント弾}}の削除&amp;lt;!--To make room, the Hammerpoint and Skullpiercer hop ups are being vaulted for now, and won’t be available.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;装弾数の増加: 4 → 6 弾&amp;lt;!--Increased magazine capacity from 4 to 6--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;下2つのペレットを内側に移動: (&#039;&#039;&#039;±6&#039;&#039;&#039;, -6) → (&#039;&#039;&#039;±4&#039;&#039;&#039;, -6)&amp;lt;!--Moved the lower 2 pellets inward in the blast pattern--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; エマージェンス (2021/08/04)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;取り回しを10%改善&amp;lt;!--Reduced handling time for all pistols by ~10%, Raise, Holster, Zoom In/Out time--&amp;gt;&amp;lt;table class=&amp;quot;condensedtable listtable patchnotetable&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;銃を構える時間:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.25&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.225 秒&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;銃をしまう時間:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.18 秒&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;銃を拾う時間:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.25&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.225 秒&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;銃を落とす時間:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.18 秒&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;標準サイトのADSに移行する時間:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.18 秒&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;標準サイトのADSを解除する時間:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.18&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.16 秒&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
; イベント「エボリューション」 (2021/09/15)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;ヘッドショット倍率の減少: 1.5 → 1.25 倍&amp;lt;!--EVA-8 and Mozambique headshot damage multiplier reduced from 1.5 to 1.25 bringing it in line with the Peacekeeper and Mastiff.--&amp;gt;{{DPSTable|damage=15|firerate=2.2|pellets=3|head_from=1.5|head_to=1.25|legs=0.9|ratio1=1.15|ratio2=1.25|ratio3=1.35|shieldpreset=removelowprofile}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; エスケープ (2021/11/02)&lt;br /&gt;
: {{Mode|A}}&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Rare|レベル2}}にアップグレードするのに必要な材料の増加: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;125 → 150&amp;lt;small&amp;gt; (総コスト: 175 → 200)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Epic|レベル3}}にアップグレードするのに必要な材料の増加: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;200 → 250&amp;lt;small&amp;gt; (総コスト: 375 → 450)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;デファイアンス (2022/02/09)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;{{Hopup|ハンマーポイント弾}} {{Epic|ハンマーポイント弾}}の再追加&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;{{Hopup|ハンマーポイント弾}} {{Epic|ハンマーポイント弾}}の倍率の減少: 2.3 → 1.35 倍&amp;lt;!--Mozambique: +35% unshielded damage--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Mode|A}}{{Epic|レベル3}}にアップグレードするのに必要な材料の増加: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;250 → 300&amp;lt;small&amp;gt; (総コスト: 450 → 500)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; [https://twitter.com/Respawn/status/1496278971360628736 2022/2/23]&lt;br /&gt;
: {{Mode|A}}&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Common|レベル1}}にアップグレードするのに必要な材料の増加: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;50 → 100&amp;lt;small&amp;gt; (総コスト: 50 → 100)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Rare|レベル2}}にアップグレードするのに必要な材料の増加: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;150 → 200&amp;lt;small&amp;gt; (総コスト: 200 → 300)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Epic|レベル3}}にアップグレードするのに必要な材料の増加: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;300 → 500&amp;lt;small&amp;gt; (総コスト: 500 → 800)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; 救世主 (2022/05/11)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;{{Patchnotes/Gear/Helmet/Buff}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;レッグショット倍率の増加: 0.9 → 1.0 倍&amp;lt;!--Increased limb damage from 0.8 to 1.0--&amp;gt;{{DPSTable|damage=15|firerate=2.2|pellets=3|head=1.25|legs_from=0.9|legs_to=1|ratio1=1.15|ratio2=1.25|ratio3=1.35|shieldpreset_from=removelowprofile|shieldpreset_to=reinforcehelmets}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; イベント「ビースト・オブ・プレイ」 (2022/09/21)&lt;br /&gt;
: {{Mode|A}}&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Common|レベル1}}にアップグレードするのに必要な材料の増加: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;100 → 150&amp;lt;small&amp;gt; (総コスト: 100 → 150)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Rare|レベル2}}にアップグレードするのに必要な材料の増加: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;200 → 250&amp;lt;small&amp;gt; (総コスト: 300 → 400)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Epic|レベル3}}にアップグレードするのに必要な材料の増加: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;500 → 700&amp;lt;small&amp;gt; (総コスト: 800 → 1,100)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{LanguageTable|key=mozambique}}&lt;br /&gt;
{{Navbox/Weapon}}&lt;br /&gt;
{{DEFAULTSORT:もさんひいくしよつとかん}}&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%A2%E3%82%B8%E3%83%A5%E3%83%BC%E3%83%AB:WeaponInfobox&amp;diff=4434</id>
		<title>モジュール:WeaponInfobox</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%A2%E3%82%B8%E3%83%A5%E3%83%BC%E3%83%AB:WeaponInfobox&amp;diff=4434"/>
		<updated>2022-08-13T03:12:08Z</updated>

		<summary type="html">&lt;p&gt;Mntone: アンビルレシーバーが出現しない場合にアンビルレシーバー用の拡散を非表示するように対処&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;require(&#039;Module:Utility/mw.html Extensions&#039;)&lt;br /&gt;
&lt;br /&gt;
local p = {}&lt;br /&gt;
local cfg = mw.loadData(&#039;Module:WeaponInfobox/configuration&#039;)&lt;br /&gt;
local Hopup = mw.loadData(&#039;Module:Stat/Hopup&#039;)&lt;br /&gt;
&lt;br /&gt;
local aw    = require(&#039;Module:Utility/Library&#039;)&lt;br /&gt;
local apex  = require(&#039;Module:Utility/ApexLibrary&#039;)&lt;br /&gt;
local iu    = require(&#039;Module:Utility/Image&#039;)&lt;br /&gt;
local inu   = require(&#039;Module:Utility/ImageWithName&#039;)&lt;br /&gt;
local nu    = require(&#039;Module:Utility/Name&#039;)&lt;br /&gt;
local proto = require(&#039;Module:Utility/Prototypes&#039;)&lt;br /&gt;
local StringBuilder = require(&#039;Module:Utility/StringBuilder&#039;)&lt;br /&gt;
local formatter -- lazily initialized&lt;br /&gt;
local getArgs -- lazily initialized&lt;br /&gt;
&lt;br /&gt;
local function createCellInRow(tbl, name)&lt;br /&gt;
	return tbl:tag(&#039;tr&#039;)&lt;br /&gt;
		:tag(&#039;th&#039;)&lt;br /&gt;
			:wikitext(name)&lt;br /&gt;
			:done()&lt;br /&gt;
		:tag(&#039;td&#039;)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderRow(tbl, name, item)&lt;br /&gt;
	createCellInRow(tbl, name):wikitext(item)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderFormatRow(tbl, name, default, common, rare, epic, opts)&lt;br /&gt;
	opts = opts or {}&lt;br /&gt;
	opts.separator = opts.separator or &#039;&amp;amp;nbsp;-&amp;amp;nbsp;&#039;&lt;br /&gt;
	local row = tbl:tag(&#039;tr&#039;)&lt;br /&gt;
		:addClassIf(type(opts.class)  == &#039;string&#039;, opts.class)&lt;br /&gt;
		:addClassIf(type(opts.rarity) == &#039;string&#039;, &#039;row-rarity-one disp-rarity-&#039; .. (opts.rarity or &#039;common&#039;))&lt;br /&gt;
	&lt;br /&gt;
	if name ~= nil then&lt;br /&gt;
		row:tag(&#039;th&#039;)&lt;br /&gt;
			:attrIf(opts.headerAlign and type(opts.headerAlign) == &#039;string&#039;, { align = opts.headerAlign })&lt;br /&gt;
			:wikitext(name)&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	local first = true&lt;br /&gt;
	if default ~= nil then&lt;br /&gt;
		first = false&lt;br /&gt;
		row:tag(&#039;td&#039;)&lt;br /&gt;
			:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
			:attrIf(opts.align and type(opts.align) == &#039;string&#039;, { align = opts.align })&lt;br /&gt;
			:wikitext(default)&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	if common ~= nil then&lt;br /&gt;
		if not first then&lt;br /&gt;
			row:tag(&#039;td&#039;):wikitext(opts.separator)&lt;br /&gt;
		end&lt;br /&gt;
		first = false&lt;br /&gt;
		row:tag(&#039;td&#039;)&lt;br /&gt;
			:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
			:attrIf(opts.align and type(opts.align) == &#039;string&#039;, { align = opts.align })&lt;br /&gt;
			:tag(&#039;span&#039;)&lt;br /&gt;
				:addClass(&#039;text-rarity&#039;)&lt;br /&gt;
				:addClass(&#039;text-rarity-common&#039;)&lt;br /&gt;
				:wikitext(common)&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	if rare ~= nil then&lt;br /&gt;
		if not first then&lt;br /&gt;
			row:tag(&#039;td&#039;):wikitext(opts.separator)&lt;br /&gt;
		end&lt;br /&gt;
		first = false&lt;br /&gt;
		row:tag(&#039;td&#039;)&lt;br /&gt;
			:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
			:attrIf(opts.align and type(opts.align) == &#039;string&#039;, { align = opts.align })&lt;br /&gt;
			:tag(&#039;span&#039;)&lt;br /&gt;
				:addClass(&#039;text-rarity&#039;)&lt;br /&gt;
				:addClass(&#039;text-rarity-rare&#039;)&lt;br /&gt;
				:wikitext(rare)&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	if epic ~= nil then&lt;br /&gt;
		if not first then&lt;br /&gt;
			row:tag(&#039;td&#039;):wikitext(opts.separator)&lt;br /&gt;
		end&lt;br /&gt;
		first = false&lt;br /&gt;
		row:tag(&#039;td&#039;)&lt;br /&gt;
			:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
			:attrIf(opts.align and type(opts.align) == &#039;string&#039;, { align = opts.align })&lt;br /&gt;
			:tag(&#039;span&#039;)&lt;br /&gt;
				:addClass(&#039;text-rarity&#039;)&lt;br /&gt;
				:addClass(&#039;text-rarity-epic&#039;)&lt;br /&gt;
				:wikitext(epic)&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	if opts.footer ~= nil then&lt;br /&gt;
		row:tag(&#039;td&#039;)&lt;br /&gt;
			:attrIf(opts.footerAlign   and type(opts.footerAlign) == &#039;string&#039;,   { align   = opts.footerAlign }, { align = &#039;left&#039; })&lt;br /&gt;
			:attrIf(opts.footerColspan and type(opts.footerColspan) == &#039;number&#039;, { colspan = opts.footerColspan })&lt;br /&gt;
			:wikitext(opts.footer)&lt;br /&gt;
	end&lt;br /&gt;
	return row&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderReleaseDate(tbl, cfg, release)&lt;br /&gt;
	local r = os.date(&amp;quot;*t&amp;quot;, release)&lt;br /&gt;
	local releaseText = string.format(&lt;br /&gt;
		&#039;&amp;lt;time datetime=&amp;quot;%04d-%02d-%02dT%02d:00:00.000+0900&amp;quot;&amp;gt;%d年%d月%d日 %d時&amp;lt;/time&amp;gt;～&#039;,&lt;br /&gt;
		r.year, r.month, r.day, r.hour, r.year, r.month, r.day, r.hour)&lt;br /&gt;
	renderRow(tbl, cfg.name, releaseText)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderCategory(tbl, cfg, stat, lang)&lt;br /&gt;
	local category = nu.type(stat, lang, 1)&lt;br /&gt;
	local item&lt;br /&gt;
	if lang == &#039;ja&#039; then&lt;br /&gt;
		item = string.format(&#039;[[武器#%s|%s]][[Category:%s]]&#039;, category, category, category)&lt;br /&gt;
	else&lt;br /&gt;
		item = string.format(&#039;%s[[Category:%s]]&#039;, category, category)&lt;br /&gt;
	end&lt;br /&gt;
	renderRow(tbl, cfg.name, item)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderAmmo(tbl, cfg, stat, lang)&lt;br /&gt;
	createCellInRow(tbl, cfg.name)&lt;br /&gt;
		:addClass(&#039;cell-ammo&#039;)&lt;br /&gt;
		:wikitext(inu.ammo(stat, { lang = lang, size = 24 }))&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderCost(tbl, cfg, stat, ammo)&lt;br /&gt;
	if stat == nil or aw.stringstarts(ammo, &#039;special_&#039;) then&lt;br /&gt;
		return&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	local text = formatter:format(&lt;br /&gt;
		aw.comma(stat[1]),&lt;br /&gt;
		aw.comma(stat[2]),&lt;br /&gt;
		aw.comma(stat[3]),&lt;br /&gt;
		aw.comma(stat[4]),&lt;br /&gt;
		&#039;&#039;, &#039; - &#039;)&lt;br /&gt;
	renderRow(tbl, cfg.name, cfg.header .. text)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function appendMode(builder, cfg, stat, base)&lt;br /&gt;
	if stat.is_semi_auto or (stat.is_semi_auto == nil and base.is_semi_auto) then&lt;br /&gt;
		local burstCount = stat.burst_count or (base and base.burst_count) or 1&lt;br /&gt;
		if aw.isNumberAndGreaterThanOrEqualToX(burstCount, 2) then&lt;br /&gt;
			builder:appendFormat(cfg.burst, burstCount)&lt;br /&gt;
			builder:append(cfg.burst_category)&lt;br /&gt;
		else&lt;br /&gt;
			builder:append(cfg.single, cfg.single_category)&lt;br /&gt;
		end&lt;br /&gt;
	else&lt;br /&gt;
		builder:append(cfg.auto, cfg.auto_category)&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderMode(tbl, cfg, stat, isSpecial)&lt;br /&gt;
	local builder = StringBuilder.new()&lt;br /&gt;
	appendMode(builder, cfg, stat)&lt;br /&gt;
	if stat.altfire then&lt;br /&gt;
		builder:append(cfg.separator)&lt;br /&gt;
		appendMode(builder, cfg, stat.altfire, stat)&lt;br /&gt;
	end&lt;br /&gt;
	if (Hopup.selectfire_receiver.enabled or isSpecial) and stat.selectfire_receiver then&lt;br /&gt;
		builder:append(cfg.separator, &#039;&amp;lt;span class=&amp;quot;block-rarity disp-rarity-epic&amp;quot;&amp;gt;&#039;, iu.hopup(&#039;selectfire_receiver&#039;), &#039; &#039;)&lt;br /&gt;
		appendMode(builder, cfg, stat.selectfire_receiver, stat)&lt;br /&gt;
		builder:append(&#039;&amp;lt;/span&amp;gt;&#039;)&lt;br /&gt;
	end&lt;br /&gt;
	if (Hopup.double_tap_trigger.enabled or isSpecial) and stat.double_tap_trigger then&lt;br /&gt;
		builder:append(cfg.separator, &#039;&amp;lt;span class=&amp;quot;block-rarity disp-rarity-epic&amp;quot;&amp;gt;&#039;, iu.hopup(&#039;double_tap_trigger&#039;), &#039; &#039;)&lt;br /&gt;
		appendMode(builder, cfg, stat.double_tap_trigger, stat)&lt;br /&gt;
		builder:append(&#039;&amp;lt;/span&amp;gt;&#039;)&lt;br /&gt;
	end&lt;br /&gt;
	renderRow(tbl, cfg.name, tostring(builder))&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local HammerpointRoundsProto = {&lt;br /&gt;
	hammerpoint_rounds = {&lt;br /&gt;
		damage_unshielded_scale = proto.NumberRange(1),&lt;br /&gt;
	},&lt;br /&gt;
}&lt;br /&gt;
local DisruptorRoundsProto = {&lt;br /&gt;
	disruptor_rounds = {&lt;br /&gt;
		damage_shield_scale = proto.NumberRange(1),&lt;br /&gt;
	},&lt;br /&gt;
}&lt;br /&gt;
local function getDamageText(stat, root, isSpecial)&lt;br /&gt;
	local builder = StringBuilder.new()&lt;br /&gt;
	local rarity  = isSpecial and &#039;heirloom&#039;&lt;br /&gt;
	local damage, pellet&lt;br /&gt;
	if root then&lt;br /&gt;
		damage = stat.damage or root.damage&lt;br /&gt;
		pellet = stat.pellet or root.pellet or 1&lt;br /&gt;
	else&lt;br /&gt;
		damage = stat.damage&lt;br /&gt;
		pellet = stat.pellet or 1&lt;br /&gt;
	end&lt;br /&gt;
	if aw.isNumberAndGreaterThanOrEqualToX(pellet, 2) then&lt;br /&gt;
		builder:appendFormat(&lt;br /&gt;
			&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;%d&#039;,&lt;br /&gt;
			damage.base,&lt;br /&gt;
			pellet)&lt;br /&gt;
		&lt;br /&gt;
		if aw.isNumberAndGreaterThanZero(damage.charged) then&lt;br /&gt;
			builder:appendFormat(&lt;br /&gt;
				&#039;&amp;amp;thinsp;&amp;amp;rarr;&amp;amp;thinsp;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;%d&#039;,&lt;br /&gt;
				damage.charged,&lt;br /&gt;
				pellet)&lt;br /&gt;
		elseif proto.validateTypes(stat, HammerpointRoundsProto) then&lt;br /&gt;
			if not rarity then&lt;br /&gt;
				rarity = Hopup.hammerpoint_rounds.rarity&lt;br /&gt;
			end&lt;br /&gt;
			builder:appendFormat(&lt;br /&gt;
				&#039;&amp;amp;thinsp;&amp;amp;rarr;&amp;amp;thinsp;&amp;lt;span class=&amp;quot;block-rarity disp-rarity-%s text-rarity text-rarity-%s&amp;quot;&amp;gt;%s \&#039;\&#039;\&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;%d\&#039;\&#039;\&#039;&amp;lt;/span&amp;gt;&#039;,&lt;br /&gt;
				rarity,&lt;br /&gt;
				rarity,&lt;br /&gt;
				iu.hopup(&#039;hammerpoint_rounds&#039;, { rarity = rarity }),&lt;br /&gt;
				math.floor(damage.base * stat.hammerpoint_rounds.damage_unshielded_scale),&lt;br /&gt;
				pellet)&lt;br /&gt;
		end&lt;br /&gt;
	else&lt;br /&gt;
		if aw.isNumberAndGreaterThanZero(damage.amped) then&lt;br /&gt;
			builder:appendFormat(&lt;br /&gt;
				&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;text-separator&amp;quot;&amp;gt;/&amp;lt;/span&amp;gt; %s&amp;amp;nbsp;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;&#039;,&lt;br /&gt;
				damage.base,&lt;br /&gt;
				iu.item(&#039;シールドセル&#039;),&lt;br /&gt;
				damage.amped)&lt;br /&gt;
		elseif aw.isNumberAndGreaterThanZero(damage.charged) then&lt;br /&gt;
			builder:appendFormat(&lt;br /&gt;
				&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;&amp;amp;thinsp;&amp;amp;rarr;&amp;amp;thinsp;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;&#039;,&lt;br /&gt;
				damage.base,&lt;br /&gt;
				damage.charged)&lt;br /&gt;
		elseif proto.validateTypes(stat, HammerpointRoundsProto) then&lt;br /&gt;
			if not rarity then&lt;br /&gt;
				rarity = Hopup.hammerpoint_rounds.rarity&lt;br /&gt;
			end&lt;br /&gt;
			builder:appendFormat(&lt;br /&gt;
				&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;&amp;amp;thinsp;&amp;amp;rarr;&amp;amp;thinsp;&amp;lt;span class=&amp;quot;block-rarity disp-rarity-%s text-rarity text-rarity-%s&amp;quot;&amp;gt;%s \&#039;\&#039;\&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;\&#039;\&#039;\&#039;&amp;lt;/span&amp;gt;&#039;,&lt;br /&gt;
				damage.base,&lt;br /&gt;
				rarity,&lt;br /&gt;
				rarity,&lt;br /&gt;
				iu.hopup(&#039;hammerpoint_rounds&#039;, { rarity = rarity }),&lt;br /&gt;
				math.floor(damage.base * stat.hammerpoint_rounds.damage_unshielded_scale))&lt;br /&gt;
		elseif proto.validateTypes(stat, DisruptorRoundsProto) then&lt;br /&gt;
			if not rarity then&lt;br /&gt;
				rarity = Hopup.disruptor_rounds.rarity&lt;br /&gt;
			end&lt;br /&gt;
			builder:appendFormat(&lt;br /&gt;
				&#039;&amp;lt;span class=&amp;quot;block-rarity disp-rarity-%s text-rarity text-rarity-%s&amp;quot;&amp;gt;%s \&#039;\&#039;\&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;\&#039;\&#039;\&#039;&amp;lt;/span&amp;gt;&amp;amp;thinsp;&amp;amp;rarr;&amp;amp;thinsp;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;&#039;,&lt;br /&gt;
				rarity,&lt;br /&gt;
				rarity,&lt;br /&gt;
				iu.hopup(&#039;disruptor_rounds&#039;, { rarity = rarity }),&lt;br /&gt;
				math.floor(damage.base * stat.disruptor_rounds.damage_shield_scale),&lt;br /&gt;
				damage.base)&lt;br /&gt;
		else&lt;br /&gt;
			builder:appendFormat(&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;&#039;, damage.base)&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
	return tostring(builder)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderHeadRow(tbl, name, head, cfg, nolist)&lt;br /&gt;
	local opts = { align = &#039;left&#039;, footer = cfg.unit }&lt;br /&gt;
	if nolist then&lt;br /&gt;
		opts.class = &#039;no-list-style&#039;&lt;br /&gt;
		opts.headerAlign = &#039;right&#039;&lt;br /&gt;
	end&lt;br /&gt;
	renderFormatRow(&lt;br /&gt;
		tbl,&lt;br /&gt;
		name,&lt;br /&gt;
		nil,&lt;br /&gt;
		apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV1),&lt;br /&gt;
		apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV2),&lt;br /&gt;
		apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV3),&lt;br /&gt;
		opts)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderHeadEffectiveRange(tbl, cfg, stat, root)&lt;br /&gt;
	local headDist = stat.damage_head_distance or root.damage_head_distance&lt;br /&gt;
	if aw.isNumberAndGreaterThanZero(headDist) then&lt;br /&gt;
		local text = string.format(cfg.head_effective_range, 0.0254 * headDist)&lt;br /&gt;
		tbl:tag(&#039;tr&#039;)&lt;br /&gt;
			:addClass(&#039;no-list-style&#039;)&lt;br /&gt;
			:tag(&#039;td&#039;)&lt;br /&gt;
				:attr(&#039;align&#039;, &#039;left&#039;)&lt;br /&gt;
				:attr(&#039;colspan&#039;, 7)&lt;br /&gt;
				:wikitext(text)&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderLegsRow(tbl, cfg, stat, root)&lt;br /&gt;
	local legs = stat.damage_legs_scale or root.damage_legs_scale&lt;br /&gt;
	local text&lt;br /&gt;
	if aw.isNumberAndGreaterThanZero(stat.legshot_charged) then&lt;br /&gt;
		text = string.format(&lt;br /&gt;
			&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt; &amp;amp;rarr; &amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;%s&#039;,&lt;br /&gt;
			legs,&lt;br /&gt;
			stat.legshot_charged,&lt;br /&gt;
			cfg.unit)&lt;br /&gt;
	else&lt;br /&gt;
		text = string.format(&lt;br /&gt;
			&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;%s&#039;,&lt;br /&gt;
			legs,&lt;br /&gt;
			cfg.unit)&lt;br /&gt;
	end&lt;br /&gt;
	tbl:tag(&#039;tr&#039;)&lt;br /&gt;
		:tag(&#039;th&#039;)&lt;br /&gt;
			:wikitext(cfg.legs)&lt;br /&gt;
			:done()&lt;br /&gt;
		:tag(&#039;td&#039;)&lt;br /&gt;
			:attr(&#039;align&#039;, &#039;left&#039;)&lt;br /&gt;
			:attr(&#039;colspan&#039;, 6)&lt;br /&gt;
			:wikitext(text)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local DamageProto = {&lt;br /&gt;
	damage = {&lt;br /&gt;
		base     = proto.NumberRange(1),&lt;br /&gt;
	},&lt;br /&gt;
	damage_head_scale = proto.NumberRange(1),&lt;br /&gt;
	damage_legs_scale = proto.NumberRange(0, 1),&lt;br /&gt;
}&lt;br /&gt;
local ShatterCapsProto = {&lt;br /&gt;
	damage = {&lt;br /&gt;
		base     = proto.NumberRange(1),&lt;br /&gt;
	},&lt;br /&gt;
	damage_head_scale = proto.NumberRange(1),&lt;br /&gt;
	damage_legs_scale = proto.NumberRange(0, 1),&lt;br /&gt;
	pellet = proto.NumberRange(1),&lt;br /&gt;
}&lt;br /&gt;
local damageHopups = {&lt;br /&gt;
	{&lt;br /&gt;
		name = &#039;selectfire_receiver&#039;,&lt;br /&gt;
		proto = DamageProto,&lt;br /&gt;
		textclass = &#039;text-rarity-epic&#039;,&lt;br /&gt;
		dispclass = &#039;disp-rarity-epic&#039;,&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		name = &#039;anvil_receiver&#039;,&lt;br /&gt;
		proto = DamageProto,&lt;br /&gt;
		textclass = &#039;text-rarity-legendary&#039;,&lt;br /&gt;
		dispclass = &#039;disp-rarity-legendary&#039;,&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		name = &#039;shatter_caps&#039;,&lt;br /&gt;
		proto = ShatterCapsProto,&lt;br /&gt;
		textclass = &#039;text-rarity-epic&#039;,&lt;br /&gt;
		dispclass = &#039;disp-rarity-epic&#039;,&lt;br /&gt;
	},&lt;br /&gt;
}&lt;br /&gt;
local function renderDamage(tbl, cfg, stat, isSpecial)&lt;br /&gt;
	if not proto.validateTypes(stat, DamageProto) then&lt;br /&gt;
		return&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	local cattext = string.format(cfg.head_category, stat.damage.headshot_charged or stat.damage_head_scale or 1)&lt;br /&gt;
	local cell = createCellInRow(tbl, cfg.name)&lt;br /&gt;
	cell:wikitext(cattext .. getDamageText(stat, nil, isSpecial))&lt;br /&gt;
		&lt;br /&gt;
	-- Headshot&lt;br /&gt;
	local head = stat.damage_head_scale or 1&lt;br /&gt;
	local intable = cell:tag(&#039;table&#039;)&lt;br /&gt;
		:addClass(&#039;condensedtable&#039;)&lt;br /&gt;
		:addClass(&#039;listtable&#039;)&lt;br /&gt;
	renderHeadRow(intable, cfg.head, head, cfg)&lt;br /&gt;
	&lt;br /&gt;
	local hlmc = stat.damage.headshot_charged or 1&lt;br /&gt;
	if hlmc &amp;gt; 1 then&lt;br /&gt;
		local nameC = &#039;→&amp;amp;nbsp;&#039;&lt;br /&gt;
		renderHeadRow(intable, nameC, hlmc, cfg, true)&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	local sprm = stat.damage.skullpiercer_rifling or 1&lt;br /&gt;
	if sprm &amp;gt; 1 then&lt;br /&gt;
		local nameS = iu.hopup(&#039;skullpiercer_rifling&#039;) .. &#039;&amp;amp;nbsp;&#039;&lt;br /&gt;
		renderHeadRow(intable, nameS, sprm, cfg, true)&lt;br /&gt;
	end&lt;br /&gt;
	renderHeadEffectiveRange(intable, cfg, stat, stat)&lt;br /&gt;
	&lt;br /&gt;
	-- Legsshot&lt;br /&gt;
	renderLegsRow(intable, cfg, stat, stat)&lt;br /&gt;
	&lt;br /&gt;
	-- [Hop-Up] Selectfire Receiver, Anvil Receiver &amp;amp; Shatter Caps&lt;br /&gt;
	for _, v in ipairs(damageHopups) do&lt;br /&gt;
		local hopupStat = stat[v.name]&lt;br /&gt;
		if (Hopup[v.name].enabled or isSpecial) and proto.validateTypes(hopupStat, v.proto) then&lt;br /&gt;
			local intblS = cell:tag(&#039;div&#039;)&lt;br /&gt;
				:addClass(&#039;tpl-weapon-inbox&#039;)&lt;br /&gt;
				:addClass(specialOnly and &#039;disp-rarity-heirloom&#039; or v.dispclass)&lt;br /&gt;
				:wikitext(iu.hopup(v.name) .. &#039;&amp;amp;nbsp;&#039;)&lt;br /&gt;
				:tag(&#039;span&#039;)&lt;br /&gt;
					:addClass(&#039;text-rarity&#039;)&lt;br /&gt;
					:addClass(specialOnly and &#039;text-rarity-heirloom&#039; or v.textclass)&lt;br /&gt;
					:wikitext(getDamageText(hopupStat, stat))&lt;br /&gt;
					:done()&lt;br /&gt;
				:tag(&#039;table&#039;)&lt;br /&gt;
					:addClass(&#039;condensedtable&#039;)&lt;br /&gt;
					:addClass(&#039;listtable&#039;)&lt;br /&gt;
			&lt;br /&gt;
			local head = hopupStat.damage_head_scale or stat.damage_head_scale or 1&lt;br /&gt;
			renderHeadRow(intblS, cfg.head, head, cfg)&lt;br /&gt;
			renderHeadEffectiveRange(intblS, cfg, hopupStat, stat)&lt;br /&gt;
			renderLegsRow           (intblS, cfg, hopupStat, stat)&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderFirerate(tbl, cfg, stat, lang)&lt;br /&gt;
	local cell = createCellInRow(tbl, cfg.name)&lt;br /&gt;
	local node, newcell = require(&#039;Module:WeaponInfobox/Firerate&#039;).renderFirerate(stat, lang)&lt;br /&gt;
	if newcell then&lt;br /&gt;
		tbl:tag(&#039;tr&#039;):tag(&#039;td&#039;):attr(&#039;colspan&#039;, 2):node(node)&lt;br /&gt;
	else&lt;br /&gt;
		cell:node(node)&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderProjectileSpeed(tbl, cfg, projectile_speed, projectile_speed_charged)&lt;br /&gt;
	if not aw.isNumberAndGreaterThanZero(projectile_speed) then&lt;br /&gt;
		return&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	local text&lt;br /&gt;
	if projectile_speed == math.huge then&lt;br /&gt;
		text = cfg.hitscan&lt;br /&gt;
	elseif aw.isNumberAndGreaterThanZero(move_speed_charged) then&lt;br /&gt;
		text = string.format(&lt;br /&gt;
			&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt; → &amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;%s&#039;,&lt;br /&gt;
			string.format(cfg.format, aw.comma(aw.roundx(0.0254 * projectile_speed, 2))),&lt;br /&gt;
			string.format(cfg.format, aw.comma(aw.roundx(0.0254 * projectile_speed_charged, 2))),&lt;br /&gt;
			cfg.unit)&lt;br /&gt;
	else&lt;br /&gt;
		text = string.format(&lt;br /&gt;
			&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;%s&#039;,&lt;br /&gt;
			string.format(cfg.format, aw.comma(aw.roundx(0.0254 * projectile_speed, 2))),&lt;br /&gt;
			cfg.unit)&lt;br /&gt;
	end&lt;br /&gt;
	renderRow(tbl, cfg.name, text)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local ShatterCapsMoveSpeedProto = {&lt;br /&gt;
	shatter_caps = {&lt;br /&gt;
		move_speed = proto.NumberRange(0, 1),&lt;br /&gt;
	},&lt;br /&gt;
}&lt;br /&gt;
local function getMoveSpeedText(cfg, moveSpeed)&lt;br /&gt;
	return string.format(&lt;br /&gt;
		&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;%s&#039;,&lt;br /&gt;
		string.format(cfg.format, 100 * (moveSpeed - 1)),&lt;br /&gt;
		cfg.unit)&lt;br /&gt;
end&lt;br /&gt;
local function renderMoveSpeed(tbl, cfg, stat)&lt;br /&gt;
	if not aw.isNumberAndGreaterThanZero(stat.move_speed) then&lt;br /&gt;
		return&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	local text&lt;br /&gt;
	&lt;br /&gt;
	-- [Hop-up] Shatter Caps&lt;br /&gt;
	if proto.validateTypes(stat, ShatterCapsMoveSpeedProto) and stat.move_speed ~= stat.shatter_caps.move_speed then&lt;br /&gt;
		text = string.format(&lt;br /&gt;
			&#039;%s%s&amp;lt;span class=&amp;quot;block-rarity disp-rarity-epic text-rarity text-rarity-epic&amp;quot;&amp;gt;%s %s&amp;lt;/span&amp;gt;&#039;,&lt;br /&gt;
			getMoveSpeedText(cfg, stat.move_speed),&lt;br /&gt;
			cfg.separator,&lt;br /&gt;
			iu.hopup(&#039;shatter_caps&#039;),&lt;br /&gt;
			getMoveSpeedText(cfg, stat.shatter_caps.move_speed))&lt;br /&gt;
	elseif aw.isNumberAndGreaterThanZero(stat.move_speed_charged) then&lt;br /&gt;
		text = string.format(&lt;br /&gt;
			&#039;%s → %s&#039;,&lt;br /&gt;
			getMoveSpeedText(cfg, stat.move_speed),&lt;br /&gt;
			getMoveSpeedText(cfg, stat.move_speed_charged),&lt;br /&gt;
			cfg.unit)&lt;br /&gt;
	else&lt;br /&gt;
		text = getMoveSpeedText(cfg, stat.move_speed)&lt;br /&gt;
	end&lt;br /&gt;
	renderRow(tbl, cfg.name, text)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderDPS(tbl, cfg, stat, lang)&lt;br /&gt;
	local sld  = require(&#039;Module:Stat/Shield&#039;)[&#039;reinforcehelmets&#039;]&lt;br /&gt;
	local node = require(&#039;Module:WeaponInfobox/DPS&#039;).renderDPS(stat, sld, lang)&lt;br /&gt;
	createCellInRow(tbl, cfg.name)&lt;br /&gt;
	tbl:tag(&#039;tr&#039;):tag(&#039;td&#039;):attr(&#039;colspan&#039;, 2):node(node)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderMagazineRow(intbl, name, mag, rsvmag, cfg, opts)&lt;br /&gt;
	opts = opts or {}&lt;br /&gt;
	intbl:tag(&#039;tr&#039;)&lt;br /&gt;
		:addClassIf(opts.class and type(opts.class) == &#039;string&#039;, opts.class)&lt;br /&gt;
		:tag(&#039;th&#039;)&lt;br /&gt;
			:wikitext(name)&lt;br /&gt;
			:done()&lt;br /&gt;
		:tag(&#039;td&#039;)&lt;br /&gt;
			:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
			:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
			:wikitext(mag)&lt;br /&gt;
			:done()&lt;br /&gt;
		:tag(&#039;td&#039;)&lt;br /&gt;
			:wikitext(cfg.unit)&lt;br /&gt;
			:done()&lt;br /&gt;
		:tag(&#039;td&#039;)&lt;br /&gt;
			:addClass(&#039;text-secondary&#039;)&lt;br /&gt;
			:wikitext(&#039;&amp;amp;nbsp;/&amp;amp;nbsp;&#039;)&lt;br /&gt;
			:done()&lt;br /&gt;
		:tag(&#039;td&#039;)&lt;br /&gt;
			:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
			:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
			:wikitext(rsvmag == math.huge and cfg.infinity or rsvmag)&lt;br /&gt;
			:done()&lt;br /&gt;
		:tag(&#039;td&#039;)&lt;br /&gt;
			:wikitext(cfg.unit)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function calcVirtualMagSize(overheat, firerate, moddedLoader)&lt;br /&gt;
	if moddedLoader then&lt;br /&gt;
		return math.ceil(1.15 * overheat * firerate)&lt;br /&gt;
	else&lt;br /&gt;
		return math.ceil(overheat * firerate)&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local MultipleNumberProto = {&lt;br /&gt;
	proto.NumberRange(0),&lt;br /&gt;
	proto.NumberRange(0),&lt;br /&gt;
	proto.NumberRange(0),&lt;br /&gt;
	proto.NumberRange(0),&lt;br /&gt;
}&lt;br /&gt;
local function renderMagazine(tbl, cfg, stat, isSpecial, isModdedLoaderAttachable)&lt;br /&gt;
	local magazine = stat.magazine&lt;br /&gt;
	local typename = type(magazine)&lt;br /&gt;
	local text&lt;br /&gt;
	&lt;br /&gt;
	-- 物資投下武器&lt;br /&gt;
	if isSpecial or stat.ammo == &#039;minigun&#039; then&lt;br /&gt;
		local magazine2&lt;br /&gt;
		if typename == &#039;table&#039; then&lt;br /&gt;
			magazine2 = magazine[4]&lt;br /&gt;
		else&lt;br /&gt;
			magazine2 = magazine&lt;br /&gt;
		end&lt;br /&gt;
		&lt;br /&gt;
		if aw.isNumberAndGreaterThanZero(stat.magazine_reserve) then&lt;br /&gt;
			if isModdedLoaderAttachable then&lt;br /&gt;
				local moddedLoaderMagazine2 = apex.calcMagazineWithModdedLoader(magazine2)&lt;br /&gt;
				local moddedLoaderReserve   = stat.magazine_reserve - (moddedLoaderMagazine2 - magazine2)&lt;br /&gt;
				local intbl = createCellInRow(tbl, cfg.name)&lt;br /&gt;
					:tag(&#039;table&#039;)&lt;br /&gt;
						:addClass(&#039;condensedtable&#039;)&lt;br /&gt;
				renderMagazineRow(intbl, &#039;&#039;, magazine2, stat.magazine_reserve, cfg)&lt;br /&gt;
				renderMagazineRow(intbl, iu.passive(&#039;modded_loader&#039;) .. &#039;&amp;amp;nbsp;&#039;, moddedLoaderMagazine2, moddedLoaderReserve, cfg)&lt;br /&gt;
				return&lt;br /&gt;
			elseif magazine2 == math.huge then&lt;br /&gt;
				text = string.format(&lt;br /&gt;
					&#039;%s &amp;lt;span class=&amp;quot;text-separator&amp;quot;&amp;gt;/&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;%s&#039;,&lt;br /&gt;
					cfg.infinity,&lt;br /&gt;
					stat.magazine_reserve == math.huge and cfg.infinity or stat.magazine_reserve,&lt;br /&gt;
					cfg.unit)&lt;br /&gt;
			else&lt;br /&gt;
				text = string.format(&lt;br /&gt;
					&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%d&amp;lt;/span&amp;gt;%s &amp;lt;span class=&amp;quot;text-separator&amp;quot;&amp;gt;/&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;%s&#039;,&lt;br /&gt;
					magazine2,&lt;br /&gt;
					cfg.unit,&lt;br /&gt;
					stat.magazine_reserve == math.huge and cfg.infinity or stat.magazine_reserve,&lt;br /&gt;
					cfg.unit)&lt;br /&gt;
			end&lt;br /&gt;
		else&lt;br /&gt;
			text = string.format(&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%d&amp;lt;/span&amp;gt;%s&#039;, magazine2, cfg.unit)&lt;br /&gt;
		end&lt;br /&gt;
	&lt;br /&gt;
	-- 拡張マガジンあり&lt;br /&gt;
	elseif typename == &#039;table&#039; then&lt;br /&gt;
		if isModdedLoaderAttachable then&lt;br /&gt;
			local intable = createCellInRow(tbl, cfg.name)&lt;br /&gt;
				:tag(&#039;table&#039;)&lt;br /&gt;
					:addClass(&#039;condensedtable&#039;)&lt;br /&gt;
			renderFormatRow(&lt;br /&gt;
				intable,&lt;br /&gt;
				&#039;&#039;,&lt;br /&gt;
				magazine[1], magazine[2], magazine[3], magazine[4],&lt;br /&gt;
				{ separator = &#039;&amp;amp;thinsp;-&amp;amp;thinsp;&#039;, footer = cfg.unit })&lt;br /&gt;
			local moddedLoaderMagazine = apex.calcMagazinesWithModdedLoader(magazine)&lt;br /&gt;
			renderFormatRow(&lt;br /&gt;
				intable,&lt;br /&gt;
				iu.passive(&#039;modded_loader&#039;) .. &#039;&amp;amp;nbsp;&#039;,&lt;br /&gt;
				moddedLoaderMagazine[1],&lt;br /&gt;
				moddedLoaderMagazine[2],&lt;br /&gt;
				moddedLoaderMagazine[3],&lt;br /&gt;
				moddedLoaderMagazine[4],&lt;br /&gt;
				{ separator = &#039;&amp;amp;thinsp;-&amp;amp;thinsp;&#039;, footer = cfg.unit })&lt;br /&gt;
			return&lt;br /&gt;
		&lt;br /&gt;
		-- Boosted Loader&lt;br /&gt;
		elseif stat.boosted_loader and proto.validateTypes(stat.boosted_loader.magazine, MultipleNumberProto) then&lt;br /&gt;
			local intable = createCellInRow(tbl, cfg.name)&lt;br /&gt;
				:tag(&#039;table&#039;)&lt;br /&gt;
					:addClass(&#039;condensedtable&#039;)&lt;br /&gt;
					:addClass(&#039;raritytable&#039;)&lt;br /&gt;
			renderFormatRow(&lt;br /&gt;
				intable,&lt;br /&gt;
				&#039;&#039;,&lt;br /&gt;
				magazine[1], magazine[2], magazine[3], magazine[4],&lt;br /&gt;
				{ separator = &#039;&amp;amp;thinsp;-&amp;amp;thinsp;&#039;, footer = cfg.unit })&lt;br /&gt;
			renderFormatRow(&lt;br /&gt;
				intable,&lt;br /&gt;
				iu.hopup(&#039;boosted_loader&#039;) .. &#039;&amp;amp;nbsp;&#039;,&lt;br /&gt;
				stat.boosted_loader.magazine[1],&lt;br /&gt;
				stat.boosted_loader.magazine[2],&lt;br /&gt;
				stat.boosted_loader.magazine[3],&lt;br /&gt;
				stat.boosted_loader.magazine[4],&lt;br /&gt;
				{ rarity = &#039;legendary&#039;, separator = &#039;&amp;amp;thinsp;-&amp;amp;thinsp;&#039;, footer = cfg.unit })&lt;br /&gt;
			return&lt;br /&gt;
		&lt;br /&gt;
		else&lt;br /&gt;
			text = formatter:format(magazine[1], magazine[2], magazine[3], magazine[4], cfg.unit, &#039; - &#039;)&lt;br /&gt;
		end&lt;br /&gt;
	&lt;br /&gt;
	-- 拡張マガジンなし&lt;br /&gt;
	elseif typename == &#039;number&#039; then&lt;br /&gt;
		if magazine == math.huge then&lt;br /&gt;
			if aw.isNumberAndGreaterThanZero(stat.firerate) then&lt;br /&gt;
				if proto.validateTypes(stat.overheat, MultipleNumberProto) then&lt;br /&gt;
					local intable = createCellInRow(tbl, cfg.name):tag(&#039;table&#039;):addClass(&#039;condensedtable&#039;)&lt;br /&gt;
					renderFormatRow(&lt;br /&gt;
						intable,&lt;br /&gt;
						&#039;&#039;,&lt;br /&gt;
						calcVirtualMagSize(stat.overheat[1], stat.firerate),&lt;br /&gt;
						calcVirtualMagSize(stat.overheat[2], stat.firerate),&lt;br /&gt;
						calcVirtualMagSize(stat.overheat[3], stat.firerate),&lt;br /&gt;
						calcVirtualMagSize(stat.overheat[4], stat.firerate),&lt;br /&gt;
						{ separator = &#039;&amp;amp;thinsp;-&amp;amp;thinsp;&#039;, footer = cfg.unit })&lt;br /&gt;
					renderFormatRow(&lt;br /&gt;
						intable,&lt;br /&gt;
						cfg.seconds.name,&lt;br /&gt;
						string.format(cfg.seconds.format, stat.overheat[1]),&lt;br /&gt;
						string.format(cfg.seconds.format, stat.overheat[2]),&lt;br /&gt;
						string.format(cfg.seconds.format, stat.overheat[3]),&lt;br /&gt;
						string.format(cfg.seconds.format, stat.overheat[4]),&lt;br /&gt;
						{ class = &#039;no-list-style text-secondary text-smaller&#039;, headerAlign = &#039;right&#039;, separator = &#039;&amp;amp;thinsp;-&amp;amp;thinsp;&#039;, footer = cfg.seconds.unit })&lt;br /&gt;
					if isModdedLoaderAttachable then&lt;br /&gt;
						renderFormatRow(&lt;br /&gt;
							intable,&lt;br /&gt;
							iu.passive(&#039;modded_loader&#039;) .. &#039;&amp;amp;nbsp;&#039;,&lt;br /&gt;
							calcVirtualMagSize(stat.overheat[1], stat.firerate, true),&lt;br /&gt;
							calcVirtualMagSize(stat.overheat[2], stat.firerate, true),&lt;br /&gt;
							calcVirtualMagSize(stat.overheat[3], stat.firerate, true),&lt;br /&gt;
							calcVirtualMagSize(stat.overheat[4], stat.firerate, true),&lt;br /&gt;
							{ separator = &#039;&amp;amp;thinsp;-&amp;amp;thinsp;&#039;, footer = cfg.unit })&lt;br /&gt;
						renderFormatRow(&lt;br /&gt;
							intable,&lt;br /&gt;
							cfg.seconds.name,&lt;br /&gt;
							string.format(cfg.seconds.format, 1.15 * stat.overheat[1]),&lt;br /&gt;
							string.format(cfg.seconds.format, 1.15 * stat.overheat[2]),&lt;br /&gt;
							string.format(cfg.seconds.format, 1.15 * stat.overheat[3]),&lt;br /&gt;
							string.format(cfg.seconds.format, 1.15 * stat.overheat[4]),&lt;br /&gt;
							{ class = &#039;no-list-style text-secondary text-smaller&#039;, headerAlign = &#039;right&#039;, separator = &#039;&amp;amp;thinsp;-&amp;amp;thinsp;&#039;, footer = cfg.seconds.unit })&lt;br /&gt;
					end&lt;br /&gt;
					return&lt;br /&gt;
				elseif aw.isNumberAndGreaterThanZero(stat.overheat) then&lt;br /&gt;
					text = string.format(&lt;br /&gt;
						&#039;%s (&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%d&amp;lt;/span&amp;gt;%s &amp;lt;span class=&amp;quot;text-separator&amp;quot;&amp;gt;/&amp;lt;/span&amp;gt; %s &amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%d&amp;lt;/span&amp;gt;%s)&#039;,&lt;br /&gt;
						cfg.infinity,&lt;br /&gt;
						1 + math.floor(stat.overheat * stat.firerate),&lt;br /&gt;
						cfg.unit,&lt;br /&gt;
						iu.passive(&#039;modded_loader&#039;),&lt;br /&gt;
						1 + math.floor(1.15 * stat.overheat * stat.firerate),&lt;br /&gt;
						cfg.unit)&lt;br /&gt;
				else&lt;br /&gt;
					text = cfg.infinity&lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				text = cfg.infinity&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
		elseif aw.isNumberAndGreaterThanX(stat.ammo_per_shot, 1) then&lt;br /&gt;
			local times = magazine / stat.ammo_per_shot&lt;br /&gt;
			local timesText&lt;br /&gt;
			if type(cfg.times.format) == &#039;table&#039; then&lt;br /&gt;
				if times &amp;gt; 2 then&lt;br /&gt;
					timesText = string.format(cfg.times.format[3], times)&lt;br /&gt;
				else&lt;br /&gt;
					timesText = cfg.times.format[times]&lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				timesText = string.format(cfg.times.format, times)&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			text = string.format(&lt;br /&gt;
				&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%d&amp;lt;/span&amp;gt;%s &amp;lt;span class=&amp;quot;text-secondary&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(%s)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&#039;,&lt;br /&gt;
				magazine, cfg.unit, timesText)&lt;br /&gt;
			&lt;br /&gt;
		else&lt;br /&gt;
			text = string.format(&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%d&amp;lt;/span&amp;gt;%s&#039;, magazine, cfg.unit)&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	renderRow(tbl, cfg.name, text)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderDuration(tbl, cfg, stat, lang)&lt;br /&gt;
	local node, isSimple = require(&#039;Module:WeaponInfobox/Duration&#039;).renderDuration(stat, lang)&lt;br /&gt;
	local cell = createCellInRow(tbl, cfg.name)&lt;br /&gt;
	if isSimple then&lt;br /&gt;
		cell:node(node)&lt;br /&gt;
	else&lt;br /&gt;
		tbl:tag(&#039;tr&#039;):tag(&#039;td&#039;):attr(&#039;colspan&#039;, 2):node(node)&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderSpread(tbl, cfg, stat, lang, frame)&lt;br /&gt;
	local Spread = require(&#039;Module:WeaponInfobox/Spread&#039;)&lt;br /&gt;
	local node = Spread.renderSpread(stat.spread, stat.attachments.laser_sight, stat.quickdraw_holster and stat.quickdraw_holster.spread, lang)&lt;br /&gt;
	local cell = createCellInRow(tbl, cfg.name)&lt;br /&gt;
	if node.tagName == &#039;span&#039; then&lt;br /&gt;
		cell:node(node)&lt;br /&gt;
	elseif Hopup.anvil_receiver.enabled and stat.anvil_receiver and stat.anvil_receiver.spread then&lt;br /&gt;
		local node2 = Spread.renderSpread(stat.anvil_receiver.spread, stat.attachments.laser_sight, nil, lang)&lt;br /&gt;
		if frame then&lt;br /&gt;
			local tabContent = string.format(&lt;br /&gt;
				&#039;{{#tab:%s|%s}}{{#tab:%s|%s}}&#039;,&lt;br /&gt;
				cfg.normal, tostring(node),&lt;br /&gt;
				cfg.anvil_receiver, tostring(node2))&lt;br /&gt;
			tbl:tag(&#039;tr&#039;)&lt;br /&gt;
				:tag(&#039;td&#039;)&lt;br /&gt;
					:attr(&#039;colspan&#039;, 2)&lt;br /&gt;
					:wikitext(frame:extensionTag { name = &#039;tabs&#039;, content = tabContent, args = { class = &#039;tabs-intable&#039; }})&lt;br /&gt;
		else&lt;br /&gt;
			tbl:tag(&#039;tr&#039;)&lt;br /&gt;
				:tag(&#039;td&#039;)&lt;br /&gt;
					:attr(&#039;colspan&#039;, 2)&lt;br /&gt;
					:tag(&#039;b&#039;)&lt;br /&gt;
						:wikitext(cfg.normal)&lt;br /&gt;
						:done()&lt;br /&gt;
					:node(node)&lt;br /&gt;
					:tag(&#039;b&#039;)&lt;br /&gt;
						:wikitext(cfg.anvil_receiver)&lt;br /&gt;
						:done()&lt;br /&gt;
					:node(node2)&lt;br /&gt;
		end&lt;br /&gt;
	elseif stat.spread_charged then&lt;br /&gt;
		local node2 = Spread.renderSpread(stat.spread_charged , nil, lang)&lt;br /&gt;
		if frame then&lt;br /&gt;
			local tabContent = string.format(&lt;br /&gt;
				&#039;{{#tab:%s|%s}}{{#tab:%s|%s}}&#039;,&lt;br /&gt;
				cfg.normal, tostring(node),&lt;br /&gt;
				cfg.full_charge, tostring(node2))&lt;br /&gt;
			tbl:tag(&#039;tr&#039;)&lt;br /&gt;
				:tag(&#039;td&#039;)&lt;br /&gt;
					:attr(&#039;colspan&#039;, 2)&lt;br /&gt;
					:wikitext(frame:extensionTag { name = &#039;tabs&#039;, content = tabContent, args = { class = &#039;tabs-intable&#039; }})&lt;br /&gt;
		else&lt;br /&gt;
			tbl:tag(&#039;tr&#039;)&lt;br /&gt;
				:tag(&#039;td&#039;)&lt;br /&gt;
					:attr(&#039;colspan&#039;, 2)&lt;br /&gt;
					:tag(&#039;b&#039;)&lt;br /&gt;
						:wikitext(cfg.normal)&lt;br /&gt;
						:done()&lt;br /&gt;
					:node(node)&lt;br /&gt;
					:tag(&#039;b&#039;)&lt;br /&gt;
						:wikitext(cfg.full_charge)&lt;br /&gt;
						:done()&lt;br /&gt;
					:node(node2)&lt;br /&gt;
		end&lt;br /&gt;
	else&lt;br /&gt;
		tbl:tag(&#039;tr&#039;):tag(&#039;td&#039;):attr(&#039;colspan&#039;, 2):node(node)&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderSpreadDecayRow(intbl, name, cfg, spread, opts)&lt;br /&gt;
	opts = opts or {}&lt;br /&gt;
	intbl:tag(&#039;tr&#039;)&lt;br /&gt;
		:addClassIf(type(opts.rarity) == &#039;string&#039;, &#039;row-rarity-one disp-rarity-&#039; .. (opts.rarity or &#039;common&#039;))&lt;br /&gt;
		:tag(&#039;th&#039;)&lt;br /&gt;
			:wikitext(name)&lt;br /&gt;
			:done()&lt;br /&gt;
		:tag(&#039;td&#039;)&lt;br /&gt;
			:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
			:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
			:wikitext(string.format(cfg.rate.format, spread.decay_rate))&lt;br /&gt;
			:done()&lt;br /&gt;
		:tag(&#039;td&#039;)&lt;br /&gt;
			:wikitext(cfg.rate.unit)&lt;br /&gt;
			:done()&lt;br /&gt;
		:tag(&#039;td&#039;)&lt;br /&gt;
			:addClass(&#039;text-smaller&#039;)&lt;br /&gt;
			:wikitext(cfg.delay.name)&lt;br /&gt;
			:done()&lt;br /&gt;
		:tag(&#039;td&#039;)&lt;br /&gt;
			:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
			:addClass(&#039;text-smaller&#039;)&lt;br /&gt;
			:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
			:wikitext(string.format(cfg.delay.format, spread.decay_delay))&lt;br /&gt;
			:done()&lt;br /&gt;
		:tag(&#039;td&#039;)&lt;br /&gt;
			:addClass(&#039;text-smaller&#039;)&lt;br /&gt;
			:wikitext(cfg.delay.unit)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderSpreadDecay(tbl, cfg, stat)&lt;br /&gt;
	if not (aw.isNumberAndGreaterThanZero(stat.spread.decay_rate) and aw.isNumberAndGreaterThanZero(stat.spread.decay_delay)) then&lt;br /&gt;
		return&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	local cell = createCellInRow(tbl, cfg.name)&lt;br /&gt;
	&lt;br /&gt;
	-- [Hop-up] Anvil Receiver&lt;br /&gt;
	if stat.anvil_receiver and stat.anvil_receiver.spread and aw.isNumberAndGreaterThanZero(stat.anvil_receiver.spread.decay_rate) and aw.isNumberAndGreaterThanZero(stat.anvil_receiver.spread.decay_delay) then&lt;br /&gt;
		local intbl = cell:tag(&#039;table&#039;)&lt;br /&gt;
			:addClass(&#039;condensedtable&#039;)&lt;br /&gt;
			:addClass(&#039;raritytable&#039;)&lt;br /&gt;
		renderSpreadDecayRow(&lt;br /&gt;
			intbl,&lt;br /&gt;
			&#039;&#039;,&lt;br /&gt;
			cfg,&lt;br /&gt;
			stat.spread)&lt;br /&gt;
		renderSpreadDecayRow(&lt;br /&gt;
			intbl,&lt;br /&gt;
			iu.hopup(&#039;anvil_receiver&#039;) .. &#039;&amp;amp;nbsp;&#039;,&lt;br /&gt;
			cfg,&lt;br /&gt;
			stat.anvil_receiver.spread,&lt;br /&gt;
			{ rarity = &#039;legendary&#039; })&lt;br /&gt;
	else&lt;br /&gt;
		local text = string.format(cfg.format, stat.spread.decay_rate, stat.spread.decay_delay)&lt;br /&gt;
		cell:wikitext(text)&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function createTable(cfg, name, stat, lang, frame)&lt;br /&gt;
	local isSpecial = aw.stringstarts(stat.ammo, &amp;quot;special_&amp;quot;)&lt;br /&gt;
	local isModdedLoaderAttachable = stat.category == &#039;light_machine_gun&#039; or stat.ammo == &#039;minigun&#039;&lt;br /&gt;
	local tbl = mw.html.create(&#039;table&#039;)&lt;br /&gt;
	renderReleaseDate(tbl, cfg.release, stat.release)&lt;br /&gt;
	renderCategory(tbl, cfg.category, stat.category, lang)&lt;br /&gt;
	renderAmmo(tbl, cfg.ammo, stat.ammo, lang)&lt;br /&gt;
	renderCost(tbl, cfg.cost, stat.cost, stat.ammo)&lt;br /&gt;
	renderMode(tbl, cfg.mode, stat, isSpecial)&lt;br /&gt;
	renderDamage(tbl, cfg.damage, stat, isSpecial)&lt;br /&gt;
	if stat.firerate then&lt;br /&gt;
		renderFirerate(tbl, cfg.firerate, stat, lang)&lt;br /&gt;
	end&lt;br /&gt;
	renderProjectileSpeed(tbl, cfg.projectilespeed, stat.projectile_speed, stat.projectile_speed_charged)&lt;br /&gt;
	renderMoveSpeed(tbl, cfg.movespeed, stat, stat)&lt;br /&gt;
	renderMagazine(tbl, cfg.magazine, stat, isSpecial, isModdedLoaderAttachable)&lt;br /&gt;
	if stat.firerate and name ~= &#039;ボセックコンパウンドボウ&#039; then&lt;br /&gt;
		renderDPS(tbl, cfg.dps, stat, lang)&lt;br /&gt;
	end&lt;br /&gt;
	if stat.time then&lt;br /&gt;
		renderDuration(tbl, cfg.duration, stat, lang)&lt;br /&gt;
	end&lt;br /&gt;
	if stat.spread then&lt;br /&gt;
		renderSpread(tbl, cfg.spread, stat, lang, frame)&lt;br /&gt;
		renderSpreadDecay(tbl, cfg.spreaddecay, stat)&lt;br /&gt;
	end&lt;br /&gt;
	return tbl&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderInfobox(args, frame)&lt;br /&gt;
	local lang = args and args.lang or &#039;ja&#039;&lt;br /&gt;
	local cfglang = cfg[lang]&lt;br /&gt;
	local stat = mw.loadData(&#039;Module:Stat/Weapon&#039;)[args.name]&lt;br /&gt;
	local div = mw.html.create(&#039;div&#039;)&lt;br /&gt;
		:addClass(&#039;tpl-infobox-right&#039;)&lt;br /&gt;
		:addClass(&#039;tpl-weapon&#039;)&lt;br /&gt;
	if aw.stringstarts(stat.ammo, &amp;quot;special_&amp;quot;) then&lt;br /&gt;
		div:addClass(&#039;tpl-weapon-special&#039;)&lt;br /&gt;
	else&lt;br /&gt;
		div:addClass(&#039;tpl-weapon-&#039; .. stat.ammo)&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	div:tag(&#039;div&#039;)&lt;br /&gt;
		:addClass(&#039;tpl-weapon-header&#039;)&lt;br /&gt;
		:wikitext(args.name .. iu.ammo(stat.ammo, { size = 40 }))&lt;br /&gt;
	div:node(createTable(cfglang, args.name, stat, lang, frame))&lt;br /&gt;
	return div&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p._main(args, frame)&lt;br /&gt;
	formatter = require(&#039;Module:Utility/Formatter&#039;).new(frame)&lt;br /&gt;
	return tostring(renderInfobox(args, frame))&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.main(frame)&lt;br /&gt;
	if not getArgs then&lt;br /&gt;
		getArgs = require(&#039;Module:Arguments&#039;).getArgs&lt;br /&gt;
	end&lt;br /&gt;
	args = getArgs(frame)&lt;br /&gt;
	return p._main(args, frame)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%A2%E3%82%B8%E3%83%A5%E3%83%BC%E3%83%AB:WeaponInfobox&amp;diff=4433</id>
		<title>モジュール:WeaponInfobox</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%A2%E3%82%B8%E3%83%A5%E3%83%BC%E3%83%AB:WeaponInfobox&amp;diff=4433"/>
		<updated>2022-08-13T03:10:40Z</updated>

		<summary type="html">&lt;p&gt;Mntone: アンビルレシーバーの拡散値でエラーが出る不具合の修正&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;require(&#039;Module:Utility/mw.html Extensions&#039;)&lt;br /&gt;
&lt;br /&gt;
local p = {}&lt;br /&gt;
local cfg = mw.loadData(&#039;Module:WeaponInfobox/configuration&#039;)&lt;br /&gt;
local Hopup = mw.loadData(&#039;Module:Stat/Hopup&#039;)&lt;br /&gt;
&lt;br /&gt;
local aw    = require(&#039;Module:Utility/Library&#039;)&lt;br /&gt;
local apex  = require(&#039;Module:Utility/ApexLibrary&#039;)&lt;br /&gt;
local iu    = require(&#039;Module:Utility/Image&#039;)&lt;br /&gt;
local inu   = require(&#039;Module:Utility/ImageWithName&#039;)&lt;br /&gt;
local nu    = require(&#039;Module:Utility/Name&#039;)&lt;br /&gt;
local proto = require(&#039;Module:Utility/Prototypes&#039;)&lt;br /&gt;
local StringBuilder = require(&#039;Module:Utility/StringBuilder&#039;)&lt;br /&gt;
local formatter -- lazily initialized&lt;br /&gt;
local getArgs -- lazily initialized&lt;br /&gt;
&lt;br /&gt;
local function createCellInRow(tbl, name)&lt;br /&gt;
	return tbl:tag(&#039;tr&#039;)&lt;br /&gt;
		:tag(&#039;th&#039;)&lt;br /&gt;
			:wikitext(name)&lt;br /&gt;
			:done()&lt;br /&gt;
		:tag(&#039;td&#039;)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderRow(tbl, name, item)&lt;br /&gt;
	createCellInRow(tbl, name):wikitext(item)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderFormatRow(tbl, name, default, common, rare, epic, opts)&lt;br /&gt;
	opts = opts or {}&lt;br /&gt;
	opts.separator = opts.separator or &#039;&amp;amp;nbsp;-&amp;amp;nbsp;&#039;&lt;br /&gt;
	local row = tbl:tag(&#039;tr&#039;)&lt;br /&gt;
		:addClassIf(type(opts.class)  == &#039;string&#039;, opts.class)&lt;br /&gt;
		:addClassIf(type(opts.rarity) == &#039;string&#039;, &#039;row-rarity-one disp-rarity-&#039; .. (opts.rarity or &#039;common&#039;))&lt;br /&gt;
	&lt;br /&gt;
	if name ~= nil then&lt;br /&gt;
		row:tag(&#039;th&#039;)&lt;br /&gt;
			:attrIf(opts.headerAlign and type(opts.headerAlign) == &#039;string&#039;, { align = opts.headerAlign })&lt;br /&gt;
			:wikitext(name)&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	local first = true&lt;br /&gt;
	if default ~= nil then&lt;br /&gt;
		first = false&lt;br /&gt;
		row:tag(&#039;td&#039;)&lt;br /&gt;
			:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
			:attrIf(opts.align and type(opts.align) == &#039;string&#039;, { align = opts.align })&lt;br /&gt;
			:wikitext(default)&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	if common ~= nil then&lt;br /&gt;
		if not first then&lt;br /&gt;
			row:tag(&#039;td&#039;):wikitext(opts.separator)&lt;br /&gt;
		end&lt;br /&gt;
		first = false&lt;br /&gt;
		row:tag(&#039;td&#039;)&lt;br /&gt;
			:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
			:attrIf(opts.align and type(opts.align) == &#039;string&#039;, { align = opts.align })&lt;br /&gt;
			:tag(&#039;span&#039;)&lt;br /&gt;
				:addClass(&#039;text-rarity&#039;)&lt;br /&gt;
				:addClass(&#039;text-rarity-common&#039;)&lt;br /&gt;
				:wikitext(common)&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	if rare ~= nil then&lt;br /&gt;
		if not first then&lt;br /&gt;
			row:tag(&#039;td&#039;):wikitext(opts.separator)&lt;br /&gt;
		end&lt;br /&gt;
		first = false&lt;br /&gt;
		row:tag(&#039;td&#039;)&lt;br /&gt;
			:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
			:attrIf(opts.align and type(opts.align) == &#039;string&#039;, { align = opts.align })&lt;br /&gt;
			:tag(&#039;span&#039;)&lt;br /&gt;
				:addClass(&#039;text-rarity&#039;)&lt;br /&gt;
				:addClass(&#039;text-rarity-rare&#039;)&lt;br /&gt;
				:wikitext(rare)&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	if epic ~= nil then&lt;br /&gt;
		if not first then&lt;br /&gt;
			row:tag(&#039;td&#039;):wikitext(opts.separator)&lt;br /&gt;
		end&lt;br /&gt;
		first = false&lt;br /&gt;
		row:tag(&#039;td&#039;)&lt;br /&gt;
			:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
			:attrIf(opts.align and type(opts.align) == &#039;string&#039;, { align = opts.align })&lt;br /&gt;
			:tag(&#039;span&#039;)&lt;br /&gt;
				:addClass(&#039;text-rarity&#039;)&lt;br /&gt;
				:addClass(&#039;text-rarity-epic&#039;)&lt;br /&gt;
				:wikitext(epic)&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	if opts.footer ~= nil then&lt;br /&gt;
		row:tag(&#039;td&#039;)&lt;br /&gt;
			:attrIf(opts.footerAlign   and type(opts.footerAlign) == &#039;string&#039;,   { align   = opts.footerAlign }, { align = &#039;left&#039; })&lt;br /&gt;
			:attrIf(opts.footerColspan and type(opts.footerColspan) == &#039;number&#039;, { colspan = opts.footerColspan })&lt;br /&gt;
			:wikitext(opts.footer)&lt;br /&gt;
	end&lt;br /&gt;
	return row&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderReleaseDate(tbl, cfg, release)&lt;br /&gt;
	local r = os.date(&amp;quot;*t&amp;quot;, release)&lt;br /&gt;
	local releaseText = string.format(&lt;br /&gt;
		&#039;&amp;lt;time datetime=&amp;quot;%04d-%02d-%02dT%02d:00:00.000+0900&amp;quot;&amp;gt;%d年%d月%d日 %d時&amp;lt;/time&amp;gt;～&#039;,&lt;br /&gt;
		r.year, r.month, r.day, r.hour, r.year, r.month, r.day, r.hour)&lt;br /&gt;
	renderRow(tbl, cfg.name, releaseText)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderCategory(tbl, cfg, stat, lang)&lt;br /&gt;
	local category = nu.type(stat, lang, 1)&lt;br /&gt;
	local item&lt;br /&gt;
	if lang == &#039;ja&#039; then&lt;br /&gt;
		item = string.format(&#039;[[武器#%s|%s]][[Category:%s]]&#039;, category, category, category)&lt;br /&gt;
	else&lt;br /&gt;
		item = string.format(&#039;%s[[Category:%s]]&#039;, category, category)&lt;br /&gt;
	end&lt;br /&gt;
	renderRow(tbl, cfg.name, item)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderAmmo(tbl, cfg, stat, lang)&lt;br /&gt;
	createCellInRow(tbl, cfg.name)&lt;br /&gt;
		:addClass(&#039;cell-ammo&#039;)&lt;br /&gt;
		:wikitext(inu.ammo(stat, { lang = lang, size = 24 }))&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderCost(tbl, cfg, stat, ammo)&lt;br /&gt;
	if stat == nil or aw.stringstarts(ammo, &#039;special_&#039;) then&lt;br /&gt;
		return&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	local text = formatter:format(&lt;br /&gt;
		aw.comma(stat[1]),&lt;br /&gt;
		aw.comma(stat[2]),&lt;br /&gt;
		aw.comma(stat[3]),&lt;br /&gt;
		aw.comma(stat[4]),&lt;br /&gt;
		&#039;&#039;, &#039; - &#039;)&lt;br /&gt;
	renderRow(tbl, cfg.name, cfg.header .. text)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function appendMode(builder, cfg, stat, base)&lt;br /&gt;
	if stat.is_semi_auto or (stat.is_semi_auto == nil and base.is_semi_auto) then&lt;br /&gt;
		local burstCount = stat.burst_count or (base and base.burst_count) or 1&lt;br /&gt;
		if aw.isNumberAndGreaterThanOrEqualToX(burstCount, 2) then&lt;br /&gt;
			builder:appendFormat(cfg.burst, burstCount)&lt;br /&gt;
			builder:append(cfg.burst_category)&lt;br /&gt;
		else&lt;br /&gt;
			builder:append(cfg.single, cfg.single_category)&lt;br /&gt;
		end&lt;br /&gt;
	else&lt;br /&gt;
		builder:append(cfg.auto, cfg.auto_category)&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderMode(tbl, cfg, stat, isSpecial)&lt;br /&gt;
	local builder = StringBuilder.new()&lt;br /&gt;
	appendMode(builder, cfg, stat)&lt;br /&gt;
	if stat.altfire then&lt;br /&gt;
		builder:append(cfg.separator)&lt;br /&gt;
		appendMode(builder, cfg, stat.altfire, stat)&lt;br /&gt;
	end&lt;br /&gt;
	if (Hopup.selectfire_receiver.enabled or isSpecial) and stat.selectfire_receiver then&lt;br /&gt;
		builder:append(cfg.separator, &#039;&amp;lt;span class=&amp;quot;block-rarity disp-rarity-epic&amp;quot;&amp;gt;&#039;, iu.hopup(&#039;selectfire_receiver&#039;), &#039; &#039;)&lt;br /&gt;
		appendMode(builder, cfg, stat.selectfire_receiver, stat)&lt;br /&gt;
		builder:append(&#039;&amp;lt;/span&amp;gt;&#039;)&lt;br /&gt;
	end&lt;br /&gt;
	if (Hopup.double_tap_trigger.enabled or isSpecial) and stat.double_tap_trigger then&lt;br /&gt;
		builder:append(cfg.separator, &#039;&amp;lt;span class=&amp;quot;block-rarity disp-rarity-epic&amp;quot;&amp;gt;&#039;, iu.hopup(&#039;double_tap_trigger&#039;), &#039; &#039;)&lt;br /&gt;
		appendMode(builder, cfg, stat.double_tap_trigger, stat)&lt;br /&gt;
		builder:append(&#039;&amp;lt;/span&amp;gt;&#039;)&lt;br /&gt;
	end&lt;br /&gt;
	renderRow(tbl, cfg.name, tostring(builder))&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local HammerpointRoundsProto = {&lt;br /&gt;
	hammerpoint_rounds = {&lt;br /&gt;
		damage_unshielded_scale = proto.NumberRange(1),&lt;br /&gt;
	},&lt;br /&gt;
}&lt;br /&gt;
local DisruptorRoundsProto = {&lt;br /&gt;
	disruptor_rounds = {&lt;br /&gt;
		damage_shield_scale = proto.NumberRange(1),&lt;br /&gt;
	},&lt;br /&gt;
}&lt;br /&gt;
local function getDamageText(stat, root, isSpecial)&lt;br /&gt;
	local builder = StringBuilder.new()&lt;br /&gt;
	local rarity  = isSpecial and &#039;heirloom&#039;&lt;br /&gt;
	local damage, pellet&lt;br /&gt;
	if root then&lt;br /&gt;
		damage = stat.damage or root.damage&lt;br /&gt;
		pellet = stat.pellet or root.pellet or 1&lt;br /&gt;
	else&lt;br /&gt;
		damage = stat.damage&lt;br /&gt;
		pellet = stat.pellet or 1&lt;br /&gt;
	end&lt;br /&gt;
	if aw.isNumberAndGreaterThanOrEqualToX(pellet, 2) then&lt;br /&gt;
		builder:appendFormat(&lt;br /&gt;
			&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;%d&#039;,&lt;br /&gt;
			damage.base,&lt;br /&gt;
			pellet)&lt;br /&gt;
		&lt;br /&gt;
		if aw.isNumberAndGreaterThanZero(damage.charged) then&lt;br /&gt;
			builder:appendFormat(&lt;br /&gt;
				&#039;&amp;amp;thinsp;&amp;amp;rarr;&amp;amp;thinsp;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;%d&#039;,&lt;br /&gt;
				damage.charged,&lt;br /&gt;
				pellet)&lt;br /&gt;
		elseif proto.validateTypes(stat, HammerpointRoundsProto) then&lt;br /&gt;
			if not rarity then&lt;br /&gt;
				rarity = Hopup.hammerpoint_rounds.rarity&lt;br /&gt;
			end&lt;br /&gt;
			builder:appendFormat(&lt;br /&gt;
				&#039;&amp;amp;thinsp;&amp;amp;rarr;&amp;amp;thinsp;&amp;lt;span class=&amp;quot;block-rarity disp-rarity-%s text-rarity text-rarity-%s&amp;quot;&amp;gt;%s \&#039;\&#039;\&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;%d\&#039;\&#039;\&#039;&amp;lt;/span&amp;gt;&#039;,&lt;br /&gt;
				rarity,&lt;br /&gt;
				rarity,&lt;br /&gt;
				iu.hopup(&#039;hammerpoint_rounds&#039;, { rarity = rarity }),&lt;br /&gt;
				math.floor(damage.base * stat.hammerpoint_rounds.damage_unshielded_scale),&lt;br /&gt;
				pellet)&lt;br /&gt;
		end&lt;br /&gt;
	else&lt;br /&gt;
		if aw.isNumberAndGreaterThanZero(damage.amped) then&lt;br /&gt;
			builder:appendFormat(&lt;br /&gt;
				&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;text-separator&amp;quot;&amp;gt;/&amp;lt;/span&amp;gt; %s&amp;amp;nbsp;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;&#039;,&lt;br /&gt;
				damage.base,&lt;br /&gt;
				iu.item(&#039;シールドセル&#039;),&lt;br /&gt;
				damage.amped)&lt;br /&gt;
		elseif aw.isNumberAndGreaterThanZero(damage.charged) then&lt;br /&gt;
			builder:appendFormat(&lt;br /&gt;
				&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;&amp;amp;thinsp;&amp;amp;rarr;&amp;amp;thinsp;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;&#039;,&lt;br /&gt;
				damage.base,&lt;br /&gt;
				damage.charged)&lt;br /&gt;
		elseif proto.validateTypes(stat, HammerpointRoundsProto) then&lt;br /&gt;
			if not rarity then&lt;br /&gt;
				rarity = Hopup.hammerpoint_rounds.rarity&lt;br /&gt;
			end&lt;br /&gt;
			builder:appendFormat(&lt;br /&gt;
				&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;&amp;amp;thinsp;&amp;amp;rarr;&amp;amp;thinsp;&amp;lt;span class=&amp;quot;block-rarity disp-rarity-%s text-rarity text-rarity-%s&amp;quot;&amp;gt;%s \&#039;\&#039;\&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;\&#039;\&#039;\&#039;&amp;lt;/span&amp;gt;&#039;,&lt;br /&gt;
				damage.base,&lt;br /&gt;
				rarity,&lt;br /&gt;
				rarity,&lt;br /&gt;
				iu.hopup(&#039;hammerpoint_rounds&#039;, { rarity = rarity }),&lt;br /&gt;
				math.floor(damage.base * stat.hammerpoint_rounds.damage_unshielded_scale))&lt;br /&gt;
		elseif proto.validateTypes(stat, DisruptorRoundsProto) then&lt;br /&gt;
			if not rarity then&lt;br /&gt;
				rarity = Hopup.disruptor_rounds.rarity&lt;br /&gt;
			end&lt;br /&gt;
			builder:appendFormat(&lt;br /&gt;
				&#039;&amp;lt;span class=&amp;quot;block-rarity disp-rarity-%s text-rarity text-rarity-%s&amp;quot;&amp;gt;%s \&#039;\&#039;\&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;\&#039;\&#039;\&#039;&amp;lt;/span&amp;gt;&amp;amp;thinsp;&amp;amp;rarr;&amp;amp;thinsp;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;&#039;,&lt;br /&gt;
				rarity,&lt;br /&gt;
				rarity,&lt;br /&gt;
				iu.hopup(&#039;disruptor_rounds&#039;, { rarity = rarity }),&lt;br /&gt;
				math.floor(damage.base * stat.disruptor_rounds.damage_shield_scale),&lt;br /&gt;
				damage.base)&lt;br /&gt;
		else&lt;br /&gt;
			builder:appendFormat(&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;&#039;, damage.base)&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
	return tostring(builder)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderHeadRow(tbl, name, head, cfg, nolist)&lt;br /&gt;
	local opts = { align = &#039;left&#039;, footer = cfg.unit }&lt;br /&gt;
	if nolist then&lt;br /&gt;
		opts.class = &#039;no-list-style&#039;&lt;br /&gt;
		opts.headerAlign = &#039;right&#039;&lt;br /&gt;
	end&lt;br /&gt;
	renderFormatRow(&lt;br /&gt;
		tbl,&lt;br /&gt;
		name,&lt;br /&gt;
		nil,&lt;br /&gt;
		apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV1),&lt;br /&gt;
		apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV2),&lt;br /&gt;
		apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV3),&lt;br /&gt;
		opts)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderHeadEffectiveRange(tbl, cfg, stat, root)&lt;br /&gt;
	local headDist = stat.damage_head_distance or root.damage_head_distance&lt;br /&gt;
	if aw.isNumberAndGreaterThanZero(headDist) then&lt;br /&gt;
		local text = string.format(cfg.head_effective_range, 0.0254 * headDist)&lt;br /&gt;
		tbl:tag(&#039;tr&#039;)&lt;br /&gt;
			:addClass(&#039;no-list-style&#039;)&lt;br /&gt;
			:tag(&#039;td&#039;)&lt;br /&gt;
				:attr(&#039;align&#039;, &#039;left&#039;)&lt;br /&gt;
				:attr(&#039;colspan&#039;, 7)&lt;br /&gt;
				:wikitext(text)&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderLegsRow(tbl, cfg, stat, root)&lt;br /&gt;
	local legs = stat.damage_legs_scale or root.damage_legs_scale&lt;br /&gt;
	local text&lt;br /&gt;
	if aw.isNumberAndGreaterThanZero(stat.legshot_charged) then&lt;br /&gt;
		text = string.format(&lt;br /&gt;
			&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt; &amp;amp;rarr; &amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;%s&#039;,&lt;br /&gt;
			legs,&lt;br /&gt;
			stat.legshot_charged,&lt;br /&gt;
			cfg.unit)&lt;br /&gt;
	else&lt;br /&gt;
		text = string.format(&lt;br /&gt;
			&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;%s&#039;,&lt;br /&gt;
			legs,&lt;br /&gt;
			cfg.unit)&lt;br /&gt;
	end&lt;br /&gt;
	tbl:tag(&#039;tr&#039;)&lt;br /&gt;
		:tag(&#039;th&#039;)&lt;br /&gt;
			:wikitext(cfg.legs)&lt;br /&gt;
			:done()&lt;br /&gt;
		:tag(&#039;td&#039;)&lt;br /&gt;
			:attr(&#039;align&#039;, &#039;left&#039;)&lt;br /&gt;
			:attr(&#039;colspan&#039;, 6)&lt;br /&gt;
			:wikitext(text)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local DamageProto = {&lt;br /&gt;
	damage = {&lt;br /&gt;
		base     = proto.NumberRange(1),&lt;br /&gt;
	},&lt;br /&gt;
	damage_head_scale = proto.NumberRange(1),&lt;br /&gt;
	damage_legs_scale = proto.NumberRange(0, 1),&lt;br /&gt;
}&lt;br /&gt;
local ShatterCapsProto = {&lt;br /&gt;
	damage = {&lt;br /&gt;
		base     = proto.NumberRange(1),&lt;br /&gt;
	},&lt;br /&gt;
	damage_head_scale = proto.NumberRange(1),&lt;br /&gt;
	damage_legs_scale = proto.NumberRange(0, 1),&lt;br /&gt;
	pellet = proto.NumberRange(1),&lt;br /&gt;
}&lt;br /&gt;
local damageHopups = {&lt;br /&gt;
	{&lt;br /&gt;
		name = &#039;selectfire_receiver&#039;,&lt;br /&gt;
		proto = DamageProto,&lt;br /&gt;
		textclass = &#039;text-rarity-epic&#039;,&lt;br /&gt;
		dispclass = &#039;disp-rarity-epic&#039;,&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		name = &#039;anvil_receiver&#039;,&lt;br /&gt;
		proto = DamageProto,&lt;br /&gt;
		textclass = &#039;text-rarity-legendary&#039;,&lt;br /&gt;
		dispclass = &#039;disp-rarity-legendary&#039;,&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		name = &#039;shatter_caps&#039;,&lt;br /&gt;
		proto = ShatterCapsProto,&lt;br /&gt;
		textclass = &#039;text-rarity-epic&#039;,&lt;br /&gt;
		dispclass = &#039;disp-rarity-epic&#039;,&lt;br /&gt;
	},&lt;br /&gt;
}&lt;br /&gt;
local function renderDamage(tbl, cfg, stat, isSpecial)&lt;br /&gt;
	if not proto.validateTypes(stat, DamageProto) then&lt;br /&gt;
		return&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	local cattext = string.format(cfg.head_category, stat.damage.headshot_charged or stat.damage_head_scale or 1)&lt;br /&gt;
	local cell = createCellInRow(tbl, cfg.name)&lt;br /&gt;
	cell:wikitext(cattext .. getDamageText(stat, nil, isSpecial))&lt;br /&gt;
		&lt;br /&gt;
	-- Headshot&lt;br /&gt;
	local head = stat.damage_head_scale or 1&lt;br /&gt;
	local intable = cell:tag(&#039;table&#039;)&lt;br /&gt;
		:addClass(&#039;condensedtable&#039;)&lt;br /&gt;
		:addClass(&#039;listtable&#039;)&lt;br /&gt;
	renderHeadRow(intable, cfg.head, head, cfg)&lt;br /&gt;
	&lt;br /&gt;
	local hlmc = stat.damage.headshot_charged or 1&lt;br /&gt;
	if hlmc &amp;gt; 1 then&lt;br /&gt;
		local nameC = &#039;→&amp;amp;nbsp;&#039;&lt;br /&gt;
		renderHeadRow(intable, nameC, hlmc, cfg, true)&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	local sprm = stat.damage.skullpiercer_rifling or 1&lt;br /&gt;
	if sprm &amp;gt; 1 then&lt;br /&gt;
		local nameS = iu.hopup(&#039;skullpiercer_rifling&#039;) .. &#039;&amp;amp;nbsp;&#039;&lt;br /&gt;
		renderHeadRow(intable, nameS, sprm, cfg, true)&lt;br /&gt;
	end&lt;br /&gt;
	renderHeadEffectiveRange(intable, cfg, stat, stat)&lt;br /&gt;
	&lt;br /&gt;
	-- Legsshot&lt;br /&gt;
	renderLegsRow(intable, cfg, stat, stat)&lt;br /&gt;
	&lt;br /&gt;
	-- [Hop-Up] Selectfire Receiver, Anvil Receiver &amp;amp; Shatter Caps&lt;br /&gt;
	for _, v in ipairs(damageHopups) do&lt;br /&gt;
		local hopupStat = stat[v.name]&lt;br /&gt;
		if (Hopup[v.name].enabled or isSpecial) and proto.validateTypes(hopupStat, v.proto) then&lt;br /&gt;
			local intblS = cell:tag(&#039;div&#039;)&lt;br /&gt;
				:addClass(&#039;tpl-weapon-inbox&#039;)&lt;br /&gt;
				:addClass(specialOnly and &#039;disp-rarity-heirloom&#039; or v.dispclass)&lt;br /&gt;
				:wikitext(iu.hopup(v.name) .. &#039;&amp;amp;nbsp;&#039;)&lt;br /&gt;
				:tag(&#039;span&#039;)&lt;br /&gt;
					:addClass(&#039;text-rarity&#039;)&lt;br /&gt;
					:addClass(specialOnly and &#039;text-rarity-heirloom&#039; or v.textclass)&lt;br /&gt;
					:wikitext(getDamageText(hopupStat, stat))&lt;br /&gt;
					:done()&lt;br /&gt;
				:tag(&#039;table&#039;)&lt;br /&gt;
					:addClass(&#039;condensedtable&#039;)&lt;br /&gt;
					:addClass(&#039;listtable&#039;)&lt;br /&gt;
			&lt;br /&gt;
			local head = hopupStat.damage_head_scale or stat.damage_head_scale or 1&lt;br /&gt;
			renderHeadRow(intblS, cfg.head, head, cfg)&lt;br /&gt;
			renderHeadEffectiveRange(intblS, cfg, hopupStat, stat)&lt;br /&gt;
			renderLegsRow           (intblS, cfg, hopupStat, stat)&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderFirerate(tbl, cfg, stat, lang)&lt;br /&gt;
	local cell = createCellInRow(tbl, cfg.name)&lt;br /&gt;
	local node, newcell = require(&#039;Module:WeaponInfobox/Firerate&#039;).renderFirerate(stat, lang)&lt;br /&gt;
	if newcell then&lt;br /&gt;
		tbl:tag(&#039;tr&#039;):tag(&#039;td&#039;):attr(&#039;colspan&#039;, 2):node(node)&lt;br /&gt;
	else&lt;br /&gt;
		cell:node(node)&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderProjectileSpeed(tbl, cfg, projectile_speed, projectile_speed_charged)&lt;br /&gt;
	if not aw.isNumberAndGreaterThanZero(projectile_speed) then&lt;br /&gt;
		return&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	local text&lt;br /&gt;
	if projectile_speed == math.huge then&lt;br /&gt;
		text = cfg.hitscan&lt;br /&gt;
	elseif aw.isNumberAndGreaterThanZero(move_speed_charged) then&lt;br /&gt;
		text = string.format(&lt;br /&gt;
			&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt; → &amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;%s&#039;,&lt;br /&gt;
			string.format(cfg.format, aw.comma(aw.roundx(0.0254 * projectile_speed, 2))),&lt;br /&gt;
			string.format(cfg.format, aw.comma(aw.roundx(0.0254 * projectile_speed_charged, 2))),&lt;br /&gt;
			cfg.unit)&lt;br /&gt;
	else&lt;br /&gt;
		text = string.format(&lt;br /&gt;
			&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;%s&#039;,&lt;br /&gt;
			string.format(cfg.format, aw.comma(aw.roundx(0.0254 * projectile_speed, 2))),&lt;br /&gt;
			cfg.unit)&lt;br /&gt;
	end&lt;br /&gt;
	renderRow(tbl, cfg.name, text)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local ShatterCapsMoveSpeedProto = {&lt;br /&gt;
	shatter_caps = {&lt;br /&gt;
		move_speed = proto.NumberRange(0, 1),&lt;br /&gt;
	},&lt;br /&gt;
}&lt;br /&gt;
local function getMoveSpeedText(cfg, moveSpeed)&lt;br /&gt;
	return string.format(&lt;br /&gt;
		&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;%s&#039;,&lt;br /&gt;
		string.format(cfg.format, 100 * (moveSpeed - 1)),&lt;br /&gt;
		cfg.unit)&lt;br /&gt;
end&lt;br /&gt;
local function renderMoveSpeed(tbl, cfg, stat)&lt;br /&gt;
	if not aw.isNumberAndGreaterThanZero(stat.move_speed) then&lt;br /&gt;
		return&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	local text&lt;br /&gt;
	&lt;br /&gt;
	-- [Hop-up] Shatter Caps&lt;br /&gt;
	if proto.validateTypes(stat, ShatterCapsMoveSpeedProto) and stat.move_speed ~= stat.shatter_caps.move_speed then&lt;br /&gt;
		text = string.format(&lt;br /&gt;
			&#039;%s%s&amp;lt;span class=&amp;quot;block-rarity disp-rarity-epic text-rarity text-rarity-epic&amp;quot;&amp;gt;%s %s&amp;lt;/span&amp;gt;&#039;,&lt;br /&gt;
			getMoveSpeedText(cfg, stat.move_speed),&lt;br /&gt;
			cfg.separator,&lt;br /&gt;
			iu.hopup(&#039;shatter_caps&#039;),&lt;br /&gt;
			getMoveSpeedText(cfg, stat.shatter_caps.move_speed))&lt;br /&gt;
	elseif aw.isNumberAndGreaterThanZero(stat.move_speed_charged) then&lt;br /&gt;
		text = string.format(&lt;br /&gt;
			&#039;%s → %s&#039;,&lt;br /&gt;
			getMoveSpeedText(cfg, stat.move_speed),&lt;br /&gt;
			getMoveSpeedText(cfg, stat.move_speed_charged),&lt;br /&gt;
			cfg.unit)&lt;br /&gt;
	else&lt;br /&gt;
		text = getMoveSpeedText(cfg, stat.move_speed)&lt;br /&gt;
	end&lt;br /&gt;
	renderRow(tbl, cfg.name, text)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderDPS(tbl, cfg, stat, lang)&lt;br /&gt;
	local sld  = require(&#039;Module:Stat/Shield&#039;)[&#039;reinforcehelmets&#039;]&lt;br /&gt;
	local node = require(&#039;Module:WeaponInfobox/DPS&#039;).renderDPS(stat, sld, lang)&lt;br /&gt;
	createCellInRow(tbl, cfg.name)&lt;br /&gt;
	tbl:tag(&#039;tr&#039;):tag(&#039;td&#039;):attr(&#039;colspan&#039;, 2):node(node)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderMagazineRow(intbl, name, mag, rsvmag, cfg, opts)&lt;br /&gt;
	opts = opts or {}&lt;br /&gt;
	intbl:tag(&#039;tr&#039;)&lt;br /&gt;
		:addClassIf(opts.class and type(opts.class) == &#039;string&#039;, opts.class)&lt;br /&gt;
		:tag(&#039;th&#039;)&lt;br /&gt;
			:wikitext(name)&lt;br /&gt;
			:done()&lt;br /&gt;
		:tag(&#039;td&#039;)&lt;br /&gt;
			:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
			:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
			:wikitext(mag)&lt;br /&gt;
			:done()&lt;br /&gt;
		:tag(&#039;td&#039;)&lt;br /&gt;
			:wikitext(cfg.unit)&lt;br /&gt;
			:done()&lt;br /&gt;
		:tag(&#039;td&#039;)&lt;br /&gt;
			:addClass(&#039;text-secondary&#039;)&lt;br /&gt;
			:wikitext(&#039;&amp;amp;nbsp;/&amp;amp;nbsp;&#039;)&lt;br /&gt;
			:done()&lt;br /&gt;
		:tag(&#039;td&#039;)&lt;br /&gt;
			:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
			:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
			:wikitext(rsvmag == math.huge and cfg.infinity or rsvmag)&lt;br /&gt;
			:done()&lt;br /&gt;
		:tag(&#039;td&#039;)&lt;br /&gt;
			:wikitext(cfg.unit)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function calcVirtualMagSize(overheat, firerate, moddedLoader)&lt;br /&gt;
	if moddedLoader then&lt;br /&gt;
		return math.ceil(1.15 * overheat * firerate)&lt;br /&gt;
	else&lt;br /&gt;
		return math.ceil(overheat * firerate)&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local MultipleNumberProto = {&lt;br /&gt;
	proto.NumberRange(0),&lt;br /&gt;
	proto.NumberRange(0),&lt;br /&gt;
	proto.NumberRange(0),&lt;br /&gt;
	proto.NumberRange(0),&lt;br /&gt;
}&lt;br /&gt;
local function renderMagazine(tbl, cfg, stat, isSpecial, isModdedLoaderAttachable)&lt;br /&gt;
	local magazine = stat.magazine&lt;br /&gt;
	local typename = type(magazine)&lt;br /&gt;
	local text&lt;br /&gt;
	&lt;br /&gt;
	-- 物資投下武器&lt;br /&gt;
	if isSpecial or stat.ammo == &#039;minigun&#039; then&lt;br /&gt;
		local magazine2&lt;br /&gt;
		if typename == &#039;table&#039; then&lt;br /&gt;
			magazine2 = magazine[4]&lt;br /&gt;
		else&lt;br /&gt;
			magazine2 = magazine&lt;br /&gt;
		end&lt;br /&gt;
		&lt;br /&gt;
		if aw.isNumberAndGreaterThanZero(stat.magazine_reserve) then&lt;br /&gt;
			if isModdedLoaderAttachable then&lt;br /&gt;
				local moddedLoaderMagazine2 = apex.calcMagazineWithModdedLoader(magazine2)&lt;br /&gt;
				local moddedLoaderReserve   = stat.magazine_reserve - (moddedLoaderMagazine2 - magazine2)&lt;br /&gt;
				local intbl = createCellInRow(tbl, cfg.name)&lt;br /&gt;
					:tag(&#039;table&#039;)&lt;br /&gt;
						:addClass(&#039;condensedtable&#039;)&lt;br /&gt;
				renderMagazineRow(intbl, &#039;&#039;, magazine2, stat.magazine_reserve, cfg)&lt;br /&gt;
				renderMagazineRow(intbl, iu.passive(&#039;modded_loader&#039;) .. &#039;&amp;amp;nbsp;&#039;, moddedLoaderMagazine2, moddedLoaderReserve, cfg)&lt;br /&gt;
				return&lt;br /&gt;
			elseif magazine2 == math.huge then&lt;br /&gt;
				text = string.format(&lt;br /&gt;
					&#039;%s &amp;lt;span class=&amp;quot;text-separator&amp;quot;&amp;gt;/&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;%s&#039;,&lt;br /&gt;
					cfg.infinity,&lt;br /&gt;
					stat.magazine_reserve == math.huge and cfg.infinity or stat.magazine_reserve,&lt;br /&gt;
					cfg.unit)&lt;br /&gt;
			else&lt;br /&gt;
				text = string.format(&lt;br /&gt;
					&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%d&amp;lt;/span&amp;gt;%s &amp;lt;span class=&amp;quot;text-separator&amp;quot;&amp;gt;/&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;%s&#039;,&lt;br /&gt;
					magazine2,&lt;br /&gt;
					cfg.unit,&lt;br /&gt;
					stat.magazine_reserve == math.huge and cfg.infinity or stat.magazine_reserve,&lt;br /&gt;
					cfg.unit)&lt;br /&gt;
			end&lt;br /&gt;
		else&lt;br /&gt;
			text = string.format(&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%d&amp;lt;/span&amp;gt;%s&#039;, magazine2, cfg.unit)&lt;br /&gt;
		end&lt;br /&gt;
	&lt;br /&gt;
	-- 拡張マガジンあり&lt;br /&gt;
	elseif typename == &#039;table&#039; then&lt;br /&gt;
		if isModdedLoaderAttachable then&lt;br /&gt;
			local intable = createCellInRow(tbl, cfg.name)&lt;br /&gt;
				:tag(&#039;table&#039;)&lt;br /&gt;
					:addClass(&#039;condensedtable&#039;)&lt;br /&gt;
			renderFormatRow(&lt;br /&gt;
				intable,&lt;br /&gt;
				&#039;&#039;,&lt;br /&gt;
				magazine[1], magazine[2], magazine[3], magazine[4],&lt;br /&gt;
				{ separator = &#039;&amp;amp;thinsp;-&amp;amp;thinsp;&#039;, footer = cfg.unit })&lt;br /&gt;
			local moddedLoaderMagazine = apex.calcMagazinesWithModdedLoader(magazine)&lt;br /&gt;
			renderFormatRow(&lt;br /&gt;
				intable,&lt;br /&gt;
				iu.passive(&#039;modded_loader&#039;) .. &#039;&amp;amp;nbsp;&#039;,&lt;br /&gt;
				moddedLoaderMagazine[1],&lt;br /&gt;
				moddedLoaderMagazine[2],&lt;br /&gt;
				moddedLoaderMagazine[3],&lt;br /&gt;
				moddedLoaderMagazine[4],&lt;br /&gt;
				{ separator = &#039;&amp;amp;thinsp;-&amp;amp;thinsp;&#039;, footer = cfg.unit })&lt;br /&gt;
			return&lt;br /&gt;
		&lt;br /&gt;
		-- Boosted Loader&lt;br /&gt;
		elseif stat.boosted_loader and proto.validateTypes(stat.boosted_loader.magazine, MultipleNumberProto) then&lt;br /&gt;
			local intable = createCellInRow(tbl, cfg.name)&lt;br /&gt;
				:tag(&#039;table&#039;)&lt;br /&gt;
					:addClass(&#039;condensedtable&#039;)&lt;br /&gt;
					:addClass(&#039;raritytable&#039;)&lt;br /&gt;
			renderFormatRow(&lt;br /&gt;
				intable,&lt;br /&gt;
				&#039;&#039;,&lt;br /&gt;
				magazine[1], magazine[2], magazine[3], magazine[4],&lt;br /&gt;
				{ separator = &#039;&amp;amp;thinsp;-&amp;amp;thinsp;&#039;, footer = cfg.unit })&lt;br /&gt;
			renderFormatRow(&lt;br /&gt;
				intable,&lt;br /&gt;
				iu.hopup(&#039;boosted_loader&#039;) .. &#039;&amp;amp;nbsp;&#039;,&lt;br /&gt;
				stat.boosted_loader.magazine[1],&lt;br /&gt;
				stat.boosted_loader.magazine[2],&lt;br /&gt;
				stat.boosted_loader.magazine[3],&lt;br /&gt;
				stat.boosted_loader.magazine[4],&lt;br /&gt;
				{ rarity = &#039;legendary&#039;, separator = &#039;&amp;amp;thinsp;-&amp;amp;thinsp;&#039;, footer = cfg.unit })&lt;br /&gt;
			return&lt;br /&gt;
		&lt;br /&gt;
		else&lt;br /&gt;
			text = formatter:format(magazine[1], magazine[2], magazine[3], magazine[4], cfg.unit, &#039; - &#039;)&lt;br /&gt;
		end&lt;br /&gt;
	&lt;br /&gt;
	-- 拡張マガジンなし&lt;br /&gt;
	elseif typename == &#039;number&#039; then&lt;br /&gt;
		if magazine == math.huge then&lt;br /&gt;
			if aw.isNumberAndGreaterThanZero(stat.firerate) then&lt;br /&gt;
				if proto.validateTypes(stat.overheat, MultipleNumberProto) then&lt;br /&gt;
					local intable = createCellInRow(tbl, cfg.name):tag(&#039;table&#039;):addClass(&#039;condensedtable&#039;)&lt;br /&gt;
					renderFormatRow(&lt;br /&gt;
						intable,&lt;br /&gt;
						&#039;&#039;,&lt;br /&gt;
						calcVirtualMagSize(stat.overheat[1], stat.firerate),&lt;br /&gt;
						calcVirtualMagSize(stat.overheat[2], stat.firerate),&lt;br /&gt;
						calcVirtualMagSize(stat.overheat[3], stat.firerate),&lt;br /&gt;
						calcVirtualMagSize(stat.overheat[4], stat.firerate),&lt;br /&gt;
						{ separator = &#039;&amp;amp;thinsp;-&amp;amp;thinsp;&#039;, footer = cfg.unit })&lt;br /&gt;
					renderFormatRow(&lt;br /&gt;
						intable,&lt;br /&gt;
						cfg.seconds.name,&lt;br /&gt;
						string.format(cfg.seconds.format, stat.overheat[1]),&lt;br /&gt;
						string.format(cfg.seconds.format, stat.overheat[2]),&lt;br /&gt;
						string.format(cfg.seconds.format, stat.overheat[3]),&lt;br /&gt;
						string.format(cfg.seconds.format, stat.overheat[4]),&lt;br /&gt;
						{ class = &#039;no-list-style text-secondary text-smaller&#039;, headerAlign = &#039;right&#039;, separator = &#039;&amp;amp;thinsp;-&amp;amp;thinsp;&#039;, footer = cfg.seconds.unit })&lt;br /&gt;
					if isModdedLoaderAttachable then&lt;br /&gt;
						renderFormatRow(&lt;br /&gt;
							intable,&lt;br /&gt;
							iu.passive(&#039;modded_loader&#039;) .. &#039;&amp;amp;nbsp;&#039;,&lt;br /&gt;
							calcVirtualMagSize(stat.overheat[1], stat.firerate, true),&lt;br /&gt;
							calcVirtualMagSize(stat.overheat[2], stat.firerate, true),&lt;br /&gt;
							calcVirtualMagSize(stat.overheat[3], stat.firerate, true),&lt;br /&gt;
							calcVirtualMagSize(stat.overheat[4], stat.firerate, true),&lt;br /&gt;
							{ separator = &#039;&amp;amp;thinsp;-&amp;amp;thinsp;&#039;, footer = cfg.unit })&lt;br /&gt;
						renderFormatRow(&lt;br /&gt;
							intable,&lt;br /&gt;
							cfg.seconds.name,&lt;br /&gt;
							string.format(cfg.seconds.format, 1.15 * stat.overheat[1]),&lt;br /&gt;
							string.format(cfg.seconds.format, 1.15 * stat.overheat[2]),&lt;br /&gt;
							string.format(cfg.seconds.format, 1.15 * stat.overheat[3]),&lt;br /&gt;
							string.format(cfg.seconds.format, 1.15 * stat.overheat[4]),&lt;br /&gt;
							{ class = &#039;no-list-style text-secondary text-smaller&#039;, headerAlign = &#039;right&#039;, separator = &#039;&amp;amp;thinsp;-&amp;amp;thinsp;&#039;, footer = cfg.seconds.unit })&lt;br /&gt;
					end&lt;br /&gt;
					return&lt;br /&gt;
				elseif aw.isNumberAndGreaterThanZero(stat.overheat) then&lt;br /&gt;
					text = string.format(&lt;br /&gt;
						&#039;%s (&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%d&amp;lt;/span&amp;gt;%s &amp;lt;span class=&amp;quot;text-separator&amp;quot;&amp;gt;/&amp;lt;/span&amp;gt; %s &amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%d&amp;lt;/span&amp;gt;%s)&#039;,&lt;br /&gt;
						cfg.infinity,&lt;br /&gt;
						1 + math.floor(stat.overheat * stat.firerate),&lt;br /&gt;
						cfg.unit,&lt;br /&gt;
						iu.passive(&#039;modded_loader&#039;),&lt;br /&gt;
						1 + math.floor(1.15 * stat.overheat * stat.firerate),&lt;br /&gt;
						cfg.unit)&lt;br /&gt;
				else&lt;br /&gt;
					text = cfg.infinity&lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				text = cfg.infinity&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
		elseif aw.isNumberAndGreaterThanX(stat.ammo_per_shot, 1) then&lt;br /&gt;
			local times = magazine / stat.ammo_per_shot&lt;br /&gt;
			local timesText&lt;br /&gt;
			if type(cfg.times.format) == &#039;table&#039; then&lt;br /&gt;
				if times &amp;gt; 2 then&lt;br /&gt;
					timesText = string.format(cfg.times.format[3], times)&lt;br /&gt;
				else&lt;br /&gt;
					timesText = cfg.times.format[times]&lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				timesText = string.format(cfg.times.format, times)&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			text = string.format(&lt;br /&gt;
				&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%d&amp;lt;/span&amp;gt;%s &amp;lt;span class=&amp;quot;text-secondary&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(%s)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&#039;,&lt;br /&gt;
				magazine, cfg.unit, timesText)&lt;br /&gt;
			&lt;br /&gt;
		else&lt;br /&gt;
			text = string.format(&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%d&amp;lt;/span&amp;gt;%s&#039;, magazine, cfg.unit)&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	renderRow(tbl, cfg.name, text)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderDuration(tbl, cfg, stat, lang)&lt;br /&gt;
	local node, isSimple = require(&#039;Module:WeaponInfobox/Duration&#039;).renderDuration(stat, lang)&lt;br /&gt;
	local cell = createCellInRow(tbl, cfg.name)&lt;br /&gt;
	if isSimple then&lt;br /&gt;
		cell:node(node)&lt;br /&gt;
	else&lt;br /&gt;
		tbl:tag(&#039;tr&#039;):tag(&#039;td&#039;):attr(&#039;colspan&#039;, 2):node(node)&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderSpread(tbl, cfg, stat, lang, frame)&lt;br /&gt;
	local Spread = require(&#039;Module:WeaponInfobox/Spread&#039;)&lt;br /&gt;
	local node = Spread.renderSpread(stat.spread, stat.attachments.laser_sight, stat.quickdraw_holster and stat.quickdraw_holster.spread, lang)&lt;br /&gt;
	local cell = createCellInRow(tbl, cfg.name)&lt;br /&gt;
	if node.tagName == &#039;span&#039; then&lt;br /&gt;
		cell:node(node)&lt;br /&gt;
	elseif stat.anvil_receiver and stat.anvil_receiver.spread then&lt;br /&gt;
		local node2 = Spread.renderSpread(stat.anvil_receiver.spread, stat.attachments.laser_sight, nil, lang)&lt;br /&gt;
		if frame then&lt;br /&gt;
			local tabContent = string.format(&lt;br /&gt;
				&#039;{{#tab:%s|%s}}{{#tab:%s|%s}}&#039;,&lt;br /&gt;
				cfg.normal, tostring(node),&lt;br /&gt;
				cfg.anvil_receiver, tostring(node2))&lt;br /&gt;
			tbl:tag(&#039;tr&#039;)&lt;br /&gt;
				:tag(&#039;td&#039;)&lt;br /&gt;
					:attr(&#039;colspan&#039;, 2)&lt;br /&gt;
					:wikitext(frame:extensionTag { name = &#039;tabs&#039;, content = tabContent, args = { class = &#039;tabs-intable&#039; }})&lt;br /&gt;
		else&lt;br /&gt;
			tbl:tag(&#039;tr&#039;)&lt;br /&gt;
				:tag(&#039;td&#039;)&lt;br /&gt;
					:attr(&#039;colspan&#039;, 2)&lt;br /&gt;
					:tag(&#039;b&#039;)&lt;br /&gt;
						:wikitext(cfg.normal)&lt;br /&gt;
						:done()&lt;br /&gt;
					:node(node)&lt;br /&gt;
					:tag(&#039;b&#039;)&lt;br /&gt;
						:wikitext(cfg.anvil_receiver)&lt;br /&gt;
						:done()&lt;br /&gt;
					:node(node2)&lt;br /&gt;
		end&lt;br /&gt;
	elseif stat.spread_charged then&lt;br /&gt;
		local node2 = Spread.renderSpread(stat.spread_charged , nil, lang)&lt;br /&gt;
		if frame then&lt;br /&gt;
			local tabContent = string.format(&lt;br /&gt;
				&#039;{{#tab:%s|%s}}{{#tab:%s|%s}}&#039;,&lt;br /&gt;
				cfg.normal, tostring(node),&lt;br /&gt;
				cfg.full_charge, tostring(node2))&lt;br /&gt;
			tbl:tag(&#039;tr&#039;)&lt;br /&gt;
				:tag(&#039;td&#039;)&lt;br /&gt;
					:attr(&#039;colspan&#039;, 2)&lt;br /&gt;
					:wikitext(frame:extensionTag { name = &#039;tabs&#039;, content = tabContent, args = { class = &#039;tabs-intable&#039; }})&lt;br /&gt;
		else&lt;br /&gt;
			tbl:tag(&#039;tr&#039;)&lt;br /&gt;
				:tag(&#039;td&#039;)&lt;br /&gt;
					:attr(&#039;colspan&#039;, 2)&lt;br /&gt;
					:tag(&#039;b&#039;)&lt;br /&gt;
						:wikitext(cfg.normal)&lt;br /&gt;
						:done()&lt;br /&gt;
					:node(node)&lt;br /&gt;
					:tag(&#039;b&#039;)&lt;br /&gt;
						:wikitext(cfg.full_charge)&lt;br /&gt;
						:done()&lt;br /&gt;
					:node(node2)&lt;br /&gt;
		end&lt;br /&gt;
	else&lt;br /&gt;
		tbl:tag(&#039;tr&#039;):tag(&#039;td&#039;):attr(&#039;colspan&#039;, 2):node(node)&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderSpreadDecayRow(intbl, name, cfg, spread, opts)&lt;br /&gt;
	opts = opts or {}&lt;br /&gt;
	intbl:tag(&#039;tr&#039;)&lt;br /&gt;
		:addClassIf(type(opts.rarity) == &#039;string&#039;, &#039;row-rarity-one disp-rarity-&#039; .. (opts.rarity or &#039;common&#039;))&lt;br /&gt;
		:tag(&#039;th&#039;)&lt;br /&gt;
			:wikitext(name)&lt;br /&gt;
			:done()&lt;br /&gt;
		:tag(&#039;td&#039;)&lt;br /&gt;
			:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
			:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
			:wikitext(string.format(cfg.rate.format, spread.decay_rate))&lt;br /&gt;
			:done()&lt;br /&gt;
		:tag(&#039;td&#039;)&lt;br /&gt;
			:wikitext(cfg.rate.unit)&lt;br /&gt;
			:done()&lt;br /&gt;
		:tag(&#039;td&#039;)&lt;br /&gt;
			:addClass(&#039;text-smaller&#039;)&lt;br /&gt;
			:wikitext(cfg.delay.name)&lt;br /&gt;
			:done()&lt;br /&gt;
		:tag(&#039;td&#039;)&lt;br /&gt;
			:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
			:addClass(&#039;text-smaller&#039;)&lt;br /&gt;
			:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
			:wikitext(string.format(cfg.delay.format, spread.decay_delay))&lt;br /&gt;
			:done()&lt;br /&gt;
		:tag(&#039;td&#039;)&lt;br /&gt;
			:addClass(&#039;text-smaller&#039;)&lt;br /&gt;
			:wikitext(cfg.delay.unit)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderSpreadDecay(tbl, cfg, stat)&lt;br /&gt;
	if not (aw.isNumberAndGreaterThanZero(stat.spread.decay_rate) and aw.isNumberAndGreaterThanZero(stat.spread.decay_delay)) then&lt;br /&gt;
		return&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	local cell = createCellInRow(tbl, cfg.name)&lt;br /&gt;
	&lt;br /&gt;
	-- [Hop-up] Anvil Receiver&lt;br /&gt;
	if stat.anvil_receiver and stat.anvil_receiver.spread and aw.isNumberAndGreaterThanZero(stat.anvil_receiver.spread.decay_rate) and aw.isNumberAndGreaterThanZero(stat.anvil_receiver.spread.decay_delay) then&lt;br /&gt;
		local intbl = cell:tag(&#039;table&#039;)&lt;br /&gt;
			:addClass(&#039;condensedtable&#039;)&lt;br /&gt;
			:addClass(&#039;raritytable&#039;)&lt;br /&gt;
		renderSpreadDecayRow(&lt;br /&gt;
			intbl,&lt;br /&gt;
			&#039;&#039;,&lt;br /&gt;
			cfg,&lt;br /&gt;
			stat.spread)&lt;br /&gt;
		renderSpreadDecayRow(&lt;br /&gt;
			intbl,&lt;br /&gt;
			iu.hopup(&#039;anvil_receiver&#039;) .. &#039;&amp;amp;nbsp;&#039;,&lt;br /&gt;
			cfg,&lt;br /&gt;
			stat.anvil_receiver.spread,&lt;br /&gt;
			{ rarity = &#039;legendary&#039; })&lt;br /&gt;
	else&lt;br /&gt;
		local text = string.format(cfg.format, stat.spread.decay_rate, stat.spread.decay_delay)&lt;br /&gt;
		cell:wikitext(text)&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function createTable(cfg, name, stat, lang, frame)&lt;br /&gt;
	local isSpecial = aw.stringstarts(stat.ammo, &amp;quot;special_&amp;quot;)&lt;br /&gt;
	local isModdedLoaderAttachable = stat.category == &#039;light_machine_gun&#039; or stat.ammo == &#039;minigun&#039;&lt;br /&gt;
	local tbl = mw.html.create(&#039;table&#039;)&lt;br /&gt;
	renderReleaseDate(tbl, cfg.release, stat.release)&lt;br /&gt;
	renderCategory(tbl, cfg.category, stat.category, lang)&lt;br /&gt;
	renderAmmo(tbl, cfg.ammo, stat.ammo, lang)&lt;br /&gt;
	renderCost(tbl, cfg.cost, stat.cost, stat.ammo)&lt;br /&gt;
	renderMode(tbl, cfg.mode, stat, isSpecial)&lt;br /&gt;
	renderDamage(tbl, cfg.damage, stat, isSpecial)&lt;br /&gt;
	if stat.firerate then&lt;br /&gt;
		renderFirerate(tbl, cfg.firerate, stat, lang)&lt;br /&gt;
	end&lt;br /&gt;
	renderProjectileSpeed(tbl, cfg.projectilespeed, stat.projectile_speed, stat.projectile_speed_charged)&lt;br /&gt;
	renderMoveSpeed(tbl, cfg.movespeed, stat, stat)&lt;br /&gt;
	renderMagazine(tbl, cfg.magazine, stat, isSpecial, isModdedLoaderAttachable)&lt;br /&gt;
	if stat.firerate and name ~= &#039;ボセックコンパウンドボウ&#039; then&lt;br /&gt;
		renderDPS(tbl, cfg.dps, stat, lang)&lt;br /&gt;
	end&lt;br /&gt;
	if stat.time then&lt;br /&gt;
		renderDuration(tbl, cfg.duration, stat, lang)&lt;br /&gt;
	end&lt;br /&gt;
	if stat.spread then&lt;br /&gt;
		renderSpread(tbl, cfg.spread, stat, lang, frame)&lt;br /&gt;
		renderSpreadDecay(tbl, cfg.spreaddecay, stat)&lt;br /&gt;
	end&lt;br /&gt;
	return tbl&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderInfobox(args, frame)&lt;br /&gt;
	local lang = args and args.lang or &#039;ja&#039;&lt;br /&gt;
	local cfglang = cfg[lang]&lt;br /&gt;
	local stat = mw.loadData(&#039;Module:Stat/Weapon&#039;)[args.name]&lt;br /&gt;
	local div = mw.html.create(&#039;div&#039;)&lt;br /&gt;
		:addClass(&#039;tpl-infobox-right&#039;)&lt;br /&gt;
		:addClass(&#039;tpl-weapon&#039;)&lt;br /&gt;
	if aw.stringstarts(stat.ammo, &amp;quot;special_&amp;quot;) then&lt;br /&gt;
		div:addClass(&#039;tpl-weapon-special&#039;)&lt;br /&gt;
	else&lt;br /&gt;
		div:addClass(&#039;tpl-weapon-&#039; .. stat.ammo)&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	div:tag(&#039;div&#039;)&lt;br /&gt;
		:addClass(&#039;tpl-weapon-header&#039;)&lt;br /&gt;
		:wikitext(args.name .. iu.ammo(stat.ammo, { size = 40 }))&lt;br /&gt;
	div:node(createTable(cfglang, args.name, stat, lang, frame))&lt;br /&gt;
	return div&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p._main(args, frame)&lt;br /&gt;
	formatter = require(&#039;Module:Utility/Formatter&#039;).new(frame)&lt;br /&gt;
	return tostring(renderInfobox(args, frame))&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.main(frame)&lt;br /&gt;
	if not getArgs then&lt;br /&gt;
		getArgs = require(&#039;Module:Arguments&#039;).getArgs&lt;br /&gt;
	end&lt;br /&gt;
	args = getArgs(frame)&lt;br /&gt;
	return p._main(args, frame)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%A2%E3%82%B8%E3%83%A5%E3%83%BC%E3%83%AB:WeaponInfobox/Spread&amp;diff=4432</id>
		<title>モジュール:WeaponInfobox/Spread</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%A2%E3%82%B8%E3%83%A5%E3%83%BC%E3%83%AB:WeaponInfobox/Spread&amp;diff=4432"/>
		<updated>2022-08-13T03:07:09Z</updated>

		<summary type="html">&lt;p&gt;Mntone: 差分フォーマットの取得関数の引数が間違っていた問題の修正&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;require(&#039;Module:Utility/mw.html Extensions&#039;)&lt;br /&gt;
&lt;br /&gt;
local p = {}&lt;br /&gt;
local cfg = mw.loadData(&#039;Module:WeaponInfobox/configuration&#039;)&lt;br /&gt;
&lt;br /&gt;
local aw = require(&#039;Module:Utility/Library&#039;)&lt;br /&gt;
local iu = require(&#039;Module:Utility/Image&#039;)&lt;br /&gt;
&lt;br /&gt;
local function isAllKickOnFireZero(k)&lt;br /&gt;
	return k.stand_hip == 0&lt;br /&gt;
		and k.stand_ads == 0&lt;br /&gt;
		and k.crouch_hip == 0&lt;br /&gt;
		and k.crouch_ads == 0&lt;br /&gt;
		and k.air_hip == 0&lt;br /&gt;
		and k.air_ads == 0&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function isAllSpreadSame(k)&lt;br /&gt;
	return k.stand_hip_run == k.stand_hip&lt;br /&gt;
		and k.stand_hip_sprint == k.stand_hip&lt;br /&gt;
		and k.stand_ads == k.stand_hip&lt;br /&gt;
		and k.crouch_hip == k.stand_hip&lt;br /&gt;
		and k.crouch_ads == k.stand_hip&lt;br /&gt;
		and k.air_hip == k.stand_hip&lt;br /&gt;
		and k.air_ads == k.stand_hip&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function hasSecondDecimalPlace(num)&lt;br /&gt;
	return math.floor(10 * num) ~= 10 * num&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function getFormatString1(num)&lt;br /&gt;
	return string.format(&#039;%.1f°&#039;, num)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function getFormatString2(num)&lt;br /&gt;
	return string.format(&#039;%.2f°&#039;, num)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function getDiffFormatString1(num)&lt;br /&gt;
	if num &amp;lt;= 0 then&lt;br /&gt;
		return &#039;-&#039;&lt;br /&gt;
	else&lt;br /&gt;
		return string.format(&#039;%+.1f°&#039;, num)&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function getDiffFormatString2(num)&lt;br /&gt;
	if num == 0 then&lt;br /&gt;
		return &#039;-&#039;&lt;br /&gt;
	else&lt;br /&gt;
		return string.format(&#039;%+.2f°&#039;, num)&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function getDiffFormatString3(num)&lt;br /&gt;
	if num == 0 then&lt;br /&gt;
		return &#039;-&#039;&lt;br /&gt;
	else&lt;br /&gt;
		return string.format(&#039;%+.3f°&#039;, num)&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function getFormatStringFunction(stat, qkdw, hasHipfire)&lt;br /&gt;
	if (qkdw and hasSecondDecimalPlace(qkdw.stand_hip))&lt;br /&gt;
	or (qkdw and hasSecondDecimalPlace(qkdw.stand_hip_run))&lt;br /&gt;
	or (hasHipfire and hasSecondDecimalPlace(stat.stand_hip))&lt;br /&gt;
	or (hasHipfire and hasSecondDecimalPlace(stat.stand_hip_run))&lt;br /&gt;
	or (hasHipfire and hasSecondDecimalPlace(stat.stand_hip_sprint))&lt;br /&gt;
	or hasSecondDecimalPlace(stat.stand_ads)&lt;br /&gt;
	or (hasHipfire and hasSecondDecimalPlace(stat.crouch_hip))&lt;br /&gt;
	or hasSecondDecimalPlace(stat.crouch_ads)&lt;br /&gt;
	or (hasHipfire and hasSecondDecimalPlace(stat.air_hip))&lt;br /&gt;
	or hasSecondDecimalPlace(stat.air_ads)&lt;br /&gt;
	or (hasHipfire and hasSecondDecimalPlace(stat.max_kick.stand_hip))&lt;br /&gt;
	or hasSecondDecimalPlace(stat.max_kick.stand_ads)&lt;br /&gt;
	or (hasHipfire and hasSecondDecimalPlace(stat.max_kick.crouch_hip))&lt;br /&gt;
	or hasSecondDecimalPlace(stat.max_kick.crouch_ads)&lt;br /&gt;
	or (hasHipfire and hasSecondDecimalPlace(stat.max_kick.air_hip))&lt;br /&gt;
	or hasSecondDecimalPlace(stat.max_kick.air_ads) then&lt;br /&gt;
		return getFormatString2&lt;br /&gt;
	else&lt;br /&gt;
		return getFormatString1&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function getDiffFormatStringFunction(stat, lsrs, hasHipfire)&lt;br /&gt;
	if (hasHipfire and hasSecondDecimalPlace(stat.kick_on_fire.stand_hip))&lt;br /&gt;
	or hasSecondDecimalPlace(stat.kick_on_fire.stand_ads)&lt;br /&gt;
	or (hasHipfire and hasSecondDecimalPlace(stat.kick_on_fire.crouch_hip))&lt;br /&gt;
	or hasSecondDecimalPlace(stat.kick_on_fire.crouch_ads)&lt;br /&gt;
	or (hasHipfire and hasSecondDecimalPlace(stat.kick_on_fire.air_hip))&lt;br /&gt;
	or hasSecondDecimalPlace(stat.kick_on_fire.air_ads) then&lt;br /&gt;
		if lsrs then&lt;br /&gt;
			return getDiffFormatString3&lt;br /&gt;
		else&lt;br /&gt;
			return getDiffFormatString2&lt;br /&gt;
		end&lt;br /&gt;
	elseif lsrs then&lt;br /&gt;
		return getDiffFormatString2&lt;br /&gt;
	else&lt;br /&gt;
		return getDiffFormatString1&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderKickOnFireCell(row, stat, target, env)&lt;br /&gt;
	local base = stat[target]&lt;br /&gt;
	row:tag(&#039;td&#039;)&lt;br /&gt;
		:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
		:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
		:wikitext(env.getFormatString(stat[target]))&lt;br /&gt;
	&lt;br /&gt;
	if not env.hideKickOnFire then&lt;br /&gt;
		local incr = stat.kick_on_fire[target]&lt;br /&gt;
		if incr == 0 then&lt;br /&gt;
			row:tag(&#039;td&#039;)&lt;br /&gt;
				:addClass(&#039;disabled&#039;)&lt;br /&gt;
				:attr(&#039;align&#039;, &#039;center&#039;)&lt;br /&gt;
				:attr(&#039;colspan&#039;, 2)&lt;br /&gt;
				:wikitext(env.cfg.na)&lt;br /&gt;
		else&lt;br /&gt;
			row&lt;br /&gt;
				:tag(&#039;td&#039;)&lt;br /&gt;
					:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
					:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
					:wikitext(env.getDiffFormatString(incr))&lt;br /&gt;
				:tag(&#039;td&#039;)&lt;br /&gt;
					:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
					:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
					:wikitext(env.getFormatString(base + stat.max_kick[target]))&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local lazerSightRatio = { 0.8, 0.6, 0.4 }&lt;br /&gt;
local function renderLazerRow(tbl, stat, level, colspan, env, target, target2)&lt;br /&gt;
	local mul = lazerSightRatio[level]&lt;br /&gt;
	local lazerhip = tbl:tag(&#039;tr&#039;)&lt;br /&gt;
		:tag(&#039;th&#039;)&lt;br /&gt;
			:css(&#039;border-top&#039;, &#039;0 none transparent&#039;)&lt;br /&gt;
			:wikitext(&#039;&amp;amp;nbsp;&amp;amp;nbsp;&#039;)&lt;br /&gt;
			:done()&lt;br /&gt;
		:tag(&#039;th&#039;)&lt;br /&gt;
			:attrIf(colspan &amp;gt; 1, { colspan = colspan })&lt;br /&gt;
			:wikitext(iu.attachment(&#039;レーザーサイト&#039;, level))&lt;br /&gt;
			:done()&lt;br /&gt;
		:tag(&#039;td&#039;)&lt;br /&gt;
			:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
			:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
			:wikitext(env.getFormatString(mul * stat[target]))&lt;br /&gt;
			:done()&lt;br /&gt;
	if not env.hideKickOnFire then&lt;br /&gt;
		lazerhip&lt;br /&gt;
			:tag(&#039;td&#039;)&lt;br /&gt;
				:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
				:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
				:wikitext(env.getDiffFormatString(mul * stat.kick_on_fire[target2 or target]))&lt;br /&gt;
			:tag(&#039;td&#039;)&lt;br /&gt;
				:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
				:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
				:wikitext(env.getFormatString(mul * (stat[target] + stat.max_kick[target2 or target])))&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
local function renderLazerRows(tbl, stat, colspan, env, target, target2)&lt;br /&gt;
	renderLazerRow(tbl, stat, 1, colspan, env, target, target2)&lt;br /&gt;
	renderLazerRow(tbl, stat, 2, colspan, env, target, target2)&lt;br /&gt;
	renderLazerRow(tbl, stat, 3, colspan, env, target, target2)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.renderSpread(stat, lazer_sight, quickdraw_holster, lang)&lt;br /&gt;
	local spread = cfg[lang].spread&lt;br /&gt;
	local hasHipfire = aw.isNumberAndGreaterThanOrEqualToZero(stat.stand_hip)&lt;br /&gt;
	local getFormatString = getFormatStringFunction(stat, quickdraw_holster, hasHipfire)&lt;br /&gt;
	local getDiffFormatString = getDiffFormatStringFunction(stat, lazer_sight, hasHipfire)&lt;br /&gt;
	local layout&lt;br /&gt;
	if lazer_sight then&lt;br /&gt;
		layout = {&lt;br /&gt;
			state_colspan  = 4,&lt;br /&gt;
			hip_rowspan    = 20,&lt;br /&gt;
			stand_rowspan  = 12,&lt;br /&gt;
			hipads_colspan = 3,&lt;br /&gt;
			concat_incr    = false,&lt;br /&gt;
		}&lt;br /&gt;
	elseif quickdraw_holster then&lt;br /&gt;
		layout = {&lt;br /&gt;
			state_colspan  = 4,&lt;br /&gt;
			hip_rowspan    = 7,&lt;br /&gt;
			stand_rowspan  = 5,&lt;br /&gt;
			hipads_colspan = 3,&lt;br /&gt;
			concat_incr    = true,&lt;br /&gt;
		}&lt;br /&gt;
	else&lt;br /&gt;
		layout = {&lt;br /&gt;
			state_colspan  = 3,&lt;br /&gt;
			hip_rowspan    = 5,&lt;br /&gt;
			stand_rowspan  = 3,&lt;br /&gt;
			hipads_colspan = 2,&lt;br /&gt;
			concat_incr    = true,&lt;br /&gt;
		}&lt;br /&gt;
	end&lt;br /&gt;
	local hideKickOnFire = isAllKickOnFireZero(stat.kick_on_fire)&lt;br /&gt;
	local env = {&lt;br /&gt;
		cfg                 = spread,&lt;br /&gt;
		hideKickOnFire      = hideKickOnFire,&lt;br /&gt;
		getFormatString     = getFormatString,&lt;br /&gt;
		getDiffFormatString = getDiffFormatString,&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	if hideKickOnFire and isAllSpreadSame(stat) then&lt;br /&gt;
		return mw.html.create(&#039;span&#039;)&lt;br /&gt;
			:wikitext(getFormatString(stat.stand_hip))&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	local tbl = mw.html.create(&#039;table&#039;)&lt;br /&gt;
		:addClass(&#039;intable&#039;)&lt;br /&gt;
	&lt;br /&gt;
	local header = tbl:tag(&#039;tr&#039;)&lt;br /&gt;
		:tag(&#039;th&#039;)&lt;br /&gt;
			:attr(&#039;colspan&#039;, layout.state_colspan)&lt;br /&gt;
			:wikitext(spread.state.name)&lt;br /&gt;
			:done()&lt;br /&gt;
		:tag(&#039;th&#039;)&lt;br /&gt;
			:wikitext(spread.first_shot)&lt;br /&gt;
			:done()&lt;br /&gt;
	&lt;br /&gt;
	if not hideKickOnFire then&lt;br /&gt;
		header:tag(&#039;th&#039;)&lt;br /&gt;
				:wikitext(spread.increment)&lt;br /&gt;
				:done()&lt;br /&gt;
			:tag(&#039;th&#039;)&lt;br /&gt;
				:wikitext(spread.maximum)&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	-- Hipfire&lt;br /&gt;
	if hasHipfire then&lt;br /&gt;
		local hipfire = tbl:tag(&#039;tr&#039;)&lt;br /&gt;
			:tag(&#039;th&#039;)&lt;br /&gt;
				:addClass(spread.state.hip_class)&lt;br /&gt;
				:attr(&#039;rowspan&#039;, layout.hip_rowspan)&lt;br /&gt;
				:tag(&#039;span&#039;)&lt;br /&gt;
					:wikitext(spread.state.hip)&lt;br /&gt;
					:done()&lt;br /&gt;
				:done()&lt;br /&gt;
			:tag(&#039;th&#039;)&lt;br /&gt;
				:addClass(spread.state.stand_class)&lt;br /&gt;
				:attr(&#039;rowspan&#039;, layout.stand_rowspan)&lt;br /&gt;
				:tag(&#039;span&#039;)&lt;br /&gt;
					:wikitext(spread.state.stand)&lt;br /&gt;
					:done()&lt;br /&gt;
				:done()&lt;br /&gt;
			:tag(&#039;th&#039;)&lt;br /&gt;
				:attrIf(lazer_sight or quickdraw_holster, { colspan = 2 })&lt;br /&gt;
				:wikitext(spread.state.still)&lt;br /&gt;
				:done()&lt;br /&gt;
			:tag(&#039;td&#039;)&lt;br /&gt;
				:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
				:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
				:wikitext(getFormatString(stat.stand_hip))&lt;br /&gt;
				:done()&lt;br /&gt;
		if not hideKickOnFire then&lt;br /&gt;
			hipfire&lt;br /&gt;
				:tag(&#039;td&#039;)&lt;br /&gt;
					:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
					:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
					:attrIf(layout.concat_incr, { rowspan = layout.stand_rowspan })&lt;br /&gt;
					:wikitext(getDiffFormatString(stat.kick_on_fire.stand_hip))&lt;br /&gt;
					:done()&lt;br /&gt;
				:tag(&#039;td&#039;)&lt;br /&gt;
					:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
					:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
					:wikitext(getFormatString(stat.stand_hip + stat.max_kick.stand_hip))&lt;br /&gt;
		end&lt;br /&gt;
		&lt;br /&gt;
		if lazer_sight then&lt;br /&gt;
			renderLazerRows(tbl, stat, 1, env, &#039;stand_hip&#039;)&lt;br /&gt;
		elseif quickdraw_holster then&lt;br /&gt;
			local quickhip = tbl:tag(&#039;tr&#039;)&lt;br /&gt;
				:tag(&#039;th&#039;)&lt;br /&gt;
					:css(&#039;border-top&#039;, &#039;0 none transparent&#039;)&lt;br /&gt;
					:wikitext(&#039;&amp;amp;nbsp;&amp;amp;nbsp;&#039;)&lt;br /&gt;
					:done()&lt;br /&gt;
				:tag(&#039;th&#039;)&lt;br /&gt;
					:wikitext(iu.hopup(&#039;quickdraw_holster&#039;))&lt;br /&gt;
					:done()&lt;br /&gt;
				:tag(&#039;td&#039;)&lt;br /&gt;
					:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
					:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
					:wikitext(getFormatString(quickdraw_holster.stand_hip))&lt;br /&gt;
					:done()&lt;br /&gt;
			if not hideKickOnFire then&lt;br /&gt;
				if not layout.concat_incr then&lt;br /&gt;
					quickhip:tag(&#039;td&#039;)&lt;br /&gt;
						:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
						:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
						:wikitext(getDiffFormatString(stat.kick_on_fire.stand_hip))&lt;br /&gt;
				end&lt;br /&gt;
				quickhip:tag(&#039;td&#039;)&lt;br /&gt;
					:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
					:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
					:wikitext(getFormatString(quickdraw_holster.stand_hip + stat.max_kick.stand_hip))&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
		&lt;br /&gt;
		local run = tbl:tag(&#039;tr&#039;)&lt;br /&gt;
			:tag(&#039;th&#039;)&lt;br /&gt;
				:attrIf(lazer_sight or quickdraw_holster, { colspan = 2 })&lt;br /&gt;
				:wikitext(spread.state.run)&lt;br /&gt;
				:done()&lt;br /&gt;
			:tag(&#039;td&#039;)&lt;br /&gt;
				:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
				:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
				:wikitext(getFormatString(stat.stand_hip_run))&lt;br /&gt;
				:done()&lt;br /&gt;
		if not hideKickOnFire then&lt;br /&gt;
			if not layout.concat_incr then&lt;br /&gt;
				run:tag(&#039;td&#039;)&lt;br /&gt;
					:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
					:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
					:wikitext(getDiffFormatString(stat.kick_on_fire.stand_hip))&lt;br /&gt;
			end&lt;br /&gt;
			run:tag(&#039;td&#039;)&lt;br /&gt;
				:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
				:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
				:wikitext(getFormatString(stat.stand_hip_run + stat.max_kick.stand_hip))&lt;br /&gt;
		end&lt;br /&gt;
		&lt;br /&gt;
		if lazer_sight then&lt;br /&gt;
			renderLazerRows(tbl, stat, 1, env, &#039;stand_hip_run&#039;, &#039;stand_hip&#039;)&lt;br /&gt;
		elseif quickdraw_holster then&lt;br /&gt;
			local quickrun = tbl:tag(&#039;tr&#039;)&lt;br /&gt;
				:tag(&#039;th&#039;)&lt;br /&gt;
					:css(&#039;border-top&#039;, &#039;0 none transparent&#039;)&lt;br /&gt;
					:wikitext(&#039;&amp;amp;nbsp;&amp;amp;nbsp;&#039;)&lt;br /&gt;
					:done()&lt;br /&gt;
				:tag(&#039;th&#039;)&lt;br /&gt;
					:wikitext(iu.hopup(&#039;quickdraw_holster&#039;))&lt;br /&gt;
					:done()&lt;br /&gt;
				:tag(&#039;td&#039;)&lt;br /&gt;
					:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
					:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
					:wikitext(getFormatString(quickdraw_holster.stand_hip_run))&lt;br /&gt;
					:done()&lt;br /&gt;
			if not hideKickOnFire then&lt;br /&gt;
				if not layout.concat_incr then&lt;br /&gt;
					quickrun:tag(&#039;td&#039;)&lt;br /&gt;
						:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
						:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
						:wikitext(getDiffFormatString(stat.kick_on_fire.stand_hip))&lt;br /&gt;
				end&lt;br /&gt;
				quickrun:tag(&#039;td&#039;)&lt;br /&gt;
					:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
					:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
					:wikitext(getFormatString(quickdraw_holster.stand_hip_run + stat.max_kick.stand_hip))&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
		&lt;br /&gt;
		local sprint = tbl:tag(&#039;tr&#039;)&lt;br /&gt;
			:tag(&#039;th&#039;)&lt;br /&gt;
				:attrIf(lazer_sight or quickdraw_holster, { colspan = 2 })&lt;br /&gt;
				:wikitext(spread.state.sprint)&lt;br /&gt;
				:done()&lt;br /&gt;
			:tag(&#039;td&#039;)&lt;br /&gt;
				:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
				:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
				:wikitext(getFormatString(stat.stand_hip_sprint))&lt;br /&gt;
				:done()&lt;br /&gt;
		if not hideKickOnFire then&lt;br /&gt;
			if not layout.concat_incr then&lt;br /&gt;
				sprint:tag(&#039;td&#039;)&lt;br /&gt;
					:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
					:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
					:wikitext(getDiffFormatString(stat.kick_on_fire.stand_hip))&lt;br /&gt;
			end&lt;br /&gt;
			sprint:tag(&#039;td&#039;)&lt;br /&gt;
				:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
				:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
				:wikitext(getFormatString(stat.stand_hip_sprint + stat.max_kick.stand_hip))&lt;br /&gt;
		end&lt;br /&gt;
		&lt;br /&gt;
		if lazer_sight then&lt;br /&gt;
			renderLazerRows(tbl, stat, 1, env, &#039;stand_hip_sprint&#039;, &#039;stand_hip&#039;)&lt;br /&gt;
		end&lt;br /&gt;
		&lt;br /&gt;
		-- Hipfire while crouching&lt;br /&gt;
		local crouch = tbl:tag(&#039;tr&#039;)&lt;br /&gt;
			:tag(&#039;th&#039;)&lt;br /&gt;
				:attr(&#039;colspan&#039;, layout.hipads_colspan)&lt;br /&gt;
				:wikitext(spread.state.crouch)&lt;br /&gt;
				:done()&lt;br /&gt;
		renderKickOnFireCell(crouch, stat, &#039;crouch_hip&#039;, env)&lt;br /&gt;
		&lt;br /&gt;
		if lazer_sight then&lt;br /&gt;
			renderLazerRows(tbl, stat, layout.hipads_colspan - 1, env, &#039;crouch_hip&#039;)&lt;br /&gt;
		end&lt;br /&gt;
		&lt;br /&gt;
		-- Hipfire in the air&lt;br /&gt;
		local air = tbl:tag(&#039;tr&#039;)&lt;br /&gt;
			:tag(&#039;th&#039;)&lt;br /&gt;
				:attr(&#039;colspan&#039;, layout.hipads_colspan)&lt;br /&gt;
				:wikitext(spread.state.air)&lt;br /&gt;
				:done()&lt;br /&gt;
		renderKickOnFireCell(air, stat, &#039;air_hip&#039;, env)&lt;br /&gt;
		&lt;br /&gt;
		if lazer_sight then&lt;br /&gt;
			renderLazerRows(tbl, stat, layout.hipads_colspan - 1, env, &#039;air_hip&#039;)&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	-- ADS&lt;br /&gt;
	if stat.stand_ads == stat.crouch_ads&lt;br /&gt;
		and stat.kick_on_fire.stand_ads == stat.kick_on_fire.crouch_ads&lt;br /&gt;
		and stat.max_kick.stand_ads == stat.max_kick.crouch_ads then&lt;br /&gt;
		local ads = tbl:tag(&#039;tr&#039;)&lt;br /&gt;
			:tag(&#039;th&#039;)&lt;br /&gt;
				:addClass(spread.state.ads_class)&lt;br /&gt;
				:attr(&#039;rowspan&#039;, 3)&lt;br /&gt;
				:tag(&#039;span&#039;)&lt;br /&gt;
					:wikitext(spread.state.ads)&lt;br /&gt;
					:done()&lt;br /&gt;
				:done()&lt;br /&gt;
			:tag(&#039;th&#039;)&lt;br /&gt;
				:attr(&#039;colspan&#039;, layout.hipads_colspan)&lt;br /&gt;
				:wikitext(spread.state.standcrouch)&lt;br /&gt;
				:done()&lt;br /&gt;
		renderKickOnFireCell(ads, stat, &#039;stand_ads&#039;, env)&lt;br /&gt;
	else&lt;br /&gt;
		local hipads = tbl:tag(&#039;tr&#039;)&lt;br /&gt;
			:tag(&#039;th&#039;)&lt;br /&gt;
				:addClass(spread.state.ads_class)&lt;br /&gt;
				:attr(&#039;rowspan&#039;, 3)&lt;br /&gt;
				:tag(&#039;span&#039;)&lt;br /&gt;
					:wikitext(spread.state.ads)&lt;br /&gt;
					:done()&lt;br /&gt;
				:done()&lt;br /&gt;
			:tag(&#039;th&#039;)&lt;br /&gt;
				:attr(&#039;colspan&#039;, layout.hipads_colspan)&lt;br /&gt;
				:wikitext(spread.state.stand)&lt;br /&gt;
				:done()&lt;br /&gt;
		renderKickOnFireCell(hipads, stat, &#039;stand_ads&#039;, env)&lt;br /&gt;
		&lt;br /&gt;
		-- ADS while crouching&lt;br /&gt;
		local crouchads = tbl:tag(&#039;tr&#039;)&lt;br /&gt;
			:tag(&#039;th&#039;)&lt;br /&gt;
				:attr(&#039;colspan&#039;, layout.hipads_colspan)&lt;br /&gt;
				:wikitext(spread.state.crouch)&lt;br /&gt;
				:done()&lt;br /&gt;
		renderKickOnFireCell(crouchads, stat, &#039;crouch_ads&#039;, env)&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	-- ADS in the air&lt;br /&gt;
	local airads = tbl:tag(&#039;tr&#039;)&lt;br /&gt;
		:tag(&#039;th&#039;)&lt;br /&gt;
			:attr(&#039;colspan&#039;, layout.hipads_colspan)&lt;br /&gt;
			:wikitext(spread.state.air)&lt;br /&gt;
			:done()&lt;br /&gt;
	renderKickOnFireCell(airads, stat, &#039;air_ads&#039;, env)&lt;br /&gt;
	&lt;br /&gt;
	return tbl&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p._main(name, lang)&lt;br /&gt;
	lang = lang or &#039;ja&#039;&lt;br /&gt;
	&lt;br /&gt;
	local stat = mw.loadData(&#039;Module:Stat/Weapon&#039;)[name]&lt;br /&gt;
	local lsrs = stat.attachments.laser_sight&lt;br /&gt;
	local qkdw = stat.quickdraw_holster and stat.quickdraw_holster.spread&lt;br /&gt;
	local node = p.renderSpread(stat.spread, lsrs, qkdw, lang)&lt;br /&gt;
	return tostring(node)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%A2%E3%82%B8%E3%83%A5%E3%83%BC%E3%83%AB:WeaponInfobox/Spread&amp;diff=4431</id>
		<title>モジュール:WeaponInfobox/Spread</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%A2%E3%82%B8%E3%83%A5%E3%83%BC%E3%83%AB:WeaponInfobox/Spread&amp;diff=4431"/>
		<updated>2022-08-13T03:05:48Z</updated>

		<summary type="html">&lt;p&gt;Mntone: レーザーサイト時に増加量の桁数を一つ増やすように変更&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;require(&#039;Module:Utility/mw.html Extensions&#039;)&lt;br /&gt;
&lt;br /&gt;
local p = {}&lt;br /&gt;
local cfg = mw.loadData(&#039;Module:WeaponInfobox/configuration&#039;)&lt;br /&gt;
&lt;br /&gt;
local aw = require(&#039;Module:Utility/Library&#039;)&lt;br /&gt;
local iu = require(&#039;Module:Utility/Image&#039;)&lt;br /&gt;
&lt;br /&gt;
local function isAllKickOnFireZero(k)&lt;br /&gt;
	return k.stand_hip == 0&lt;br /&gt;
		and k.stand_ads == 0&lt;br /&gt;
		and k.crouch_hip == 0&lt;br /&gt;
		and k.crouch_ads == 0&lt;br /&gt;
		and k.air_hip == 0&lt;br /&gt;
		and k.air_ads == 0&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function isAllSpreadSame(k)&lt;br /&gt;
	return k.stand_hip_run == k.stand_hip&lt;br /&gt;
		and k.stand_hip_sprint == k.stand_hip&lt;br /&gt;
		and k.stand_ads == k.stand_hip&lt;br /&gt;
		and k.crouch_hip == k.stand_hip&lt;br /&gt;
		and k.crouch_ads == k.stand_hip&lt;br /&gt;
		and k.air_hip == k.stand_hip&lt;br /&gt;
		and k.air_ads == k.stand_hip&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function hasSecondDecimalPlace(num)&lt;br /&gt;
	return math.floor(10 * num) ~= 10 * num&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function getFormatString1(num)&lt;br /&gt;
	return string.format(&#039;%.1f°&#039;, num)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function getFormatString2(num)&lt;br /&gt;
	return string.format(&#039;%.2f°&#039;, num)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function getDiffFormatString1(num)&lt;br /&gt;
	if num &amp;lt;= 0 then&lt;br /&gt;
		return &#039;-&#039;&lt;br /&gt;
	else&lt;br /&gt;
		return string.format(&#039;%+.1f°&#039;, num)&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function getDiffFormatString2(num)&lt;br /&gt;
	if num == 0 then&lt;br /&gt;
		return &#039;-&#039;&lt;br /&gt;
	else&lt;br /&gt;
		return string.format(&#039;%+.2f°&#039;, num)&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function getDiffFormatString3(num)&lt;br /&gt;
	if num == 0 then&lt;br /&gt;
		return &#039;-&#039;&lt;br /&gt;
	else&lt;br /&gt;
		return string.format(&#039;%+.3f°&#039;, num)&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function getFormatStringFunction(stat, qkdw, hasHipfire)&lt;br /&gt;
	if (qkdw and hasSecondDecimalPlace(qkdw.stand_hip))&lt;br /&gt;
	or (qkdw and hasSecondDecimalPlace(qkdw.stand_hip_run))&lt;br /&gt;
	or (hasHipfire and hasSecondDecimalPlace(stat.stand_hip))&lt;br /&gt;
	or (hasHipfire and hasSecondDecimalPlace(stat.stand_hip_run))&lt;br /&gt;
	or (hasHipfire and hasSecondDecimalPlace(stat.stand_hip_sprint))&lt;br /&gt;
	or hasSecondDecimalPlace(stat.stand_ads)&lt;br /&gt;
	or (hasHipfire and hasSecondDecimalPlace(stat.crouch_hip))&lt;br /&gt;
	or hasSecondDecimalPlace(stat.crouch_ads)&lt;br /&gt;
	or (hasHipfire and hasSecondDecimalPlace(stat.air_hip))&lt;br /&gt;
	or hasSecondDecimalPlace(stat.air_ads)&lt;br /&gt;
	or (hasHipfire and hasSecondDecimalPlace(stat.max_kick.stand_hip))&lt;br /&gt;
	or hasSecondDecimalPlace(stat.max_kick.stand_ads)&lt;br /&gt;
	or (hasHipfire and hasSecondDecimalPlace(stat.max_kick.crouch_hip))&lt;br /&gt;
	or hasSecondDecimalPlace(stat.max_kick.crouch_ads)&lt;br /&gt;
	or (hasHipfire and hasSecondDecimalPlace(stat.max_kick.air_hip))&lt;br /&gt;
	or hasSecondDecimalPlace(stat.max_kick.air_ads) then&lt;br /&gt;
		return getFormatString2&lt;br /&gt;
	else&lt;br /&gt;
		return getFormatString1&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function getDiffFormatStringFunction(stat, lsrs, hasHipfire)&lt;br /&gt;
	if (hasHipfire and hasSecondDecimalPlace(stat.kick_on_fire.stand_hip))&lt;br /&gt;
	or hasSecondDecimalPlace(stat.kick_on_fire.stand_ads)&lt;br /&gt;
	or (hasHipfire and hasSecondDecimalPlace(stat.kick_on_fire.crouch_hip))&lt;br /&gt;
	or hasSecondDecimalPlace(stat.kick_on_fire.crouch_ads)&lt;br /&gt;
	or (hasHipfire and hasSecondDecimalPlace(stat.kick_on_fire.air_hip))&lt;br /&gt;
	or hasSecondDecimalPlace(stat.kick_on_fire.air_ads) then&lt;br /&gt;
		if lsrs then&lt;br /&gt;
			return getDiffFormatString3&lt;br /&gt;
		else&lt;br /&gt;
			return getDiffFormatString2&lt;br /&gt;
		end&lt;br /&gt;
	elseif lsrs then&lt;br /&gt;
		return getDiffFormatString2&lt;br /&gt;
	else&lt;br /&gt;
		return getDiffFormatString1&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderKickOnFireCell(row, stat, target, env)&lt;br /&gt;
	local base = stat[target]&lt;br /&gt;
	row:tag(&#039;td&#039;)&lt;br /&gt;
		:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
		:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
		:wikitext(env.getFormatString(stat[target]))&lt;br /&gt;
	&lt;br /&gt;
	if not env.hideKickOnFire then&lt;br /&gt;
		local incr = stat.kick_on_fire[target]&lt;br /&gt;
		if incr == 0 then&lt;br /&gt;
			row:tag(&#039;td&#039;)&lt;br /&gt;
				:addClass(&#039;disabled&#039;)&lt;br /&gt;
				:attr(&#039;align&#039;, &#039;center&#039;)&lt;br /&gt;
				:attr(&#039;colspan&#039;, 2)&lt;br /&gt;
				:wikitext(env.cfg.na)&lt;br /&gt;
		else&lt;br /&gt;
			row&lt;br /&gt;
				:tag(&#039;td&#039;)&lt;br /&gt;
					:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
					:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
					:wikitext(env.getDiffFormatString(incr))&lt;br /&gt;
				:tag(&#039;td&#039;)&lt;br /&gt;
					:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
					:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
					:wikitext(env.getFormatString(base + stat.max_kick[target]))&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local lazerSightRatio = { 0.8, 0.6, 0.4 }&lt;br /&gt;
local function renderLazerRow(tbl, stat, level, colspan, env, target, target2)&lt;br /&gt;
	local mul = lazerSightRatio[level]&lt;br /&gt;
	local lazerhip = tbl:tag(&#039;tr&#039;)&lt;br /&gt;
		:tag(&#039;th&#039;)&lt;br /&gt;
			:css(&#039;border-top&#039;, &#039;0 none transparent&#039;)&lt;br /&gt;
			:wikitext(&#039;&amp;amp;nbsp;&amp;amp;nbsp;&#039;)&lt;br /&gt;
			:done()&lt;br /&gt;
		:tag(&#039;th&#039;)&lt;br /&gt;
			:attrIf(colspan &amp;gt; 1, { colspan = colspan })&lt;br /&gt;
			:wikitext(iu.attachment(&#039;レーザーサイト&#039;, level))&lt;br /&gt;
			:done()&lt;br /&gt;
		:tag(&#039;td&#039;)&lt;br /&gt;
			:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
			:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
			:wikitext(env.getFormatString(mul * stat[target]))&lt;br /&gt;
			:done()&lt;br /&gt;
	if not env.hideKickOnFire then&lt;br /&gt;
		lazerhip&lt;br /&gt;
			:tag(&#039;td&#039;)&lt;br /&gt;
				:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
				:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
				:wikitext(env.getDiffFormatString(mul * stat.kick_on_fire[target2 or target]))&lt;br /&gt;
			:tag(&#039;td&#039;)&lt;br /&gt;
				:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
				:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
				:wikitext(env.getFormatString(mul * (stat[target] + stat.max_kick[target2 or target])))&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
local function renderLazerRows(tbl, stat, colspan, env, target, target2)&lt;br /&gt;
	renderLazerRow(tbl, stat, 1, colspan, env, target, target2)&lt;br /&gt;
	renderLazerRow(tbl, stat, 2, colspan, env, target, target2)&lt;br /&gt;
	renderLazerRow(tbl, stat, 3, colspan, env, target, target2)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.renderSpread(stat, lazer_sight, quickdraw_holster, lang)&lt;br /&gt;
	local spread = cfg[lang].spread&lt;br /&gt;
	local hasHipfire = aw.isNumberAndGreaterThanOrEqualToZero(stat.stand_hip)&lt;br /&gt;
	local getFormatString = getFormatStringFunction(stat, quickdraw_holster, hasHipfire)&lt;br /&gt;
	local getDiffFormatString = getDiffFormatStringFunction(stat, hasHipfire)&lt;br /&gt;
	local layout&lt;br /&gt;
	if lazer_sight then&lt;br /&gt;
		layout = {&lt;br /&gt;
			state_colspan  = 4,&lt;br /&gt;
			hip_rowspan    = 20,&lt;br /&gt;
			stand_rowspan  = 12,&lt;br /&gt;
			hipads_colspan = 3,&lt;br /&gt;
			concat_incr    = false,&lt;br /&gt;
		}&lt;br /&gt;
	elseif quickdraw_holster then&lt;br /&gt;
		layout = {&lt;br /&gt;
			state_colspan  = 4,&lt;br /&gt;
			hip_rowspan    = 7,&lt;br /&gt;
			stand_rowspan  = 5,&lt;br /&gt;
			hipads_colspan = 3,&lt;br /&gt;
			concat_incr    = true,&lt;br /&gt;
		}&lt;br /&gt;
	else&lt;br /&gt;
		layout = {&lt;br /&gt;
			state_colspan  = 3,&lt;br /&gt;
			hip_rowspan    = 5,&lt;br /&gt;
			stand_rowspan  = 3,&lt;br /&gt;
			hipads_colspan = 2,&lt;br /&gt;
			concat_incr    = true,&lt;br /&gt;
		}&lt;br /&gt;
	end&lt;br /&gt;
	local hideKickOnFire = isAllKickOnFireZero(stat.kick_on_fire)&lt;br /&gt;
	local env = {&lt;br /&gt;
		cfg                 = spread,&lt;br /&gt;
		hideKickOnFire      = hideKickOnFire,&lt;br /&gt;
		getFormatString     = getFormatString,&lt;br /&gt;
		getDiffFormatString = getDiffFormatString,&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	if hideKickOnFire and isAllSpreadSame(stat) then&lt;br /&gt;
		return mw.html.create(&#039;span&#039;)&lt;br /&gt;
			:wikitext(getFormatString(stat.stand_hip))&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	local tbl = mw.html.create(&#039;table&#039;)&lt;br /&gt;
		:addClass(&#039;intable&#039;)&lt;br /&gt;
	&lt;br /&gt;
	local header = tbl:tag(&#039;tr&#039;)&lt;br /&gt;
		:tag(&#039;th&#039;)&lt;br /&gt;
			:attr(&#039;colspan&#039;, layout.state_colspan)&lt;br /&gt;
			:wikitext(spread.state.name)&lt;br /&gt;
			:done()&lt;br /&gt;
		:tag(&#039;th&#039;)&lt;br /&gt;
			:wikitext(spread.first_shot)&lt;br /&gt;
			:done()&lt;br /&gt;
	&lt;br /&gt;
	if not hideKickOnFire then&lt;br /&gt;
		header:tag(&#039;th&#039;)&lt;br /&gt;
				:wikitext(spread.increment)&lt;br /&gt;
				:done()&lt;br /&gt;
			:tag(&#039;th&#039;)&lt;br /&gt;
				:wikitext(spread.maximum)&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	-- Hipfire&lt;br /&gt;
	if hasHipfire then&lt;br /&gt;
		local hipfire = tbl:tag(&#039;tr&#039;)&lt;br /&gt;
			:tag(&#039;th&#039;)&lt;br /&gt;
				:addClass(spread.state.hip_class)&lt;br /&gt;
				:attr(&#039;rowspan&#039;, layout.hip_rowspan)&lt;br /&gt;
				:tag(&#039;span&#039;)&lt;br /&gt;
					:wikitext(spread.state.hip)&lt;br /&gt;
					:done()&lt;br /&gt;
				:done()&lt;br /&gt;
			:tag(&#039;th&#039;)&lt;br /&gt;
				:addClass(spread.state.stand_class)&lt;br /&gt;
				:attr(&#039;rowspan&#039;, layout.stand_rowspan)&lt;br /&gt;
				:tag(&#039;span&#039;)&lt;br /&gt;
					:wikitext(spread.state.stand)&lt;br /&gt;
					:done()&lt;br /&gt;
				:done()&lt;br /&gt;
			:tag(&#039;th&#039;)&lt;br /&gt;
				:attrIf(lazer_sight or quickdraw_holster, { colspan = 2 })&lt;br /&gt;
				:wikitext(spread.state.still)&lt;br /&gt;
				:done()&lt;br /&gt;
			:tag(&#039;td&#039;)&lt;br /&gt;
				:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
				:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
				:wikitext(getFormatString(stat.stand_hip))&lt;br /&gt;
				:done()&lt;br /&gt;
		if not hideKickOnFire then&lt;br /&gt;
			hipfire&lt;br /&gt;
				:tag(&#039;td&#039;)&lt;br /&gt;
					:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
					:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
					:attrIf(layout.concat_incr, { rowspan = layout.stand_rowspan })&lt;br /&gt;
					:wikitext(getDiffFormatString(stat.kick_on_fire.stand_hip))&lt;br /&gt;
					:done()&lt;br /&gt;
				:tag(&#039;td&#039;)&lt;br /&gt;
					:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
					:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
					:wikitext(getFormatString(stat.stand_hip + stat.max_kick.stand_hip))&lt;br /&gt;
		end&lt;br /&gt;
		&lt;br /&gt;
		if lazer_sight then&lt;br /&gt;
			renderLazerRows(tbl, stat, 1, env, &#039;stand_hip&#039;)&lt;br /&gt;
		elseif quickdraw_holster then&lt;br /&gt;
			local quickhip = tbl:tag(&#039;tr&#039;)&lt;br /&gt;
				:tag(&#039;th&#039;)&lt;br /&gt;
					:css(&#039;border-top&#039;, &#039;0 none transparent&#039;)&lt;br /&gt;
					:wikitext(&#039;&amp;amp;nbsp;&amp;amp;nbsp;&#039;)&lt;br /&gt;
					:done()&lt;br /&gt;
				:tag(&#039;th&#039;)&lt;br /&gt;
					:wikitext(iu.hopup(&#039;quickdraw_holster&#039;))&lt;br /&gt;
					:done()&lt;br /&gt;
				:tag(&#039;td&#039;)&lt;br /&gt;
					:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
					:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
					:wikitext(getFormatString(quickdraw_holster.stand_hip))&lt;br /&gt;
					:done()&lt;br /&gt;
			if not hideKickOnFire then&lt;br /&gt;
				if not layout.concat_incr then&lt;br /&gt;
					quickhip:tag(&#039;td&#039;)&lt;br /&gt;
						:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
						:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
						:wikitext(getDiffFormatString(stat.kick_on_fire.stand_hip))&lt;br /&gt;
				end&lt;br /&gt;
				quickhip:tag(&#039;td&#039;)&lt;br /&gt;
					:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
					:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
					:wikitext(getFormatString(quickdraw_holster.stand_hip + stat.max_kick.stand_hip))&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
		&lt;br /&gt;
		local run = tbl:tag(&#039;tr&#039;)&lt;br /&gt;
			:tag(&#039;th&#039;)&lt;br /&gt;
				:attrIf(lazer_sight or quickdraw_holster, { colspan = 2 })&lt;br /&gt;
				:wikitext(spread.state.run)&lt;br /&gt;
				:done()&lt;br /&gt;
			:tag(&#039;td&#039;)&lt;br /&gt;
				:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
				:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
				:wikitext(getFormatString(stat.stand_hip_run))&lt;br /&gt;
				:done()&lt;br /&gt;
		if not hideKickOnFire then&lt;br /&gt;
			if not layout.concat_incr then&lt;br /&gt;
				run:tag(&#039;td&#039;)&lt;br /&gt;
					:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
					:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
					:wikitext(getDiffFormatString(stat.kick_on_fire.stand_hip))&lt;br /&gt;
			end&lt;br /&gt;
			run:tag(&#039;td&#039;)&lt;br /&gt;
				:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
				:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
				:wikitext(getFormatString(stat.stand_hip_run + stat.max_kick.stand_hip))&lt;br /&gt;
		end&lt;br /&gt;
		&lt;br /&gt;
		if lazer_sight then&lt;br /&gt;
			renderLazerRows(tbl, stat, 1, env, &#039;stand_hip_run&#039;, &#039;stand_hip&#039;)&lt;br /&gt;
		elseif quickdraw_holster then&lt;br /&gt;
			local quickrun = tbl:tag(&#039;tr&#039;)&lt;br /&gt;
				:tag(&#039;th&#039;)&lt;br /&gt;
					:css(&#039;border-top&#039;, &#039;0 none transparent&#039;)&lt;br /&gt;
					:wikitext(&#039;&amp;amp;nbsp;&amp;amp;nbsp;&#039;)&lt;br /&gt;
					:done()&lt;br /&gt;
				:tag(&#039;th&#039;)&lt;br /&gt;
					:wikitext(iu.hopup(&#039;quickdraw_holster&#039;))&lt;br /&gt;
					:done()&lt;br /&gt;
				:tag(&#039;td&#039;)&lt;br /&gt;
					:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
					:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
					:wikitext(getFormatString(quickdraw_holster.stand_hip_run))&lt;br /&gt;
					:done()&lt;br /&gt;
			if not hideKickOnFire then&lt;br /&gt;
				if not layout.concat_incr then&lt;br /&gt;
					quickrun:tag(&#039;td&#039;)&lt;br /&gt;
						:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
						:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
						:wikitext(getDiffFormatString(stat.kick_on_fire.stand_hip))&lt;br /&gt;
				end&lt;br /&gt;
				quickrun:tag(&#039;td&#039;)&lt;br /&gt;
					:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
					:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
					:wikitext(getFormatString(quickdraw_holster.stand_hip_run + stat.max_kick.stand_hip))&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
		&lt;br /&gt;
		local sprint = tbl:tag(&#039;tr&#039;)&lt;br /&gt;
			:tag(&#039;th&#039;)&lt;br /&gt;
				:attrIf(lazer_sight or quickdraw_holster, { colspan = 2 })&lt;br /&gt;
				:wikitext(spread.state.sprint)&lt;br /&gt;
				:done()&lt;br /&gt;
			:tag(&#039;td&#039;)&lt;br /&gt;
				:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
				:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
				:wikitext(getFormatString(stat.stand_hip_sprint))&lt;br /&gt;
				:done()&lt;br /&gt;
		if not hideKickOnFire then&lt;br /&gt;
			if not layout.concat_incr then&lt;br /&gt;
				sprint:tag(&#039;td&#039;)&lt;br /&gt;
					:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
					:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
					:wikitext(getDiffFormatString(stat.kick_on_fire.stand_hip))&lt;br /&gt;
			end&lt;br /&gt;
			sprint:tag(&#039;td&#039;)&lt;br /&gt;
				:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
				:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
				:wikitext(getFormatString(stat.stand_hip_sprint + stat.max_kick.stand_hip))&lt;br /&gt;
		end&lt;br /&gt;
		&lt;br /&gt;
		if lazer_sight then&lt;br /&gt;
			renderLazerRows(tbl, stat, 1, env, &#039;stand_hip_sprint&#039;, &#039;stand_hip&#039;)&lt;br /&gt;
		end&lt;br /&gt;
		&lt;br /&gt;
		-- Hipfire while crouching&lt;br /&gt;
		local crouch = tbl:tag(&#039;tr&#039;)&lt;br /&gt;
			:tag(&#039;th&#039;)&lt;br /&gt;
				:attr(&#039;colspan&#039;, layout.hipads_colspan)&lt;br /&gt;
				:wikitext(spread.state.crouch)&lt;br /&gt;
				:done()&lt;br /&gt;
		renderKickOnFireCell(crouch, stat, &#039;crouch_hip&#039;, env)&lt;br /&gt;
		&lt;br /&gt;
		if lazer_sight then&lt;br /&gt;
			renderLazerRows(tbl, stat, layout.hipads_colspan - 1, env, &#039;crouch_hip&#039;)&lt;br /&gt;
		end&lt;br /&gt;
		&lt;br /&gt;
		-- Hipfire in the air&lt;br /&gt;
		local air = tbl:tag(&#039;tr&#039;)&lt;br /&gt;
			:tag(&#039;th&#039;)&lt;br /&gt;
				:attr(&#039;colspan&#039;, layout.hipads_colspan)&lt;br /&gt;
				:wikitext(spread.state.air)&lt;br /&gt;
				:done()&lt;br /&gt;
		renderKickOnFireCell(air, stat, &#039;air_hip&#039;, env)&lt;br /&gt;
		&lt;br /&gt;
		if lazer_sight then&lt;br /&gt;
			renderLazerRows(tbl, stat, layout.hipads_colspan - 1, env, &#039;air_hip&#039;)&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	-- ADS&lt;br /&gt;
	if stat.stand_ads == stat.crouch_ads&lt;br /&gt;
		and stat.kick_on_fire.stand_ads == stat.kick_on_fire.crouch_ads&lt;br /&gt;
		and stat.max_kick.stand_ads == stat.max_kick.crouch_ads then&lt;br /&gt;
		local ads = tbl:tag(&#039;tr&#039;)&lt;br /&gt;
			:tag(&#039;th&#039;)&lt;br /&gt;
				:addClass(spread.state.ads_class)&lt;br /&gt;
				:attr(&#039;rowspan&#039;, 3)&lt;br /&gt;
				:tag(&#039;span&#039;)&lt;br /&gt;
					:wikitext(spread.state.ads)&lt;br /&gt;
					:done()&lt;br /&gt;
				:done()&lt;br /&gt;
			:tag(&#039;th&#039;)&lt;br /&gt;
				:attr(&#039;colspan&#039;, layout.hipads_colspan)&lt;br /&gt;
				:wikitext(spread.state.standcrouch)&lt;br /&gt;
				:done()&lt;br /&gt;
		renderKickOnFireCell(ads, stat, &#039;stand_ads&#039;, env)&lt;br /&gt;
	else&lt;br /&gt;
		local hipads = tbl:tag(&#039;tr&#039;)&lt;br /&gt;
			:tag(&#039;th&#039;)&lt;br /&gt;
				:addClass(spread.state.ads_class)&lt;br /&gt;
				:attr(&#039;rowspan&#039;, 3)&lt;br /&gt;
				:tag(&#039;span&#039;)&lt;br /&gt;
					:wikitext(spread.state.ads)&lt;br /&gt;
					:done()&lt;br /&gt;
				:done()&lt;br /&gt;
			:tag(&#039;th&#039;)&lt;br /&gt;
				:attr(&#039;colspan&#039;, layout.hipads_colspan)&lt;br /&gt;
				:wikitext(spread.state.stand)&lt;br /&gt;
				:done()&lt;br /&gt;
		renderKickOnFireCell(hipads, stat, &#039;stand_ads&#039;, env)&lt;br /&gt;
		&lt;br /&gt;
		-- ADS while crouching&lt;br /&gt;
		local crouchads = tbl:tag(&#039;tr&#039;)&lt;br /&gt;
			:tag(&#039;th&#039;)&lt;br /&gt;
				:attr(&#039;colspan&#039;, layout.hipads_colspan)&lt;br /&gt;
				:wikitext(spread.state.crouch)&lt;br /&gt;
				:done()&lt;br /&gt;
		renderKickOnFireCell(crouchads, stat, &#039;crouch_ads&#039;, env)&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	-- ADS in the air&lt;br /&gt;
	local airads = tbl:tag(&#039;tr&#039;)&lt;br /&gt;
		:tag(&#039;th&#039;)&lt;br /&gt;
			:attr(&#039;colspan&#039;, layout.hipads_colspan)&lt;br /&gt;
			:wikitext(spread.state.air)&lt;br /&gt;
			:done()&lt;br /&gt;
	renderKickOnFireCell(airads, stat, &#039;air_ads&#039;, env)&lt;br /&gt;
	&lt;br /&gt;
	return tbl&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p._main(name, lang)&lt;br /&gt;
	lang = lang or &#039;ja&#039;&lt;br /&gt;
	&lt;br /&gt;
	local stat = mw.loadData(&#039;Module:Stat/Weapon&#039;)[name]&lt;br /&gt;
	local lsrs = stat.attachments.laser_sight&lt;br /&gt;
	local qkdw = stat.quickdraw_holster and stat.quickdraw_holster.spread&lt;br /&gt;
	local node = p.renderSpread(stat.spread, lsrs, qkdw, lang)&lt;br /&gt;
	return tostring(node)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%A2%E3%82%B8%E3%83%A5%E3%83%BC%E3%83%AB:WeaponInfobox&amp;diff=4430</id>
		<title>モジュール:WeaponInfobox</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%A2%E3%82%B8%E3%83%A5%E3%83%BC%E3%83%AB:WeaponInfobox&amp;diff=4430"/>
		<updated>2022-08-12T07:08:10Z</updated>

		<summary type="html">&lt;p&gt;Mntone: 拡散の引数変更に対応&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;require(&#039;Module:Utility/mw.html Extensions&#039;)&lt;br /&gt;
&lt;br /&gt;
local p = {}&lt;br /&gt;
local cfg = mw.loadData(&#039;Module:WeaponInfobox/configuration&#039;)&lt;br /&gt;
local Hopup = mw.loadData(&#039;Module:Stat/Hopup&#039;)&lt;br /&gt;
&lt;br /&gt;
local aw    = require(&#039;Module:Utility/Library&#039;)&lt;br /&gt;
local apex  = require(&#039;Module:Utility/ApexLibrary&#039;)&lt;br /&gt;
local iu    = require(&#039;Module:Utility/Image&#039;)&lt;br /&gt;
local inu   = require(&#039;Module:Utility/ImageWithName&#039;)&lt;br /&gt;
local nu    = require(&#039;Module:Utility/Name&#039;)&lt;br /&gt;
local proto = require(&#039;Module:Utility/Prototypes&#039;)&lt;br /&gt;
local StringBuilder = require(&#039;Module:Utility/StringBuilder&#039;)&lt;br /&gt;
local formatter -- lazily initialized&lt;br /&gt;
local getArgs -- lazily initialized&lt;br /&gt;
&lt;br /&gt;
local function createCellInRow(tbl, name)&lt;br /&gt;
	return tbl:tag(&#039;tr&#039;)&lt;br /&gt;
		:tag(&#039;th&#039;)&lt;br /&gt;
			:wikitext(name)&lt;br /&gt;
			:done()&lt;br /&gt;
		:tag(&#039;td&#039;)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderRow(tbl, name, item)&lt;br /&gt;
	createCellInRow(tbl, name):wikitext(item)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderFormatRow(tbl, name, default, common, rare, epic, opts)&lt;br /&gt;
	opts = opts or {}&lt;br /&gt;
	opts.separator = opts.separator or &#039;&amp;amp;nbsp;-&amp;amp;nbsp;&#039;&lt;br /&gt;
	local row = tbl:tag(&#039;tr&#039;)&lt;br /&gt;
		:addClassIf(type(opts.class)  == &#039;string&#039;, opts.class)&lt;br /&gt;
		:addClassIf(type(opts.rarity) == &#039;string&#039;, &#039;row-rarity-one disp-rarity-&#039; .. (opts.rarity or &#039;common&#039;))&lt;br /&gt;
	&lt;br /&gt;
	if name ~= nil then&lt;br /&gt;
		row:tag(&#039;th&#039;)&lt;br /&gt;
			:attrIf(opts.headerAlign and type(opts.headerAlign) == &#039;string&#039;, { align = opts.headerAlign })&lt;br /&gt;
			:wikitext(name)&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	local first = true&lt;br /&gt;
	if default ~= nil then&lt;br /&gt;
		first = false&lt;br /&gt;
		row:tag(&#039;td&#039;)&lt;br /&gt;
			:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
			:attrIf(opts.align and type(opts.align) == &#039;string&#039;, { align = opts.align })&lt;br /&gt;
			:wikitext(default)&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	if common ~= nil then&lt;br /&gt;
		if not first then&lt;br /&gt;
			row:tag(&#039;td&#039;):wikitext(opts.separator)&lt;br /&gt;
		end&lt;br /&gt;
		first = false&lt;br /&gt;
		row:tag(&#039;td&#039;)&lt;br /&gt;
			:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
			:attrIf(opts.align and type(opts.align) == &#039;string&#039;, { align = opts.align })&lt;br /&gt;
			:tag(&#039;span&#039;)&lt;br /&gt;
				:addClass(&#039;text-rarity&#039;)&lt;br /&gt;
				:addClass(&#039;text-rarity-common&#039;)&lt;br /&gt;
				:wikitext(common)&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	if rare ~= nil then&lt;br /&gt;
		if not first then&lt;br /&gt;
			row:tag(&#039;td&#039;):wikitext(opts.separator)&lt;br /&gt;
		end&lt;br /&gt;
		first = false&lt;br /&gt;
		row:tag(&#039;td&#039;)&lt;br /&gt;
			:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
			:attrIf(opts.align and type(opts.align) == &#039;string&#039;, { align = opts.align })&lt;br /&gt;
			:tag(&#039;span&#039;)&lt;br /&gt;
				:addClass(&#039;text-rarity&#039;)&lt;br /&gt;
				:addClass(&#039;text-rarity-rare&#039;)&lt;br /&gt;
				:wikitext(rare)&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	if epic ~= nil then&lt;br /&gt;
		if not first then&lt;br /&gt;
			row:tag(&#039;td&#039;):wikitext(opts.separator)&lt;br /&gt;
		end&lt;br /&gt;
		first = false&lt;br /&gt;
		row:tag(&#039;td&#039;)&lt;br /&gt;
			:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
			:attrIf(opts.align and type(opts.align) == &#039;string&#039;, { align = opts.align })&lt;br /&gt;
			:tag(&#039;span&#039;)&lt;br /&gt;
				:addClass(&#039;text-rarity&#039;)&lt;br /&gt;
				:addClass(&#039;text-rarity-epic&#039;)&lt;br /&gt;
				:wikitext(epic)&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	if opts.footer ~= nil then&lt;br /&gt;
		row:tag(&#039;td&#039;)&lt;br /&gt;
			:attrIf(opts.footerAlign   and type(opts.footerAlign) == &#039;string&#039;,   { align   = opts.footerAlign }, { align = &#039;left&#039; })&lt;br /&gt;
			:attrIf(opts.footerColspan and type(opts.footerColspan) == &#039;number&#039;, { colspan = opts.footerColspan })&lt;br /&gt;
			:wikitext(opts.footer)&lt;br /&gt;
	end&lt;br /&gt;
	return row&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderReleaseDate(tbl, cfg, release)&lt;br /&gt;
	local r = os.date(&amp;quot;*t&amp;quot;, release)&lt;br /&gt;
	local releaseText = string.format(&lt;br /&gt;
		&#039;&amp;lt;time datetime=&amp;quot;%04d-%02d-%02dT%02d:00:00.000+0900&amp;quot;&amp;gt;%d年%d月%d日 %d時&amp;lt;/time&amp;gt;～&#039;,&lt;br /&gt;
		r.year, r.month, r.day, r.hour, r.year, r.month, r.day, r.hour)&lt;br /&gt;
	renderRow(tbl, cfg.name, releaseText)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderCategory(tbl, cfg, stat, lang)&lt;br /&gt;
	local category = nu.type(stat, lang, 1)&lt;br /&gt;
	local item&lt;br /&gt;
	if lang == &#039;ja&#039; then&lt;br /&gt;
		item = string.format(&#039;[[武器#%s|%s]][[Category:%s]]&#039;, category, category, category)&lt;br /&gt;
	else&lt;br /&gt;
		item = string.format(&#039;%s[[Category:%s]]&#039;, category, category)&lt;br /&gt;
	end&lt;br /&gt;
	renderRow(tbl, cfg.name, item)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderAmmo(tbl, cfg, stat, lang)&lt;br /&gt;
	createCellInRow(tbl, cfg.name)&lt;br /&gt;
		:addClass(&#039;cell-ammo&#039;)&lt;br /&gt;
		:wikitext(inu.ammo(stat, { lang = lang, size = 24 }))&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderCost(tbl, cfg, stat, ammo)&lt;br /&gt;
	if stat == nil or aw.stringstarts(ammo, &#039;special_&#039;) then&lt;br /&gt;
		return&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	local text = formatter:format(&lt;br /&gt;
		aw.comma(stat[1]),&lt;br /&gt;
		aw.comma(stat[2]),&lt;br /&gt;
		aw.comma(stat[3]),&lt;br /&gt;
		aw.comma(stat[4]),&lt;br /&gt;
		&#039;&#039;, &#039; - &#039;)&lt;br /&gt;
	renderRow(tbl, cfg.name, cfg.header .. text)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function appendMode(builder, cfg, stat, base)&lt;br /&gt;
	if stat.is_semi_auto or (stat.is_semi_auto == nil and base.is_semi_auto) then&lt;br /&gt;
		local burstCount = stat.burst_count or (base and base.burst_count) or 1&lt;br /&gt;
		if aw.isNumberAndGreaterThanOrEqualToX(burstCount, 2) then&lt;br /&gt;
			builder:appendFormat(cfg.burst, burstCount)&lt;br /&gt;
			builder:append(cfg.burst_category)&lt;br /&gt;
		else&lt;br /&gt;
			builder:append(cfg.single, cfg.single_category)&lt;br /&gt;
		end&lt;br /&gt;
	else&lt;br /&gt;
		builder:append(cfg.auto, cfg.auto_category)&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderMode(tbl, cfg, stat, isSpecial)&lt;br /&gt;
	local builder = StringBuilder.new()&lt;br /&gt;
	appendMode(builder, cfg, stat)&lt;br /&gt;
	if stat.altfire then&lt;br /&gt;
		builder:append(cfg.separator)&lt;br /&gt;
		appendMode(builder, cfg, stat.altfire, stat)&lt;br /&gt;
	end&lt;br /&gt;
	if (Hopup.selectfire_receiver.enabled or isSpecial) and stat.selectfire_receiver then&lt;br /&gt;
		builder:append(cfg.separator, &#039;&amp;lt;span class=&amp;quot;block-rarity disp-rarity-epic&amp;quot;&amp;gt;&#039;, iu.hopup(&#039;selectfire_receiver&#039;), &#039; &#039;)&lt;br /&gt;
		appendMode(builder, cfg, stat.selectfire_receiver, stat)&lt;br /&gt;
		builder:append(&#039;&amp;lt;/span&amp;gt;&#039;)&lt;br /&gt;
	end&lt;br /&gt;
	if (Hopup.double_tap_trigger.enabled or isSpecial) and stat.double_tap_trigger then&lt;br /&gt;
		builder:append(cfg.separator, &#039;&amp;lt;span class=&amp;quot;block-rarity disp-rarity-epic&amp;quot;&amp;gt;&#039;, iu.hopup(&#039;double_tap_trigger&#039;), &#039; &#039;)&lt;br /&gt;
		appendMode(builder, cfg, stat.double_tap_trigger, stat)&lt;br /&gt;
		builder:append(&#039;&amp;lt;/span&amp;gt;&#039;)&lt;br /&gt;
	end&lt;br /&gt;
	renderRow(tbl, cfg.name, tostring(builder))&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local HammerpointRoundsProto = {&lt;br /&gt;
	hammerpoint_rounds = {&lt;br /&gt;
		damage_unshielded_scale = proto.NumberRange(1),&lt;br /&gt;
	},&lt;br /&gt;
}&lt;br /&gt;
local DisruptorRoundsProto = {&lt;br /&gt;
	disruptor_rounds = {&lt;br /&gt;
		damage_shield_scale = proto.NumberRange(1),&lt;br /&gt;
	},&lt;br /&gt;
}&lt;br /&gt;
local function getDamageText(stat, root, isSpecial)&lt;br /&gt;
	local builder = StringBuilder.new()&lt;br /&gt;
	local rarity  = isSpecial and &#039;heirloom&#039;&lt;br /&gt;
	local damage, pellet&lt;br /&gt;
	if root then&lt;br /&gt;
		damage = stat.damage or root.damage&lt;br /&gt;
		pellet = stat.pellet or root.pellet or 1&lt;br /&gt;
	else&lt;br /&gt;
		damage = stat.damage&lt;br /&gt;
		pellet = stat.pellet or 1&lt;br /&gt;
	end&lt;br /&gt;
	if aw.isNumberAndGreaterThanOrEqualToX(pellet, 2) then&lt;br /&gt;
		builder:appendFormat(&lt;br /&gt;
			&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;%d&#039;,&lt;br /&gt;
			damage.base,&lt;br /&gt;
			pellet)&lt;br /&gt;
		&lt;br /&gt;
		if aw.isNumberAndGreaterThanZero(damage.charged) then&lt;br /&gt;
			builder:appendFormat(&lt;br /&gt;
				&#039;&amp;amp;thinsp;&amp;amp;rarr;&amp;amp;thinsp;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;%d&#039;,&lt;br /&gt;
				damage.charged,&lt;br /&gt;
				pellet)&lt;br /&gt;
		elseif proto.validateTypes(stat, HammerpointRoundsProto) then&lt;br /&gt;
			if not rarity then&lt;br /&gt;
				rarity = Hopup.hammerpoint_rounds.rarity&lt;br /&gt;
			end&lt;br /&gt;
			builder:appendFormat(&lt;br /&gt;
				&#039;&amp;amp;thinsp;&amp;amp;rarr;&amp;amp;thinsp;&amp;lt;span class=&amp;quot;block-rarity disp-rarity-%s text-rarity text-rarity-%s&amp;quot;&amp;gt;%s \&#039;\&#039;\&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;%d\&#039;\&#039;\&#039;&amp;lt;/span&amp;gt;&#039;,&lt;br /&gt;
				rarity,&lt;br /&gt;
				rarity,&lt;br /&gt;
				iu.hopup(&#039;hammerpoint_rounds&#039;, { rarity = rarity }),&lt;br /&gt;
				math.floor(damage.base * stat.hammerpoint_rounds.damage_unshielded_scale),&lt;br /&gt;
				pellet)&lt;br /&gt;
		end&lt;br /&gt;
	else&lt;br /&gt;
		if aw.isNumberAndGreaterThanZero(damage.amped) then&lt;br /&gt;
			builder:appendFormat(&lt;br /&gt;
				&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;text-separator&amp;quot;&amp;gt;/&amp;lt;/span&amp;gt; %s&amp;amp;nbsp;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;&#039;,&lt;br /&gt;
				damage.base,&lt;br /&gt;
				iu.item(&#039;シールドセル&#039;),&lt;br /&gt;
				damage.amped)&lt;br /&gt;
		elseif aw.isNumberAndGreaterThanZero(damage.charged) then&lt;br /&gt;
			builder:appendFormat(&lt;br /&gt;
				&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;&amp;amp;thinsp;&amp;amp;rarr;&amp;amp;thinsp;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;&#039;,&lt;br /&gt;
				damage.base,&lt;br /&gt;
				damage.charged)&lt;br /&gt;
		elseif proto.validateTypes(stat, HammerpointRoundsProto) then&lt;br /&gt;
			if not rarity then&lt;br /&gt;
				rarity = Hopup.hammerpoint_rounds.rarity&lt;br /&gt;
			end&lt;br /&gt;
			builder:appendFormat(&lt;br /&gt;
				&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;&amp;amp;thinsp;&amp;amp;rarr;&amp;amp;thinsp;&amp;lt;span class=&amp;quot;block-rarity disp-rarity-%s text-rarity text-rarity-%s&amp;quot;&amp;gt;%s \&#039;\&#039;\&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;\&#039;\&#039;\&#039;&amp;lt;/span&amp;gt;&#039;,&lt;br /&gt;
				damage.base,&lt;br /&gt;
				rarity,&lt;br /&gt;
				rarity,&lt;br /&gt;
				iu.hopup(&#039;hammerpoint_rounds&#039;, { rarity = rarity }),&lt;br /&gt;
				math.floor(damage.base * stat.hammerpoint_rounds.damage_unshielded_scale))&lt;br /&gt;
		elseif proto.validateTypes(stat, DisruptorRoundsProto) then&lt;br /&gt;
			if not rarity then&lt;br /&gt;
				rarity = Hopup.disruptor_rounds.rarity&lt;br /&gt;
			end&lt;br /&gt;
			builder:appendFormat(&lt;br /&gt;
				&#039;&amp;lt;span class=&amp;quot;block-rarity disp-rarity-%s text-rarity text-rarity-%s&amp;quot;&amp;gt;%s \&#039;\&#039;\&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;\&#039;\&#039;\&#039;&amp;lt;/span&amp;gt;&amp;amp;thinsp;&amp;amp;rarr;&amp;amp;thinsp;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;&#039;,&lt;br /&gt;
				rarity,&lt;br /&gt;
				rarity,&lt;br /&gt;
				iu.hopup(&#039;disruptor_rounds&#039;, { rarity = rarity }),&lt;br /&gt;
				math.floor(damage.base * stat.disruptor_rounds.damage_shield_scale),&lt;br /&gt;
				damage.base)&lt;br /&gt;
		else&lt;br /&gt;
			builder:appendFormat(&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;&#039;, damage.base)&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
	return tostring(builder)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderHeadRow(tbl, name, head, cfg, nolist)&lt;br /&gt;
	local opts = { align = &#039;left&#039;, footer = cfg.unit }&lt;br /&gt;
	if nolist then&lt;br /&gt;
		opts.class = &#039;no-list-style&#039;&lt;br /&gt;
		opts.headerAlign = &#039;right&#039;&lt;br /&gt;
	end&lt;br /&gt;
	renderFormatRow(&lt;br /&gt;
		tbl,&lt;br /&gt;
		name,&lt;br /&gt;
		nil,&lt;br /&gt;
		apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV1),&lt;br /&gt;
		apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV2),&lt;br /&gt;
		apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV3),&lt;br /&gt;
		opts)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderHeadEffectiveRange(tbl, cfg, stat, root)&lt;br /&gt;
	local headDist = stat.damage_head_distance or root.damage_head_distance&lt;br /&gt;
	if aw.isNumberAndGreaterThanZero(headDist) then&lt;br /&gt;
		local text = string.format(cfg.head_effective_range, 0.0254 * headDist)&lt;br /&gt;
		tbl:tag(&#039;tr&#039;)&lt;br /&gt;
			:addClass(&#039;no-list-style&#039;)&lt;br /&gt;
			:tag(&#039;td&#039;)&lt;br /&gt;
				:attr(&#039;align&#039;, &#039;left&#039;)&lt;br /&gt;
				:attr(&#039;colspan&#039;, 7)&lt;br /&gt;
				:wikitext(text)&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderLegsRow(tbl, cfg, stat, root)&lt;br /&gt;
	local legs = stat.damage_legs_scale or root.damage_legs_scale&lt;br /&gt;
	local text&lt;br /&gt;
	if aw.isNumberAndGreaterThanZero(stat.legshot_charged) then&lt;br /&gt;
		text = string.format(&lt;br /&gt;
			&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt; &amp;amp;rarr; &amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;%s&#039;,&lt;br /&gt;
			legs,&lt;br /&gt;
			stat.legshot_charged,&lt;br /&gt;
			cfg.unit)&lt;br /&gt;
	else&lt;br /&gt;
		text = string.format(&lt;br /&gt;
			&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;%s&#039;,&lt;br /&gt;
			legs,&lt;br /&gt;
			cfg.unit)&lt;br /&gt;
	end&lt;br /&gt;
	tbl:tag(&#039;tr&#039;)&lt;br /&gt;
		:tag(&#039;th&#039;)&lt;br /&gt;
			:wikitext(cfg.legs)&lt;br /&gt;
			:done()&lt;br /&gt;
		:tag(&#039;td&#039;)&lt;br /&gt;
			:attr(&#039;align&#039;, &#039;left&#039;)&lt;br /&gt;
			:attr(&#039;colspan&#039;, 6)&lt;br /&gt;
			:wikitext(text)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local DamageProto = {&lt;br /&gt;
	damage = {&lt;br /&gt;
		base     = proto.NumberRange(1),&lt;br /&gt;
	},&lt;br /&gt;
	damage_head_scale = proto.NumberRange(1),&lt;br /&gt;
	damage_legs_scale = proto.NumberRange(0, 1),&lt;br /&gt;
}&lt;br /&gt;
local ShatterCapsProto = {&lt;br /&gt;
	damage = {&lt;br /&gt;
		base     = proto.NumberRange(1),&lt;br /&gt;
	},&lt;br /&gt;
	damage_head_scale = proto.NumberRange(1),&lt;br /&gt;
	damage_legs_scale = proto.NumberRange(0, 1),&lt;br /&gt;
	pellet = proto.NumberRange(1),&lt;br /&gt;
}&lt;br /&gt;
local damageHopups = {&lt;br /&gt;
	{&lt;br /&gt;
		name = &#039;selectfire_receiver&#039;,&lt;br /&gt;
		proto = DamageProto,&lt;br /&gt;
		textclass = &#039;text-rarity-epic&#039;,&lt;br /&gt;
		dispclass = &#039;disp-rarity-epic&#039;,&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		name = &#039;anvil_receiver&#039;,&lt;br /&gt;
		proto = DamageProto,&lt;br /&gt;
		textclass = &#039;text-rarity-legendary&#039;,&lt;br /&gt;
		dispclass = &#039;disp-rarity-legendary&#039;,&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		name = &#039;shatter_caps&#039;,&lt;br /&gt;
		proto = ShatterCapsProto,&lt;br /&gt;
		textclass = &#039;text-rarity-epic&#039;,&lt;br /&gt;
		dispclass = &#039;disp-rarity-epic&#039;,&lt;br /&gt;
	},&lt;br /&gt;
}&lt;br /&gt;
local function renderDamage(tbl, cfg, stat, isSpecial)&lt;br /&gt;
	if not proto.validateTypes(stat, DamageProto) then&lt;br /&gt;
		return&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	local cattext = string.format(cfg.head_category, stat.damage.headshot_charged or stat.damage_head_scale or 1)&lt;br /&gt;
	local cell = createCellInRow(tbl, cfg.name)&lt;br /&gt;
	cell:wikitext(cattext .. getDamageText(stat, nil, isSpecial))&lt;br /&gt;
		&lt;br /&gt;
	-- Headshot&lt;br /&gt;
	local head = stat.damage_head_scale or 1&lt;br /&gt;
	local intable = cell:tag(&#039;table&#039;)&lt;br /&gt;
		:addClass(&#039;condensedtable&#039;)&lt;br /&gt;
		:addClass(&#039;listtable&#039;)&lt;br /&gt;
	renderHeadRow(intable, cfg.head, head, cfg)&lt;br /&gt;
	&lt;br /&gt;
	local hlmc = stat.damage.headshot_charged or 1&lt;br /&gt;
	if hlmc &amp;gt; 1 then&lt;br /&gt;
		local nameC = &#039;→&amp;amp;nbsp;&#039;&lt;br /&gt;
		renderHeadRow(intable, nameC, hlmc, cfg, true)&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	local sprm = stat.damage.skullpiercer_rifling or 1&lt;br /&gt;
	if sprm &amp;gt; 1 then&lt;br /&gt;
		local nameS = iu.hopup(&#039;skullpiercer_rifling&#039;) .. &#039;&amp;amp;nbsp;&#039;&lt;br /&gt;
		renderHeadRow(intable, nameS, sprm, cfg, true)&lt;br /&gt;
	end&lt;br /&gt;
	renderHeadEffectiveRange(intable, cfg, stat, stat)&lt;br /&gt;
	&lt;br /&gt;
	-- Legsshot&lt;br /&gt;
	renderLegsRow(intable, cfg, stat, stat)&lt;br /&gt;
	&lt;br /&gt;
	-- [Hop-Up] Selectfire Receiver, Anvil Receiver &amp;amp; Shatter Caps&lt;br /&gt;
	for _, v in ipairs(damageHopups) do&lt;br /&gt;
		local hopupStat = stat[v.name]&lt;br /&gt;
		if (Hopup[v.name].enabled or isSpecial) and proto.validateTypes(hopupStat, v.proto) then&lt;br /&gt;
			local intblS = cell:tag(&#039;div&#039;)&lt;br /&gt;
				:addClass(&#039;tpl-weapon-inbox&#039;)&lt;br /&gt;
				:addClass(specialOnly and &#039;disp-rarity-heirloom&#039; or v.dispclass)&lt;br /&gt;
				:wikitext(iu.hopup(v.name) .. &#039;&amp;amp;nbsp;&#039;)&lt;br /&gt;
				:tag(&#039;span&#039;)&lt;br /&gt;
					:addClass(&#039;text-rarity&#039;)&lt;br /&gt;
					:addClass(specialOnly and &#039;text-rarity-heirloom&#039; or v.textclass)&lt;br /&gt;
					:wikitext(getDamageText(hopupStat, stat))&lt;br /&gt;
					:done()&lt;br /&gt;
				:tag(&#039;table&#039;)&lt;br /&gt;
					:addClass(&#039;condensedtable&#039;)&lt;br /&gt;
					:addClass(&#039;listtable&#039;)&lt;br /&gt;
			&lt;br /&gt;
			local head = hopupStat.damage_head_scale or stat.damage_head_scale or 1&lt;br /&gt;
			renderHeadRow(intblS, cfg.head, head, cfg)&lt;br /&gt;
			renderHeadEffectiveRange(intblS, cfg, hopupStat, stat)&lt;br /&gt;
			renderLegsRow           (intblS, cfg, hopupStat, stat)&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderFirerate(tbl, cfg, stat, lang)&lt;br /&gt;
	local cell = createCellInRow(tbl, cfg.name)&lt;br /&gt;
	local node, newcell = require(&#039;Module:WeaponInfobox/Firerate&#039;).renderFirerate(stat, lang)&lt;br /&gt;
	if newcell then&lt;br /&gt;
		tbl:tag(&#039;tr&#039;):tag(&#039;td&#039;):attr(&#039;colspan&#039;, 2):node(node)&lt;br /&gt;
	else&lt;br /&gt;
		cell:node(node)&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderProjectileSpeed(tbl, cfg, projectile_speed, projectile_speed_charged)&lt;br /&gt;
	if not aw.isNumberAndGreaterThanZero(projectile_speed) then&lt;br /&gt;
		return&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	local text&lt;br /&gt;
	if projectile_speed == math.huge then&lt;br /&gt;
		text = cfg.hitscan&lt;br /&gt;
	elseif aw.isNumberAndGreaterThanZero(move_speed_charged) then&lt;br /&gt;
		text = string.format(&lt;br /&gt;
			&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt; → &amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;%s&#039;,&lt;br /&gt;
			string.format(cfg.format, aw.comma(aw.roundx(0.0254 * projectile_speed, 2))),&lt;br /&gt;
			string.format(cfg.format, aw.comma(aw.roundx(0.0254 * projectile_speed_charged, 2))),&lt;br /&gt;
			cfg.unit)&lt;br /&gt;
	else&lt;br /&gt;
		text = string.format(&lt;br /&gt;
			&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;%s&#039;,&lt;br /&gt;
			string.format(cfg.format, aw.comma(aw.roundx(0.0254 * projectile_speed, 2))),&lt;br /&gt;
			cfg.unit)&lt;br /&gt;
	end&lt;br /&gt;
	renderRow(tbl, cfg.name, text)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local ShatterCapsMoveSpeedProto = {&lt;br /&gt;
	shatter_caps = {&lt;br /&gt;
		move_speed = proto.NumberRange(0, 1),&lt;br /&gt;
	},&lt;br /&gt;
}&lt;br /&gt;
local function getMoveSpeedText(cfg, moveSpeed)&lt;br /&gt;
	return string.format(&lt;br /&gt;
		&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;%s&#039;,&lt;br /&gt;
		string.format(cfg.format, 100 * (moveSpeed - 1)),&lt;br /&gt;
		cfg.unit)&lt;br /&gt;
end&lt;br /&gt;
local function renderMoveSpeed(tbl, cfg, stat)&lt;br /&gt;
	if not aw.isNumberAndGreaterThanZero(stat.move_speed) then&lt;br /&gt;
		return&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	local text&lt;br /&gt;
	&lt;br /&gt;
	-- [Hop-up] Shatter Caps&lt;br /&gt;
	if proto.validateTypes(stat, ShatterCapsMoveSpeedProto) and stat.move_speed ~= stat.shatter_caps.move_speed then&lt;br /&gt;
		text = string.format(&lt;br /&gt;
			&#039;%s%s&amp;lt;span class=&amp;quot;block-rarity disp-rarity-epic text-rarity text-rarity-epic&amp;quot;&amp;gt;%s %s&amp;lt;/span&amp;gt;&#039;,&lt;br /&gt;
			getMoveSpeedText(cfg, stat.move_speed),&lt;br /&gt;
			cfg.separator,&lt;br /&gt;
			iu.hopup(&#039;shatter_caps&#039;),&lt;br /&gt;
			getMoveSpeedText(cfg, stat.shatter_caps.move_speed))&lt;br /&gt;
	elseif aw.isNumberAndGreaterThanZero(stat.move_speed_charged) then&lt;br /&gt;
		text = string.format(&lt;br /&gt;
			&#039;%s → %s&#039;,&lt;br /&gt;
			getMoveSpeedText(cfg, stat.move_speed),&lt;br /&gt;
			getMoveSpeedText(cfg, stat.move_speed_charged),&lt;br /&gt;
			cfg.unit)&lt;br /&gt;
	else&lt;br /&gt;
		text = getMoveSpeedText(cfg, stat.move_speed)&lt;br /&gt;
	end&lt;br /&gt;
	renderRow(tbl, cfg.name, text)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderDPS(tbl, cfg, stat, lang)&lt;br /&gt;
	local sld  = require(&#039;Module:Stat/Shield&#039;)[&#039;reinforcehelmets&#039;]&lt;br /&gt;
	local node = require(&#039;Module:WeaponInfobox/DPS&#039;).renderDPS(stat, sld, lang)&lt;br /&gt;
	createCellInRow(tbl, cfg.name)&lt;br /&gt;
	tbl:tag(&#039;tr&#039;):tag(&#039;td&#039;):attr(&#039;colspan&#039;, 2):node(node)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderMagazineRow(intbl, name, mag, rsvmag, cfg, opts)&lt;br /&gt;
	opts = opts or {}&lt;br /&gt;
	intbl:tag(&#039;tr&#039;)&lt;br /&gt;
		:addClassIf(opts.class and type(opts.class) == &#039;string&#039;, opts.class)&lt;br /&gt;
		:tag(&#039;th&#039;)&lt;br /&gt;
			:wikitext(name)&lt;br /&gt;
			:done()&lt;br /&gt;
		:tag(&#039;td&#039;)&lt;br /&gt;
			:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
			:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
			:wikitext(mag)&lt;br /&gt;
			:done()&lt;br /&gt;
		:tag(&#039;td&#039;)&lt;br /&gt;
			:wikitext(cfg.unit)&lt;br /&gt;
			:done()&lt;br /&gt;
		:tag(&#039;td&#039;)&lt;br /&gt;
			:addClass(&#039;text-secondary&#039;)&lt;br /&gt;
			:wikitext(&#039;&amp;amp;nbsp;/&amp;amp;nbsp;&#039;)&lt;br /&gt;
			:done()&lt;br /&gt;
		:tag(&#039;td&#039;)&lt;br /&gt;
			:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
			:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
			:wikitext(rsvmag == math.huge and cfg.infinity or rsvmag)&lt;br /&gt;
			:done()&lt;br /&gt;
		:tag(&#039;td&#039;)&lt;br /&gt;
			:wikitext(cfg.unit)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function calcVirtualMagSize(overheat, firerate, moddedLoader)&lt;br /&gt;
	if moddedLoader then&lt;br /&gt;
		return math.ceil(1.15 * overheat * firerate)&lt;br /&gt;
	else&lt;br /&gt;
		return math.ceil(overheat * firerate)&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local MultipleNumberProto = {&lt;br /&gt;
	proto.NumberRange(0),&lt;br /&gt;
	proto.NumberRange(0),&lt;br /&gt;
	proto.NumberRange(0),&lt;br /&gt;
	proto.NumberRange(0),&lt;br /&gt;
}&lt;br /&gt;
local function renderMagazine(tbl, cfg, stat, isSpecial, isModdedLoaderAttachable)&lt;br /&gt;
	local magazine = stat.magazine&lt;br /&gt;
	local typename = type(magazine)&lt;br /&gt;
	local text&lt;br /&gt;
	&lt;br /&gt;
	-- 物資投下武器&lt;br /&gt;
	if isSpecial or stat.ammo == &#039;minigun&#039; then&lt;br /&gt;
		local magazine2&lt;br /&gt;
		if typename == &#039;table&#039; then&lt;br /&gt;
			magazine2 = magazine[4]&lt;br /&gt;
		else&lt;br /&gt;
			magazine2 = magazine&lt;br /&gt;
		end&lt;br /&gt;
		&lt;br /&gt;
		if aw.isNumberAndGreaterThanZero(stat.magazine_reserve) then&lt;br /&gt;
			if isModdedLoaderAttachable then&lt;br /&gt;
				local moddedLoaderMagazine2 = apex.calcMagazineWithModdedLoader(magazine2)&lt;br /&gt;
				local moddedLoaderReserve   = stat.magazine_reserve - (moddedLoaderMagazine2 - magazine2)&lt;br /&gt;
				local intbl = createCellInRow(tbl, cfg.name)&lt;br /&gt;
					:tag(&#039;table&#039;)&lt;br /&gt;
						:addClass(&#039;condensedtable&#039;)&lt;br /&gt;
				renderMagazineRow(intbl, &#039;&#039;, magazine2, stat.magazine_reserve, cfg)&lt;br /&gt;
				renderMagazineRow(intbl, iu.passive(&#039;modded_loader&#039;) .. &#039;&amp;amp;nbsp;&#039;, moddedLoaderMagazine2, moddedLoaderReserve, cfg)&lt;br /&gt;
				return&lt;br /&gt;
			elseif magazine2 == math.huge then&lt;br /&gt;
				text = string.format(&lt;br /&gt;
					&#039;%s &amp;lt;span class=&amp;quot;text-separator&amp;quot;&amp;gt;/&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;%s&#039;,&lt;br /&gt;
					cfg.infinity,&lt;br /&gt;
					stat.magazine_reserve == math.huge and cfg.infinity or stat.magazine_reserve,&lt;br /&gt;
					cfg.unit)&lt;br /&gt;
			else&lt;br /&gt;
				text = string.format(&lt;br /&gt;
					&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%d&amp;lt;/span&amp;gt;%s &amp;lt;span class=&amp;quot;text-separator&amp;quot;&amp;gt;/&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%s&amp;lt;/span&amp;gt;%s&#039;,&lt;br /&gt;
					magazine2,&lt;br /&gt;
					cfg.unit,&lt;br /&gt;
					stat.magazine_reserve == math.huge and cfg.infinity or stat.magazine_reserve,&lt;br /&gt;
					cfg.unit)&lt;br /&gt;
			end&lt;br /&gt;
		else&lt;br /&gt;
			text = string.format(&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%d&amp;lt;/span&amp;gt;%s&#039;, magazine2, cfg.unit)&lt;br /&gt;
		end&lt;br /&gt;
	&lt;br /&gt;
	-- 拡張マガジンあり&lt;br /&gt;
	elseif typename == &#039;table&#039; then&lt;br /&gt;
		if isModdedLoaderAttachable then&lt;br /&gt;
			local intable = createCellInRow(tbl, cfg.name)&lt;br /&gt;
				:tag(&#039;table&#039;)&lt;br /&gt;
					:addClass(&#039;condensedtable&#039;)&lt;br /&gt;
			renderFormatRow(&lt;br /&gt;
				intable,&lt;br /&gt;
				&#039;&#039;,&lt;br /&gt;
				magazine[1], magazine[2], magazine[3], magazine[4],&lt;br /&gt;
				{ separator = &#039;&amp;amp;thinsp;-&amp;amp;thinsp;&#039;, footer = cfg.unit })&lt;br /&gt;
			local moddedLoaderMagazine = apex.calcMagazinesWithModdedLoader(magazine)&lt;br /&gt;
			renderFormatRow(&lt;br /&gt;
				intable,&lt;br /&gt;
				iu.passive(&#039;modded_loader&#039;) .. &#039;&amp;amp;nbsp;&#039;,&lt;br /&gt;
				moddedLoaderMagazine[1],&lt;br /&gt;
				moddedLoaderMagazine[2],&lt;br /&gt;
				moddedLoaderMagazine[3],&lt;br /&gt;
				moddedLoaderMagazine[4],&lt;br /&gt;
				{ separator = &#039;&amp;amp;thinsp;-&amp;amp;thinsp;&#039;, footer = cfg.unit })&lt;br /&gt;
			return&lt;br /&gt;
		&lt;br /&gt;
		-- Boosted Loader&lt;br /&gt;
		elseif stat.boosted_loader and proto.validateTypes(stat.boosted_loader.magazine, MultipleNumberProto) then&lt;br /&gt;
			local intable = createCellInRow(tbl, cfg.name)&lt;br /&gt;
				:tag(&#039;table&#039;)&lt;br /&gt;
					:addClass(&#039;condensedtable&#039;)&lt;br /&gt;
					:addClass(&#039;raritytable&#039;)&lt;br /&gt;
			renderFormatRow(&lt;br /&gt;
				intable,&lt;br /&gt;
				&#039;&#039;,&lt;br /&gt;
				magazine[1], magazine[2], magazine[3], magazine[4],&lt;br /&gt;
				{ separator = &#039;&amp;amp;thinsp;-&amp;amp;thinsp;&#039;, footer = cfg.unit })&lt;br /&gt;
			renderFormatRow(&lt;br /&gt;
				intable,&lt;br /&gt;
				iu.hopup(&#039;boosted_loader&#039;) .. &#039;&amp;amp;nbsp;&#039;,&lt;br /&gt;
				stat.boosted_loader.magazine[1],&lt;br /&gt;
				stat.boosted_loader.magazine[2],&lt;br /&gt;
				stat.boosted_loader.magazine[3],&lt;br /&gt;
				stat.boosted_loader.magazine[4],&lt;br /&gt;
				{ rarity = &#039;legendary&#039;, separator = &#039;&amp;amp;thinsp;-&amp;amp;thinsp;&#039;, footer = cfg.unit })&lt;br /&gt;
			return&lt;br /&gt;
		&lt;br /&gt;
		else&lt;br /&gt;
			text = formatter:format(magazine[1], magazine[2], magazine[3], magazine[4], cfg.unit, &#039; - &#039;)&lt;br /&gt;
		end&lt;br /&gt;
	&lt;br /&gt;
	-- 拡張マガジンなし&lt;br /&gt;
	elseif typename == &#039;number&#039; then&lt;br /&gt;
		if magazine == math.huge then&lt;br /&gt;
			if aw.isNumberAndGreaterThanZero(stat.firerate) then&lt;br /&gt;
				if proto.validateTypes(stat.overheat, MultipleNumberProto) then&lt;br /&gt;
					local intable = createCellInRow(tbl, cfg.name):tag(&#039;table&#039;):addClass(&#039;condensedtable&#039;)&lt;br /&gt;
					renderFormatRow(&lt;br /&gt;
						intable,&lt;br /&gt;
						&#039;&#039;,&lt;br /&gt;
						calcVirtualMagSize(stat.overheat[1], stat.firerate),&lt;br /&gt;
						calcVirtualMagSize(stat.overheat[2], stat.firerate),&lt;br /&gt;
						calcVirtualMagSize(stat.overheat[3], stat.firerate),&lt;br /&gt;
						calcVirtualMagSize(stat.overheat[4], stat.firerate),&lt;br /&gt;
						{ separator = &#039;&amp;amp;thinsp;-&amp;amp;thinsp;&#039;, footer = cfg.unit })&lt;br /&gt;
					renderFormatRow(&lt;br /&gt;
						intable,&lt;br /&gt;
						cfg.seconds.name,&lt;br /&gt;
						string.format(cfg.seconds.format, stat.overheat[1]),&lt;br /&gt;
						string.format(cfg.seconds.format, stat.overheat[2]),&lt;br /&gt;
						string.format(cfg.seconds.format, stat.overheat[3]),&lt;br /&gt;
						string.format(cfg.seconds.format, stat.overheat[4]),&lt;br /&gt;
						{ class = &#039;no-list-style text-secondary text-smaller&#039;, headerAlign = &#039;right&#039;, separator = &#039;&amp;amp;thinsp;-&amp;amp;thinsp;&#039;, footer = cfg.seconds.unit })&lt;br /&gt;
					if isModdedLoaderAttachable then&lt;br /&gt;
						renderFormatRow(&lt;br /&gt;
							intable,&lt;br /&gt;
							iu.passive(&#039;modded_loader&#039;) .. &#039;&amp;amp;nbsp;&#039;,&lt;br /&gt;
							calcVirtualMagSize(stat.overheat[1], stat.firerate, true),&lt;br /&gt;
							calcVirtualMagSize(stat.overheat[2], stat.firerate, true),&lt;br /&gt;
							calcVirtualMagSize(stat.overheat[3], stat.firerate, true),&lt;br /&gt;
							calcVirtualMagSize(stat.overheat[4], stat.firerate, true),&lt;br /&gt;
							{ separator = &#039;&amp;amp;thinsp;-&amp;amp;thinsp;&#039;, footer = cfg.unit })&lt;br /&gt;
						renderFormatRow(&lt;br /&gt;
							intable,&lt;br /&gt;
							cfg.seconds.name,&lt;br /&gt;
							string.format(cfg.seconds.format, 1.15 * stat.overheat[1]),&lt;br /&gt;
							string.format(cfg.seconds.format, 1.15 * stat.overheat[2]),&lt;br /&gt;
							string.format(cfg.seconds.format, 1.15 * stat.overheat[3]),&lt;br /&gt;
							string.format(cfg.seconds.format, 1.15 * stat.overheat[4]),&lt;br /&gt;
							{ class = &#039;no-list-style text-secondary text-smaller&#039;, headerAlign = &#039;right&#039;, separator = &#039;&amp;amp;thinsp;-&amp;amp;thinsp;&#039;, footer = cfg.seconds.unit })&lt;br /&gt;
					end&lt;br /&gt;
					return&lt;br /&gt;
				elseif aw.isNumberAndGreaterThanZero(stat.overheat) then&lt;br /&gt;
					text = string.format(&lt;br /&gt;
						&#039;%s (&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%d&amp;lt;/span&amp;gt;%s &amp;lt;span class=&amp;quot;text-separator&amp;quot;&amp;gt;/&amp;lt;/span&amp;gt; %s &amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%d&amp;lt;/span&amp;gt;%s)&#039;,&lt;br /&gt;
						cfg.infinity,&lt;br /&gt;
						1 + math.floor(stat.overheat * stat.firerate),&lt;br /&gt;
						cfg.unit,&lt;br /&gt;
						iu.passive(&#039;modded_loader&#039;),&lt;br /&gt;
						1 + math.floor(1.15 * stat.overheat * stat.firerate),&lt;br /&gt;
						cfg.unit)&lt;br /&gt;
				else&lt;br /&gt;
					text = cfg.infinity&lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				text = cfg.infinity&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
		elseif aw.isNumberAndGreaterThanX(stat.ammo_per_shot, 1) then&lt;br /&gt;
			local times = magazine / stat.ammo_per_shot&lt;br /&gt;
			local timesText&lt;br /&gt;
			if type(cfg.times.format) == &#039;table&#039; then&lt;br /&gt;
				if times &amp;gt; 2 then&lt;br /&gt;
					timesText = string.format(cfg.times.format[3], times)&lt;br /&gt;
				else&lt;br /&gt;
					timesText = cfg.times.format[times]&lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				timesText = string.format(cfg.times.format, times)&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			text = string.format(&lt;br /&gt;
				&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%d&amp;lt;/span&amp;gt;%s &amp;lt;span class=&amp;quot;text-secondary&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(%s)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&#039;,&lt;br /&gt;
				magazine, cfg.unit, timesText)&lt;br /&gt;
			&lt;br /&gt;
		else&lt;br /&gt;
			text = string.format(&#039;&amp;lt;span class=&amp;quot;text-type-number&amp;quot;&amp;gt;%d&amp;lt;/span&amp;gt;%s&#039;, magazine, cfg.unit)&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	renderRow(tbl, cfg.name, text)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderDuration(tbl, cfg, stat, lang)&lt;br /&gt;
	local node, isSimple = require(&#039;Module:WeaponInfobox/Duration&#039;).renderDuration(stat, lang)&lt;br /&gt;
	local cell = createCellInRow(tbl, cfg.name)&lt;br /&gt;
	if isSimple then&lt;br /&gt;
		cell:node(node)&lt;br /&gt;
	else&lt;br /&gt;
		tbl:tag(&#039;tr&#039;):tag(&#039;td&#039;):attr(&#039;colspan&#039;, 2):node(node)&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderSpread(tbl, cfg, stat, lang, frame)&lt;br /&gt;
	local Spread = require(&#039;Module:WeaponInfobox/Spread&#039;)&lt;br /&gt;
	local node = Spread.renderSpread(stat.spread, stat.attachments.laser_sight, stat.quickdraw_holster and stat.quickdraw_holster.spread, lang)&lt;br /&gt;
	local cell = createCellInRow(tbl, cfg.name)&lt;br /&gt;
	if node.tagName == &#039;span&#039; then&lt;br /&gt;
		cell:node(node)&lt;br /&gt;
	elseif stat.anvil_receiver and stat.anvil_receiver.spread then&lt;br /&gt;
		local node2 = Spread.renderSpread(stat.anvil_receiver.spread, nil, lang)&lt;br /&gt;
		if frame then&lt;br /&gt;
			local tabContent = string.format(&lt;br /&gt;
				&#039;{{#tab:%s|%s}}{{#tab:%s|%s}}&#039;,&lt;br /&gt;
				cfg.normal, tostring(node),&lt;br /&gt;
				cfg.anvil_receiver, tostring(node2))&lt;br /&gt;
			tbl:tag(&#039;tr&#039;)&lt;br /&gt;
				:tag(&#039;td&#039;)&lt;br /&gt;
					:attr(&#039;colspan&#039;, 2)&lt;br /&gt;
					:wikitext(frame:extensionTag { name = &#039;tabs&#039;, content = tabContent, args = { class = &#039;tabs-intable&#039; }})&lt;br /&gt;
		else&lt;br /&gt;
			tbl:tag(&#039;tr&#039;)&lt;br /&gt;
				:tag(&#039;td&#039;)&lt;br /&gt;
					:attr(&#039;colspan&#039;, 2)&lt;br /&gt;
					:tag(&#039;b&#039;)&lt;br /&gt;
						:wikitext(cfg.normal)&lt;br /&gt;
						:done()&lt;br /&gt;
					:node(node)&lt;br /&gt;
					:tag(&#039;b&#039;)&lt;br /&gt;
						:wikitext(cfg.anvil_receiver)&lt;br /&gt;
						:done()&lt;br /&gt;
					:node(node2)&lt;br /&gt;
		end&lt;br /&gt;
	elseif stat.spread_charged then&lt;br /&gt;
		local node2 = Spread.renderSpread(stat.spread_charged , nil, lang)&lt;br /&gt;
		if frame then&lt;br /&gt;
			local tabContent = string.format(&lt;br /&gt;
				&#039;{{#tab:%s|%s}}{{#tab:%s|%s}}&#039;,&lt;br /&gt;
				cfg.normal, tostring(node),&lt;br /&gt;
				cfg.full_charge, tostring(node2))&lt;br /&gt;
			tbl:tag(&#039;tr&#039;)&lt;br /&gt;
				:tag(&#039;td&#039;)&lt;br /&gt;
					:attr(&#039;colspan&#039;, 2)&lt;br /&gt;
					:wikitext(frame:extensionTag { name = &#039;tabs&#039;, content = tabContent, args = { class = &#039;tabs-intable&#039; }})&lt;br /&gt;
		else&lt;br /&gt;
			tbl:tag(&#039;tr&#039;)&lt;br /&gt;
				:tag(&#039;td&#039;)&lt;br /&gt;
					:attr(&#039;colspan&#039;, 2)&lt;br /&gt;
					:tag(&#039;b&#039;)&lt;br /&gt;
						:wikitext(cfg.normal)&lt;br /&gt;
						:done()&lt;br /&gt;
					:node(node)&lt;br /&gt;
					:tag(&#039;b&#039;)&lt;br /&gt;
						:wikitext(cfg.full_charge)&lt;br /&gt;
						:done()&lt;br /&gt;
					:node(node2)&lt;br /&gt;
		end&lt;br /&gt;
	else&lt;br /&gt;
		tbl:tag(&#039;tr&#039;):tag(&#039;td&#039;):attr(&#039;colspan&#039;, 2):node(node)&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderSpreadDecayRow(intbl, name, cfg, spread, opts)&lt;br /&gt;
	opts = opts or {}&lt;br /&gt;
	intbl:tag(&#039;tr&#039;)&lt;br /&gt;
		:addClassIf(type(opts.rarity) == &#039;string&#039;, &#039;row-rarity-one disp-rarity-&#039; .. (opts.rarity or &#039;common&#039;))&lt;br /&gt;
		:tag(&#039;th&#039;)&lt;br /&gt;
			:wikitext(name)&lt;br /&gt;
			:done()&lt;br /&gt;
		:tag(&#039;td&#039;)&lt;br /&gt;
			:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
			:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
			:wikitext(string.format(cfg.rate.format, spread.decay_rate))&lt;br /&gt;
			:done()&lt;br /&gt;
		:tag(&#039;td&#039;)&lt;br /&gt;
			:wikitext(cfg.rate.unit)&lt;br /&gt;
			:done()&lt;br /&gt;
		:tag(&#039;td&#039;)&lt;br /&gt;
			:addClass(&#039;text-smaller&#039;)&lt;br /&gt;
			:wikitext(cfg.delay.name)&lt;br /&gt;
			:done()&lt;br /&gt;
		:tag(&#039;td&#039;)&lt;br /&gt;
			:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
			:addClass(&#039;text-smaller&#039;)&lt;br /&gt;
			:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
			:wikitext(string.format(cfg.delay.format, spread.decay_delay))&lt;br /&gt;
			:done()&lt;br /&gt;
		:tag(&#039;td&#039;)&lt;br /&gt;
			:addClass(&#039;text-smaller&#039;)&lt;br /&gt;
			:wikitext(cfg.delay.unit)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderSpreadDecay(tbl, cfg, stat)&lt;br /&gt;
	if not (aw.isNumberAndGreaterThanZero(stat.spread.decay_rate) and aw.isNumberAndGreaterThanZero(stat.spread.decay_delay)) then&lt;br /&gt;
		return&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	local cell = createCellInRow(tbl, cfg.name)&lt;br /&gt;
	&lt;br /&gt;
	-- [Hop-up] Anvil Receiver&lt;br /&gt;
	if stat.anvil_receiver and stat.anvil_receiver.spread and aw.isNumberAndGreaterThanZero(stat.anvil_receiver.spread.decay_rate) and aw.isNumberAndGreaterThanZero(stat.anvil_receiver.spread.decay_delay) then&lt;br /&gt;
		local intbl = cell:tag(&#039;table&#039;)&lt;br /&gt;
			:addClass(&#039;condensedtable&#039;)&lt;br /&gt;
			:addClass(&#039;raritytable&#039;)&lt;br /&gt;
		renderSpreadDecayRow(&lt;br /&gt;
			intbl,&lt;br /&gt;
			&#039;&#039;,&lt;br /&gt;
			cfg,&lt;br /&gt;
			stat.spread)&lt;br /&gt;
		renderSpreadDecayRow(&lt;br /&gt;
			intbl,&lt;br /&gt;
			iu.hopup(&#039;anvil_receiver&#039;) .. &#039;&amp;amp;nbsp;&#039;,&lt;br /&gt;
			cfg,&lt;br /&gt;
			stat.anvil_receiver.spread,&lt;br /&gt;
			{ rarity = &#039;legendary&#039; })&lt;br /&gt;
	else&lt;br /&gt;
		local text = string.format(cfg.format, stat.spread.decay_rate, stat.spread.decay_delay)&lt;br /&gt;
		cell:wikitext(text)&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function createTable(cfg, name, stat, lang, frame)&lt;br /&gt;
	local isSpecial = aw.stringstarts(stat.ammo, &amp;quot;special_&amp;quot;)&lt;br /&gt;
	local isModdedLoaderAttachable = stat.category == &#039;light_machine_gun&#039; or stat.ammo == &#039;minigun&#039;&lt;br /&gt;
	local tbl = mw.html.create(&#039;table&#039;)&lt;br /&gt;
	renderReleaseDate(tbl, cfg.release, stat.release)&lt;br /&gt;
	renderCategory(tbl, cfg.category, stat.category, lang)&lt;br /&gt;
	renderAmmo(tbl, cfg.ammo, stat.ammo, lang)&lt;br /&gt;
	renderCost(tbl, cfg.cost, stat.cost, stat.ammo)&lt;br /&gt;
	renderMode(tbl, cfg.mode, stat, isSpecial)&lt;br /&gt;
	renderDamage(tbl, cfg.damage, stat, isSpecial)&lt;br /&gt;
	if stat.firerate then&lt;br /&gt;
		renderFirerate(tbl, cfg.firerate, stat, lang)&lt;br /&gt;
	end&lt;br /&gt;
	renderProjectileSpeed(tbl, cfg.projectilespeed, stat.projectile_speed, stat.projectile_speed_charged)&lt;br /&gt;
	renderMoveSpeed(tbl, cfg.movespeed, stat, stat)&lt;br /&gt;
	renderMagazine(tbl, cfg.magazine, stat, isSpecial, isModdedLoaderAttachable)&lt;br /&gt;
	if stat.firerate and name ~= &#039;ボセックコンパウンドボウ&#039; then&lt;br /&gt;
		renderDPS(tbl, cfg.dps, stat, lang)&lt;br /&gt;
	end&lt;br /&gt;
	if stat.time then&lt;br /&gt;
		renderDuration(tbl, cfg.duration, stat, lang)&lt;br /&gt;
	end&lt;br /&gt;
	if stat.spread then&lt;br /&gt;
		renderSpread(tbl, cfg.spread, stat, lang, frame)&lt;br /&gt;
		renderSpreadDecay(tbl, cfg.spreaddecay, stat)&lt;br /&gt;
	end&lt;br /&gt;
	return tbl&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderInfobox(args, frame)&lt;br /&gt;
	local lang = args and args.lang or &#039;ja&#039;&lt;br /&gt;
	local cfglang = cfg[lang]&lt;br /&gt;
	local stat = mw.loadData(&#039;Module:Stat/Weapon&#039;)[args.name]&lt;br /&gt;
	local div = mw.html.create(&#039;div&#039;)&lt;br /&gt;
		:addClass(&#039;tpl-infobox-right&#039;)&lt;br /&gt;
		:addClass(&#039;tpl-weapon&#039;)&lt;br /&gt;
	if aw.stringstarts(stat.ammo, &amp;quot;special_&amp;quot;) then&lt;br /&gt;
		div:addClass(&#039;tpl-weapon-special&#039;)&lt;br /&gt;
	else&lt;br /&gt;
		div:addClass(&#039;tpl-weapon-&#039; .. stat.ammo)&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	div:tag(&#039;div&#039;)&lt;br /&gt;
		:addClass(&#039;tpl-weapon-header&#039;)&lt;br /&gt;
		:wikitext(args.name .. iu.ammo(stat.ammo, { size = 40 }))&lt;br /&gt;
	div:node(createTable(cfglang, args.name, stat, lang, frame))&lt;br /&gt;
	return div&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p._main(args, frame)&lt;br /&gt;
	formatter = require(&#039;Module:Utility/Formatter&#039;).new(frame)&lt;br /&gt;
	return tostring(renderInfobox(args, frame))&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.main(frame)&lt;br /&gt;
	if not getArgs then&lt;br /&gt;
		getArgs = require(&#039;Module:Arguments&#039;).getArgs&lt;br /&gt;
	end&lt;br /&gt;
	args = getArgs(frame)&lt;br /&gt;
	return p._main(args, frame)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%A2%E3%82%B8%E3%83%A5%E3%83%BC%E3%83%AB:WeaponInfobox/Spread&amp;diff=4429</id>
		<title>モジュール:WeaponInfobox/Spread</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%A2%E3%82%B8%E3%83%A5%E3%83%BC%E3%83%AB:WeaponInfobox/Spread&amp;diff=4429"/>
		<updated>2022-08-12T07:06:41Z</updated>

		<summary type="html">&lt;p&gt;Mntone: レーザーサイトに対応&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;require(&#039;Module:Utility/mw.html Extensions&#039;)&lt;br /&gt;
&lt;br /&gt;
local p = {}&lt;br /&gt;
local cfg = mw.loadData(&#039;Module:WeaponInfobox/configuration&#039;)&lt;br /&gt;
&lt;br /&gt;
local aw = require(&#039;Module:Utility/Library&#039;)&lt;br /&gt;
local iu = require(&#039;Module:Utility/Image&#039;)&lt;br /&gt;
&lt;br /&gt;
local function isAllKickOnFireZero(k)&lt;br /&gt;
	return k.stand_hip == 0&lt;br /&gt;
		and k.stand_ads == 0&lt;br /&gt;
		and k.crouch_hip == 0&lt;br /&gt;
		and k.crouch_ads == 0&lt;br /&gt;
		and k.air_hip == 0&lt;br /&gt;
		and k.air_ads == 0&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function isAllSpreadSame(k)&lt;br /&gt;
	return k.stand_hip_run == k.stand_hip&lt;br /&gt;
		and k.stand_hip_sprint == k.stand_hip&lt;br /&gt;
		and k.stand_ads == k.stand_hip&lt;br /&gt;
		and k.crouch_hip == k.stand_hip&lt;br /&gt;
		and k.crouch_ads == k.stand_hip&lt;br /&gt;
		and k.air_hip == k.stand_hip&lt;br /&gt;
		and k.air_ads == k.stand_hip&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function hasSecondDecimalPlace(num)&lt;br /&gt;
	return math.floor(10 * num) ~= 10 * num&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function getFormatString1(num)&lt;br /&gt;
	return string.format(&#039;%.1f°&#039;, num)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function getFormatString2(num)&lt;br /&gt;
	return string.format(&#039;%.2f°&#039;, num)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function getDiffFormatString1(num)&lt;br /&gt;
	if num &amp;lt;= 0 then&lt;br /&gt;
		return &#039;-&#039;&lt;br /&gt;
	else&lt;br /&gt;
		return string.format(&#039;%+.1f°&#039;, num)&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function getDiffFormatString2(num)&lt;br /&gt;
	if num == 0 then&lt;br /&gt;
		return &#039;-&#039;&lt;br /&gt;
	else&lt;br /&gt;
		return string.format(&#039;%+.2f°&#039;, num)&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function getFormatStringFunction(stat, qkdw, hasHipfire)&lt;br /&gt;
	if (qkdw and hasSecondDecimalPlace(qkdw.stand_hip))&lt;br /&gt;
	or (qkdw and hasSecondDecimalPlace(qkdw.stand_hip_run))&lt;br /&gt;
	or (hasHipfire and hasSecondDecimalPlace(stat.stand_hip))&lt;br /&gt;
	or (hasHipfire and hasSecondDecimalPlace(stat.stand_hip_run))&lt;br /&gt;
	or (hasHipfire and hasSecondDecimalPlace(stat.stand_hip_sprint))&lt;br /&gt;
	or hasSecondDecimalPlace(stat.stand_ads)&lt;br /&gt;
	or (hasHipfire and hasSecondDecimalPlace(stat.crouch_hip))&lt;br /&gt;
	or hasSecondDecimalPlace(stat.crouch_ads)&lt;br /&gt;
	or (hasHipfire and hasSecondDecimalPlace(stat.air_hip))&lt;br /&gt;
	or hasSecondDecimalPlace(stat.air_ads)&lt;br /&gt;
	or (hasHipfire and hasSecondDecimalPlace(stat.max_kick.stand_hip))&lt;br /&gt;
	or hasSecondDecimalPlace(stat.max_kick.stand_ads)&lt;br /&gt;
	or (hasHipfire and hasSecondDecimalPlace(stat.max_kick.crouch_hip))&lt;br /&gt;
	or hasSecondDecimalPlace(stat.max_kick.crouch_ads)&lt;br /&gt;
	or (hasHipfire and hasSecondDecimalPlace(stat.max_kick.air_hip))&lt;br /&gt;
	or hasSecondDecimalPlace(stat.max_kick.air_ads) then&lt;br /&gt;
		return getFormatString2&lt;br /&gt;
	else&lt;br /&gt;
		return getFormatString1&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function getDiffFormatStringFunction(stat, hasHipfire)&lt;br /&gt;
	if (hasHipfire and hasSecondDecimalPlace(stat.kick_on_fire.stand_hip))&lt;br /&gt;
	or hasSecondDecimalPlace(stat.kick_on_fire.stand_ads)&lt;br /&gt;
	or (hasHipfire and hasSecondDecimalPlace(stat.kick_on_fire.crouch_hip))&lt;br /&gt;
	or hasSecondDecimalPlace(stat.kick_on_fire.crouch_ads)&lt;br /&gt;
	or (hasHipfire and hasSecondDecimalPlace(stat.kick_on_fire.air_hip))&lt;br /&gt;
	or hasSecondDecimalPlace(stat.kick_on_fire.air_ads) then&lt;br /&gt;
		return getDiffFormatString2&lt;br /&gt;
	else&lt;br /&gt;
		return getDiffFormatString1&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderKickOnFireCell(row, stat, target, env)&lt;br /&gt;
	local base = stat[target]&lt;br /&gt;
	row:tag(&#039;td&#039;)&lt;br /&gt;
		:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
		:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
		:wikitext(env.getFormatString(stat[target]))&lt;br /&gt;
	&lt;br /&gt;
	if not env.hideKickOnFire then&lt;br /&gt;
		local incr = stat.kick_on_fire[target]&lt;br /&gt;
		if incr == 0 then&lt;br /&gt;
			row:tag(&#039;td&#039;)&lt;br /&gt;
				:addClass(&#039;disabled&#039;)&lt;br /&gt;
				:attr(&#039;align&#039;, &#039;center&#039;)&lt;br /&gt;
				:attr(&#039;colspan&#039;, 2)&lt;br /&gt;
				:wikitext(env.cfg.na)&lt;br /&gt;
		else&lt;br /&gt;
			row&lt;br /&gt;
				:tag(&#039;td&#039;)&lt;br /&gt;
					:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
					:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
					:wikitext(env.getDiffFormatString(incr))&lt;br /&gt;
				:tag(&#039;td&#039;)&lt;br /&gt;
					:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
					:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
					:wikitext(env.getFormatString(base + stat.max_kick[target]))&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local lazerSightRatio = { 0.8, 0.6, 0.4 }&lt;br /&gt;
local function renderLazerRow(tbl, stat, level, colspan, env, target, target2)&lt;br /&gt;
	local mul = lazerSightRatio[level]&lt;br /&gt;
	local lazerhip = tbl:tag(&#039;tr&#039;)&lt;br /&gt;
		:tag(&#039;th&#039;)&lt;br /&gt;
			:css(&#039;border-top&#039;, &#039;0 none transparent&#039;)&lt;br /&gt;
			:wikitext(&#039;&amp;amp;nbsp;&amp;amp;nbsp;&#039;)&lt;br /&gt;
			:done()&lt;br /&gt;
		:tag(&#039;th&#039;)&lt;br /&gt;
			:attrIf(colspan &amp;gt; 1, { colspan = colspan })&lt;br /&gt;
			:wikitext(iu.attachment(&#039;レーザーサイト&#039;, level))&lt;br /&gt;
			:done()&lt;br /&gt;
		:tag(&#039;td&#039;)&lt;br /&gt;
			:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
			:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
			:wikitext(env.getFormatString(mul * stat[target]))&lt;br /&gt;
			:done()&lt;br /&gt;
	if not env.hideKickOnFire then&lt;br /&gt;
		lazerhip&lt;br /&gt;
			:tag(&#039;td&#039;)&lt;br /&gt;
				:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
				:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
				:wikitext(env.getDiffFormatString(mul * stat.kick_on_fire[target2 or target]))&lt;br /&gt;
			:tag(&#039;td&#039;)&lt;br /&gt;
				:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
				:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
				:wikitext(env.getFormatString(mul * (stat[target] + stat.max_kick[target2 or target])))&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
local function renderLazerRows(tbl, stat, colspan, env, target, target2)&lt;br /&gt;
	renderLazerRow(tbl, stat, 1, colspan, env, target, target2)&lt;br /&gt;
	renderLazerRow(tbl, stat, 2, colspan, env, target, target2)&lt;br /&gt;
	renderLazerRow(tbl, stat, 3, colspan, env, target, target2)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.renderSpread(stat, lazer_sight, quickdraw_holster, lang)&lt;br /&gt;
	local spread = cfg[lang].spread&lt;br /&gt;
	local hasHipfire = aw.isNumberAndGreaterThanOrEqualToZero(stat.stand_hip)&lt;br /&gt;
	local getFormatString = getFormatStringFunction(stat, quickdraw_holster, hasHipfire)&lt;br /&gt;
	local getDiffFormatString = getDiffFormatStringFunction(stat, hasHipfire)&lt;br /&gt;
	local layout&lt;br /&gt;
	if lazer_sight then&lt;br /&gt;
		layout = {&lt;br /&gt;
			state_colspan  = 4,&lt;br /&gt;
			hip_rowspan    = 20,&lt;br /&gt;
			stand_rowspan  = 12,&lt;br /&gt;
			hipads_colspan = 3,&lt;br /&gt;
			concat_incr    = false,&lt;br /&gt;
		}&lt;br /&gt;
	elseif quickdraw_holster then&lt;br /&gt;
		layout = {&lt;br /&gt;
			state_colspan  = 4,&lt;br /&gt;
			hip_rowspan    = 7,&lt;br /&gt;
			stand_rowspan  = 5,&lt;br /&gt;
			hipads_colspan = 3,&lt;br /&gt;
			concat_incr    = true,&lt;br /&gt;
		}&lt;br /&gt;
	else&lt;br /&gt;
		layout = {&lt;br /&gt;
			state_colspan  = 3,&lt;br /&gt;
			hip_rowspan    = 5,&lt;br /&gt;
			stand_rowspan  = 3,&lt;br /&gt;
			hipads_colspan = 2,&lt;br /&gt;
			concat_incr    = true,&lt;br /&gt;
		}&lt;br /&gt;
	end&lt;br /&gt;
	local hideKickOnFire = isAllKickOnFireZero(stat.kick_on_fire)&lt;br /&gt;
	local env = {&lt;br /&gt;
		cfg                 = spread,&lt;br /&gt;
		hideKickOnFire      = hideKickOnFire,&lt;br /&gt;
		getFormatString     = getFormatString,&lt;br /&gt;
		getDiffFormatString = getDiffFormatString,&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	if hideKickOnFire and isAllSpreadSame(stat) then&lt;br /&gt;
		return mw.html.create(&#039;span&#039;)&lt;br /&gt;
			:wikitext(getFormatString(stat.stand_hip))&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	local tbl = mw.html.create(&#039;table&#039;)&lt;br /&gt;
		:addClass(&#039;intable&#039;)&lt;br /&gt;
	&lt;br /&gt;
	local header = tbl:tag(&#039;tr&#039;)&lt;br /&gt;
		:tag(&#039;th&#039;)&lt;br /&gt;
			:attr(&#039;colspan&#039;, layout.state_colspan)&lt;br /&gt;
			:wikitext(spread.state.name)&lt;br /&gt;
			:done()&lt;br /&gt;
		:tag(&#039;th&#039;)&lt;br /&gt;
			:wikitext(spread.first_shot)&lt;br /&gt;
			:done()&lt;br /&gt;
	&lt;br /&gt;
	if not hideKickOnFire then&lt;br /&gt;
		header:tag(&#039;th&#039;)&lt;br /&gt;
				:wikitext(spread.increment)&lt;br /&gt;
				:done()&lt;br /&gt;
			:tag(&#039;th&#039;)&lt;br /&gt;
				:wikitext(spread.maximum)&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	-- Hipfire&lt;br /&gt;
	if hasHipfire then&lt;br /&gt;
		local hipfire = tbl:tag(&#039;tr&#039;)&lt;br /&gt;
			:tag(&#039;th&#039;)&lt;br /&gt;
				:addClass(spread.state.hip_class)&lt;br /&gt;
				:attr(&#039;rowspan&#039;, layout.hip_rowspan)&lt;br /&gt;
				:tag(&#039;span&#039;)&lt;br /&gt;
					:wikitext(spread.state.hip)&lt;br /&gt;
					:done()&lt;br /&gt;
				:done()&lt;br /&gt;
			:tag(&#039;th&#039;)&lt;br /&gt;
				:addClass(spread.state.stand_class)&lt;br /&gt;
				:attr(&#039;rowspan&#039;, layout.stand_rowspan)&lt;br /&gt;
				:tag(&#039;span&#039;)&lt;br /&gt;
					:wikitext(spread.state.stand)&lt;br /&gt;
					:done()&lt;br /&gt;
				:done()&lt;br /&gt;
			:tag(&#039;th&#039;)&lt;br /&gt;
				:attrIf(lazer_sight or quickdraw_holster, { colspan = 2 })&lt;br /&gt;
				:wikitext(spread.state.still)&lt;br /&gt;
				:done()&lt;br /&gt;
			:tag(&#039;td&#039;)&lt;br /&gt;
				:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
				:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
				:wikitext(getFormatString(stat.stand_hip))&lt;br /&gt;
				:done()&lt;br /&gt;
		if not hideKickOnFire then&lt;br /&gt;
			hipfire&lt;br /&gt;
				:tag(&#039;td&#039;)&lt;br /&gt;
					:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
					:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
					:attrIf(layout.concat_incr, { rowspan = layout.stand_rowspan })&lt;br /&gt;
					:wikitext(getDiffFormatString(stat.kick_on_fire.stand_hip))&lt;br /&gt;
					:done()&lt;br /&gt;
				:tag(&#039;td&#039;)&lt;br /&gt;
					:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
					:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
					:wikitext(getFormatString(stat.stand_hip + stat.max_kick.stand_hip))&lt;br /&gt;
		end&lt;br /&gt;
		&lt;br /&gt;
		if lazer_sight then&lt;br /&gt;
			renderLazerRows(tbl, stat, 1, env, &#039;stand_hip&#039;)&lt;br /&gt;
		elseif quickdraw_holster then&lt;br /&gt;
			local quickhip = tbl:tag(&#039;tr&#039;)&lt;br /&gt;
				:tag(&#039;th&#039;)&lt;br /&gt;
					:css(&#039;border-top&#039;, &#039;0 none transparent&#039;)&lt;br /&gt;
					:wikitext(&#039;&amp;amp;nbsp;&amp;amp;nbsp;&#039;)&lt;br /&gt;
					:done()&lt;br /&gt;
				:tag(&#039;th&#039;)&lt;br /&gt;
					:wikitext(iu.hopup(&#039;quickdraw_holster&#039;))&lt;br /&gt;
					:done()&lt;br /&gt;
				:tag(&#039;td&#039;)&lt;br /&gt;
					:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
					:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
					:wikitext(getFormatString(quickdraw_holster.stand_hip))&lt;br /&gt;
					:done()&lt;br /&gt;
			if not hideKickOnFire then&lt;br /&gt;
				if not layout.concat_incr then&lt;br /&gt;
					quickhip:tag(&#039;td&#039;)&lt;br /&gt;
						:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
						:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
						:wikitext(getDiffFormatString(stat.kick_on_fire.stand_hip))&lt;br /&gt;
				end&lt;br /&gt;
				quickhip:tag(&#039;td&#039;)&lt;br /&gt;
					:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
					:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
					:wikitext(getFormatString(quickdraw_holster.stand_hip + stat.max_kick.stand_hip))&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
		&lt;br /&gt;
		local run = tbl:tag(&#039;tr&#039;)&lt;br /&gt;
			:tag(&#039;th&#039;)&lt;br /&gt;
				:attrIf(lazer_sight or quickdraw_holster, { colspan = 2 })&lt;br /&gt;
				:wikitext(spread.state.run)&lt;br /&gt;
				:done()&lt;br /&gt;
			:tag(&#039;td&#039;)&lt;br /&gt;
				:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
				:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
				:wikitext(getFormatString(stat.stand_hip_run))&lt;br /&gt;
				:done()&lt;br /&gt;
		if not hideKickOnFire then&lt;br /&gt;
			if not layout.concat_incr then&lt;br /&gt;
				run:tag(&#039;td&#039;)&lt;br /&gt;
					:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
					:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
					:wikitext(getDiffFormatString(stat.kick_on_fire.stand_hip))&lt;br /&gt;
			end&lt;br /&gt;
			run:tag(&#039;td&#039;)&lt;br /&gt;
				:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
				:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
				:wikitext(getFormatString(stat.stand_hip_run + stat.max_kick.stand_hip))&lt;br /&gt;
		end&lt;br /&gt;
		&lt;br /&gt;
		if lazer_sight then&lt;br /&gt;
			renderLazerRows(tbl, stat, 1, env, &#039;stand_hip_run&#039;, &#039;stand_hip&#039;)&lt;br /&gt;
		elseif quickdraw_holster then&lt;br /&gt;
			local quickrun = tbl:tag(&#039;tr&#039;)&lt;br /&gt;
				:tag(&#039;th&#039;)&lt;br /&gt;
					:css(&#039;border-top&#039;, &#039;0 none transparent&#039;)&lt;br /&gt;
					:wikitext(&#039;&amp;amp;nbsp;&amp;amp;nbsp;&#039;)&lt;br /&gt;
					:done()&lt;br /&gt;
				:tag(&#039;th&#039;)&lt;br /&gt;
					:wikitext(iu.hopup(&#039;quickdraw_holster&#039;))&lt;br /&gt;
					:done()&lt;br /&gt;
				:tag(&#039;td&#039;)&lt;br /&gt;
					:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
					:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
					:wikitext(getFormatString(quickdraw_holster.stand_hip_run))&lt;br /&gt;
					:done()&lt;br /&gt;
			if not hideKickOnFire then&lt;br /&gt;
				if not layout.concat_incr then&lt;br /&gt;
					quickrun:tag(&#039;td&#039;)&lt;br /&gt;
						:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
						:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
						:wikitext(getDiffFormatString(stat.kick_on_fire.stand_hip))&lt;br /&gt;
				end&lt;br /&gt;
				quickrun:tag(&#039;td&#039;)&lt;br /&gt;
					:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
					:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
					:wikitext(getFormatString(quickdraw_holster.stand_hip_run + stat.max_kick.stand_hip))&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
		&lt;br /&gt;
		local sprint = tbl:tag(&#039;tr&#039;)&lt;br /&gt;
			:tag(&#039;th&#039;)&lt;br /&gt;
				:attrIf(lazer_sight or quickdraw_holster, { colspan = 2 })&lt;br /&gt;
				:wikitext(spread.state.sprint)&lt;br /&gt;
				:done()&lt;br /&gt;
			:tag(&#039;td&#039;)&lt;br /&gt;
				:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
				:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
				:wikitext(getFormatString(stat.stand_hip_sprint))&lt;br /&gt;
				:done()&lt;br /&gt;
		if not hideKickOnFire then&lt;br /&gt;
			if not layout.concat_incr then&lt;br /&gt;
				sprint:tag(&#039;td&#039;)&lt;br /&gt;
					:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
					:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
					:wikitext(getDiffFormatString(stat.kick_on_fire.stand_hip))&lt;br /&gt;
			end&lt;br /&gt;
			sprint:tag(&#039;td&#039;)&lt;br /&gt;
				:addClass(&#039;cell-type-number&#039;)&lt;br /&gt;
				:attr(&#039;align&#039;, &#039;right&#039;)&lt;br /&gt;
				:wikitext(getFormatString(stat.stand_hip_sprint + stat.max_kick.stand_hip))&lt;br /&gt;
		end&lt;br /&gt;
		&lt;br /&gt;
		if lazer_sight then&lt;br /&gt;
			renderLazerRows(tbl, stat, 1, env, &#039;stand_hip_sprint&#039;, &#039;stand_hip&#039;)&lt;br /&gt;
		end&lt;br /&gt;
		&lt;br /&gt;
		-- Hipfire while crouching&lt;br /&gt;
		local crouch = tbl:tag(&#039;tr&#039;)&lt;br /&gt;
			:tag(&#039;th&#039;)&lt;br /&gt;
				:attr(&#039;colspan&#039;, layout.hipads_colspan)&lt;br /&gt;
				:wikitext(spread.state.crouch)&lt;br /&gt;
				:done()&lt;br /&gt;
		renderKickOnFireCell(crouch, stat, &#039;crouch_hip&#039;, env)&lt;br /&gt;
		&lt;br /&gt;
		if lazer_sight then&lt;br /&gt;
			renderLazerRows(tbl, stat, layout.hipads_colspan - 1, env, &#039;crouch_hip&#039;)&lt;br /&gt;
		end&lt;br /&gt;
		&lt;br /&gt;
		-- Hipfire in the air&lt;br /&gt;
		local air = tbl:tag(&#039;tr&#039;)&lt;br /&gt;
			:tag(&#039;th&#039;)&lt;br /&gt;
				:attr(&#039;colspan&#039;, layout.hipads_colspan)&lt;br /&gt;
				:wikitext(spread.state.air)&lt;br /&gt;
				:done()&lt;br /&gt;
		renderKickOnFireCell(air, stat, &#039;air_hip&#039;, env)&lt;br /&gt;
		&lt;br /&gt;
		if lazer_sight then&lt;br /&gt;
			renderLazerRows(tbl, stat, layout.hipads_colspan - 1, env, &#039;air_hip&#039;)&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	-- ADS&lt;br /&gt;
	if stat.stand_ads == stat.crouch_ads&lt;br /&gt;
		and stat.kick_on_fire.stand_ads == stat.kick_on_fire.crouch_ads&lt;br /&gt;
		and stat.max_kick.stand_ads == stat.max_kick.crouch_ads then&lt;br /&gt;
		local ads = tbl:tag(&#039;tr&#039;)&lt;br /&gt;
			:tag(&#039;th&#039;)&lt;br /&gt;
				:addClass(spread.state.ads_class)&lt;br /&gt;
				:attr(&#039;rowspan&#039;, 3)&lt;br /&gt;
				:tag(&#039;span&#039;)&lt;br /&gt;
					:wikitext(spread.state.ads)&lt;br /&gt;
					:done()&lt;br /&gt;
				:done()&lt;br /&gt;
			:tag(&#039;th&#039;)&lt;br /&gt;
				:attr(&#039;colspan&#039;, layout.hipads_colspan)&lt;br /&gt;
				:wikitext(spread.state.standcrouch)&lt;br /&gt;
				:done()&lt;br /&gt;
		renderKickOnFireCell(ads, stat, &#039;stand_ads&#039;, env)&lt;br /&gt;
	else&lt;br /&gt;
		local hipads = tbl:tag(&#039;tr&#039;)&lt;br /&gt;
			:tag(&#039;th&#039;)&lt;br /&gt;
				:addClass(spread.state.ads_class)&lt;br /&gt;
				:attr(&#039;rowspan&#039;, 3)&lt;br /&gt;
				:tag(&#039;span&#039;)&lt;br /&gt;
					:wikitext(spread.state.ads)&lt;br /&gt;
					:done()&lt;br /&gt;
				:done()&lt;br /&gt;
			:tag(&#039;th&#039;)&lt;br /&gt;
				:attr(&#039;colspan&#039;, layout.hipads_colspan)&lt;br /&gt;
				:wikitext(spread.state.stand)&lt;br /&gt;
				:done()&lt;br /&gt;
		renderKickOnFireCell(hipads, stat, &#039;stand_ads&#039;, env)&lt;br /&gt;
		&lt;br /&gt;
		-- ADS while crouching&lt;br /&gt;
		local crouchads = tbl:tag(&#039;tr&#039;)&lt;br /&gt;
			:tag(&#039;th&#039;)&lt;br /&gt;
				:attr(&#039;colspan&#039;, layout.hipads_colspan)&lt;br /&gt;
				:wikitext(spread.state.crouch)&lt;br /&gt;
				:done()&lt;br /&gt;
		renderKickOnFireCell(crouchads, stat, &#039;crouch_ads&#039;, env)&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	-- ADS in the air&lt;br /&gt;
	local airads = tbl:tag(&#039;tr&#039;)&lt;br /&gt;
		:tag(&#039;th&#039;)&lt;br /&gt;
			:attr(&#039;colspan&#039;, layout.hipads_colspan)&lt;br /&gt;
			:wikitext(spread.state.air)&lt;br /&gt;
			:done()&lt;br /&gt;
	renderKickOnFireCell(airads, stat, &#039;air_ads&#039;, env)&lt;br /&gt;
	&lt;br /&gt;
	return tbl&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p._main(name, lang)&lt;br /&gt;
	lang = lang or &#039;ja&#039;&lt;br /&gt;
	&lt;br /&gt;
	local stat = mw.loadData(&#039;Module:Stat/Weapon&#039;)[name]&lt;br /&gt;
	local lsrs = stat.attachments.laser_sight&lt;br /&gt;
	local qkdw = stat.quickdraw_holster and stat.quickdraw_holster.spread&lt;br /&gt;
	local node = p.renderSpread(stat.spread, lsrs, qkdw, lang)&lt;br /&gt;
	return tostring(node)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%A2%E3%82%B8%E3%83%A5%E3%83%BC%E3%83%AB:Utility/Name&amp;diff=4428</id>
		<title>モジュール:Utility/Name</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%A2%E3%82%B8%E3%83%A5%E3%83%BC%E3%83%AB:Utility/Name&amp;diff=4428"/>
		<updated>2022-08-12T06:56:15Z</updated>

		<summary type="html">&lt;p&gt;Mntone: バレルMODに対応&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;local p = {}&lt;br /&gt;
local cfg = mw.loadData(&#039;Module:Utility/Name/configuration&#039;)&lt;br /&gt;
&lt;br /&gt;
function p.type(id, lang, num)&lt;br /&gt;
	lang = lang or &#039;ja&#039;&lt;br /&gt;
	num  = num  or 1&lt;br /&gt;
	local base = cfg[lang].category[id]&lt;br /&gt;
	if num == 1 and base.one then&lt;br /&gt;
		return base.one&lt;br /&gt;
	else&lt;br /&gt;
		return base.other&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.ammo(id, lang)&lt;br /&gt;
	lang = lang or &#039;ja&#039;&lt;br /&gt;
	return cfg[lang].ammo[id]&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.barrel(id, lang)&lt;br /&gt;
	lang = lang or &#039;ja&#039;&lt;br /&gt;
	return cfg[lang].attachment.barrels[id]&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.extmag(id, lang)&lt;br /&gt;
	lang = lang or &#039;ja&#039;&lt;br /&gt;
	return cfg[lang].attachment.extended_mag[id]&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.bolt(lang)&lt;br /&gt;
	lang = lang or &#039;ja&#039;&lt;br /&gt;
	return cfg[lang].attachment.shotgun_bolt&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.gear(id, lang)&lt;br /&gt;
	lang = lang or &#039;ja&#039;&lt;br /&gt;
	return cfg[lang].attachment.gears[id]&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.hopup(id, lang)&lt;br /&gt;
	lang = lang or &#039;ja&#039;&lt;br /&gt;
	return cfg[lang].hopup[id]&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.passive(id, lang)&lt;br /&gt;
	lang = lang or &#039;ja&#039;&lt;br /&gt;
	return cfg[lang].passive[id]&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.ultimate(id, lang)&lt;br /&gt;
	lang = lang or &#039;ja&#039;&lt;br /&gt;
	return cfg[lang].ultimate[id]&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.tactical(id, lang)&lt;br /&gt;
	lang = lang or &#039;ja&#039;&lt;br /&gt;
	return cfg[lang].tactical[id]&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.weaponname(id, lang)&lt;br /&gt;
	lang = lang or &#039;ja&#039;&lt;br /&gt;
	return cfg[lang].weapons[id].short&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.weaponfullname(id, lang)&lt;br /&gt;
	lang = lang or &#039;ja&#039;&lt;br /&gt;
	return cfg[lang].weapons[id].full&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%97%E3%83%A9%E3%82%A6%E3%83%A9%E3%83%BC%E3%83%90%E3%83%BC%E3%82%B9%E3%83%88PDW&amp;diff=4427</id>
		<title>プラウラーバーストPDW</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%97%E3%83%A9%E3%82%A6%E3%83%A9%E3%83%BC%E3%83%90%E3%83%BC%E3%82%B9%E3%83%88PDW&amp;diff=4427"/>
		<updated>2022-08-12T06:23:23Z</updated>

		<summary type="html">&lt;p&gt;Mntone: ハンテッドのバレルMODに関する更新履歴を追加&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Weapon}}&lt;br /&gt;
5連バーストSMG。&lt;br /&gt;
&lt;br /&gt;
== ダメージ表 ==&lt;br /&gt;
⭐︎ [[{{BASEPAGENAME}}/過去のダメージ表|最新版以前のダメージ表]]&lt;br /&gt;
{{MatchDataMessage|2022年5月23日現在}}&lt;br /&gt;
ヘルメットの変更。&lt;br /&gt;
{{DamageTables|damage=14|head=1.5}}&lt;br /&gt;
&lt;br /&gt;
== 更新履歴 ==&lt;br /&gt;
; イベント「ヴォイドウォーカー」 (2019/09/04)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Patchnotes/Scope/SMG}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン3: メルトダウン (2019/10/02)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;フルオートモードの反動のランダム性の増加&amp;lt;!--Added some slight recoil randomness while maintaining the same pattern when fired in full-auto mode.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン4: アシミレーション (2020/02/05)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;ダメージの増加: 14 → 15&amp;lt;!--Increased damage per shot 14 -&amp;gt; 15--&amp;gt;{{DPSTable|damage_from=14|damage_to=15|firerate=12.804878|head=1.5|legs=0.8|shieldpreset_from=addevoshield|shieldpreset_to=lowprofilenerf}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; イベント「システムオーバーライド」 (2020/03/04)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Patchnotes/Ammo/Heavy/Nerf}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;アイアンサイトにレッドドットを追加&amp;lt;!--Red dot has been added to the iron sights for Prowler and L-STAR; iron sights dot will stay properly centered during weapon sway and bob movements.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;マズルフラッシュの削減&amp;lt;!--Muzzle flash adjustments: Reduced the intensity of muzzle flash while aiming down the sight for all weapons except shotties and snipers--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン6: ブーステッド (2020/08/18)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;バーストモードの垂直反動の減少&amp;lt;!--Slightly Reduce vertical recoil in burst mode--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;フルオートモードの水平反動の増加&amp;lt;!--Increase horizontal recoil in Auto Mode --&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン7: アセンション (2020/11/05)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: {{Heirloom|物資投下武器}}化に伴い以下のように変更&amp;lt;!--Prowler Into Supply Drop: The prowler is replacing the R99 in the supply drop.--&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;弾薬の変更: {{AmmoC|ヘビーアモ}} → {{AmmoC|専用ヘビーアモ}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;予備弾数: 175 弾&amp;lt;!--Magazine size: 35; reserve ammo: 175--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;標準で{{Hopup|セレクトファイアレシーバー}} {{Epic|セレクトファイアレシーバー}}の搭載&amp;lt;!--Despite the Selectfire hop-up being removed from the loot pool this season, the Prowler will still have the ability to change between 5 round bursts and full-auto.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; イベント「ファイトナイト」 (2021/01/06)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;予備弾数の増加: 175 → 210 弾&amp;lt;!--Reserve bullets increased from 175 to 210--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン8: メイヘム (2021/02/03)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;拡張ヘビーマガジンの強化: {{Attachment|拡張ヘビーマガジン|3}} {{Epic|レベル3}} → {{Attachment|拡張ヘビーマガジン|4}} {{Legendary|レベル4}}&amp;lt;!--LEGENDARY MAGAZINES: Season 8 introduces the Gold-tier magazines. Attaching it to a weapon automatically reloads your stowed weapons after a brief delay. The Gold magazine has the same capacity as Purple mags, and is available for Light, Heavy, Snipers, and Energy Weapons.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; 英雄の軌跡 (2021/05/05)&lt;br /&gt;
:* ゲーム終盤の出現率が高くなるように調整&amp;lt;!--with the Prowler being the most prominent late game crate weapon.--&amp;gt;&lt;br /&gt;
:* 射撃モードを切り替える際にHUDが更新されない不具合の修正&amp;lt;!--Supply Drop Prowler can now toggle fire modes.--&amp;gt;&lt;br /&gt;
; エマージェンス (2021/08/04)&lt;br /&gt;
: 通常武器化に伴い以下のように変更&amp;lt;!--This season the Prowler returns to floor loot and taking its place is the M600 Spitfire. In addition to the Spitfire this season another weapon will be joining the supply drop: the Alternator SMG. See how each weapon changes down below.--&amp;gt;&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;弾薬の変更: {{AmmoC|専用ヘビーアモ}} → {{AmmoC|ヘビーアモ}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;バースト遅延の増加: 0.20 → 0.24 秒&amp;lt;!--Time Between Burst increased from 0.2 to .24--&amp;gt;{{DPSTable|damage=15|firerate_from=12.804878|firerate_to=11.615044|head=1.5|legs=0.8|shieldpreset=removelowprofile}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;【アリーナ】材料: {{Materials}} 450 {{Overset|-|+200}} {{Common|650}} {{Overset|-|+300}} {{Rare|950}} {{Overset|-|+400}} {{Epic|1,350}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; [https://twitter.com/Respawn/status/1425140785197027335 2021/08/11]&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;ダメージの減少: 15 → 14&amp;lt;!--Reduces Prowler damage from 15&amp;gt;14--&amp;gt;{{DPSTable|damage_from=15|damage_to=14|firerate=11.615044|head=1.5|legs=0.8|shieldpreset=removelowprofile}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;{{Mode|A}}&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;ベースの材料の増加: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;450 → 500&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Common|レベル1}}にアップグレードするのに必要な材料: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;200&amp;lt;small&amp;gt; (総コスト: 650 → 700)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Rare|レベル2}}にアップグレードするのに必要な材料: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;300&amp;lt;small&amp;gt; (総コスト: 950 → 1,000)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Epic|レベル3}}にアップグレードするのに必要な材料: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;400&amp;lt;small&amp;gt; (総コスト: 1,350 → 1,400)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; エスケープ (2021/11/02)&lt;br /&gt;
: {{Mode|A}}&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;ベースの材料の減少: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;500 → 400&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Common|レベル1}}にアップグレードするのに必要な材料: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;200&amp;lt;small&amp;gt; (総コスト: 700 → 600)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Rare|レベル2}}にアップグレードするのに必要な材料の増加: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;300 → 350&amp;lt;small&amp;gt; (総コスト: 1,000 → 950)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Epic|レベル3}}にアップグレードするのに必要な材料の減少: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;400 → 350&amp;lt;small&amp;gt; (総コスト: 1,400 → 1,300)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; デファイアンス (2022/02/09)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;〈サイレント〉腰だめ拡散の増加&amp;lt;table class=&amp;quot;condensedtable listtable patchnotetable&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;立ち状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;1.0〜3.0°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.2〜3.2°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;走り状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;1.5〜3.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.7〜3.7°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;スプリント状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;2.5〜4.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.7〜4.7°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;空中にいる状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;3.5〜6.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.0〜7.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; [https://twitter.com/Respawn/status/1491569183028432897 2022/2/10]&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;腰だめ拡散の減少&amp;lt;table class=&amp;quot;condensedtable listtable patchnotetable&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;立ち状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;1.2〜3.2°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.0〜3.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;走り状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;1.7〜3.7°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.5〜3.5°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;スプリント状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;2.7〜4.7°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.5〜4.5°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;空中にいる状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;4.0〜7.0°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.5〜6.5°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; [https://twitter.com/Respawn/status/1496278971360628736 2022/2/23]&lt;br /&gt;
: {{Mode|A}}&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Common|レベル1}}にアップグレードするのに必要な材料の減少: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;200 → 150&amp;lt;small&amp;gt; (総コスト: 600 → 550)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Rare|レベル2}}にアップグレードするのに必要な材料の減少: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;350 → 300&amp;lt;small&amp;gt; (総コスト: 950 → 850)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Epic|レベル3}}にアップグレードするのに必要な材料: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;350&amp;lt;small&amp;gt; (総コスト: 1,300 → 1,200)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; 救世主 (2022/05/11)&lt;br /&gt;
:* {{Patchnotes/Gear/Helmet/Buff}}{{DPSTable|damage=14|firerate=11.615044|head=1.5|legs=0.8|shieldpreset_from=removelowprofile|shieldpreset_to=reinforcehelmets}}&lt;br /&gt;
:* {{Mode|A}}&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Rare|レベル2}}にアップグレードするのに必要な材料の減少: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;300 → 250&amp;lt;small&amp;gt; (総コスト: 850 → 800)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Epic|レベル3}}にアップグレードするのに必要な材料の減少: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;350 → 300&amp;lt;small&amp;gt; (総コスト: 1,200 → 1,100)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; ハンテッド (2022/08/10)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Attachment|レーザーサイト}} {{Common|レーザーサイト}}に対応&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;腰だめ拡散の増加&amp;lt;!--Base hipfire spread increased.--&amp;gt;&amp;lt;table class=&amp;quot;condensedtable listtable patchnotetable&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;立ち状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;1.0～3.0°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.0～4.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;走り状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;1.5～3.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.0～5.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;スプリント状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;2.5～4.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5.0～7.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;しゃがみ状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;0.8～2.3°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.6～3.1°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;空中にいる状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;3.5～6.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7.0～10.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{LanguageTable|key=prowler}}&lt;br /&gt;
{{Navbox/Weapon}}&lt;br /&gt;
{{DEFAULTSORT:ふらうらあはあすとPDW}}&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=R-99_SMG&amp;diff=4426</id>
		<title>R-99 SMG</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=R-99_SMG&amp;diff=4426"/>
		<updated>2022-08-12T06:23:09Z</updated>

		<summary type="html">&lt;p&gt;Mntone: ハンテッドのバレルMODに関する更新履歴を追加&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Weapon}}&lt;br /&gt;
高速連射が可能な自動SMG。&lt;br /&gt;
&lt;br /&gt;
== ダメージ表 ==&lt;br /&gt;
⭐︎ [[{{BASEPAGENAME}}/過去のダメージ表|最新版以前のダメージ表]]&lt;br /&gt;
{{MatchDataMessage|2022年5月23日現在}}&lt;br /&gt;
ヘルメットの変更。&lt;br /&gt;
{{DamageTables|damage=11|head=1.5&lt;br /&gt;
|rps=18|reload=2.45|reloadratio2=0.95|reloadratio3=0.9|extmag0=20|extmag1=22|extmag2=24|extmag3=27}}&lt;br /&gt;
&lt;br /&gt;
== 更新履歴 ==&lt;br /&gt;
; イベント「ヴォイドウォーカー」 (2019/09/04)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Patchnotes/Scope/SMG}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン3: メルトダウン (2019/10/02)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;装弾数の減少: 18 - {{Common|22}} - {{Rare|26}} - {{Epic|30}} → 18 - {{Common|20}} - {{Rare|23}} - {{Epic|27}} 弾&amp;lt;!--Base mag size reduction. Before: 18/22/26/30. After: 18/20/23/27--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;反動のランダム性の増加&amp;lt;!--Added some recoil randomness to patterns.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン4: アシミレーション (2020/02/05)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;標準サイトの精度向上&amp;lt;!--UPDATE TO IRONSIGHTS ACCURACY--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;ダメージの減少: 12 → 11&amp;lt;!--Reduced damage per shot 12 -&amp;gt; 11--&amp;gt;{{DPSTable|damage_from=12|damage_to=11|firerate=18|head=1.5|legs=0.8|shieldpreset_from=addevoshield|shieldpreset_to=lowprofilenerf}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;装弾数の増加: 18 - {{Common|20}} - {{Rare|23}} - {{Epic|27}} → 20 - {{Common|22}} - {{Rare|24}} - {{Epic|27}} 弾&amp;lt;!--Increased magazine size for the first 3 tiers: Base: 18 -&amp;gt; 20, Common: 20 -&amp;gt; 22, Rare: 23 -&amp;gt; 24, Epic: 27 -&amp;gt; 27--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; イベント「システムオーバーライド」 (2020/03/04)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Patchnotes/Ammo/Light/Nerf}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;マズルフラッシュの削減&amp;lt;!--Muzzle flash adjustments: Reduced the intensity of muzzle flash while aiming down the sight for all weapons except shotties and snipers--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン6: ブーステッド (2020/08/18)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: {{Heirloom|物資投下武器}}化に伴い以下のように変更&amp;lt;!--In Supply Drop: R99--&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;弾薬の変更: {{AmmoC|ライトアモ}} → {{AmmoC|専用ライトアモ}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;ダメージの増加: 11 → 12&amp;lt;!--Damage increased from 11 to 12--&amp;gt;{{DPSTable|damage_from=11|damage_to=12|firerate=18|head=1.5|legs=0.8|shieldpreset_from=lowprofilenerf|shieldpreset_to=initialseason6}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;装弾数の増加: 20 - {{Common|22}} - {{Rare|24}} - {{Epic|27}} → 32 弾&amp;lt;!--Increased magazine size to 32--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;予備弾数: 160 弾&amp;lt;!--Ammo Reserve: 160--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; 2020/08/21&lt;br /&gt;
: キル統計が正しく表示されない不具合の修正&amp;lt;!--Kill stat tracking for R-99 not displaying properly--&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン7: アセンション (2020/11/05)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: 通常武器化に伴い以下のように変更&amp;lt;!--R99 Out of Supply Drop: The R99 will be returning to the normal loot pool this season, with the same stats it had before it went into the supply drop at the start of season 6.--&amp;gt;&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;弾薬の変更: {{AmmoC|専用ライトアモ}} → {{AmmoC|ライトアモ}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;ダメージの減少: 12 → 11&amp;lt;!--Damage: 12 -&amp;gt; 11 (from Care Package version to normal pre-season 6)--&amp;gt;{{DPSTable|damage_from=12|damage_to=11|firerate=18|head=1.5|legs=0.8|shieldpreset=evoshieldonly}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;装弾数の減少: 32 → 20 - {{Common|22}} - {{Rare|24}} - {{Epic|27}} 弾&amp;lt;!--Ammo 20/22/24/27--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; イベント「ジェネシス」 (2021/06/30)&lt;br /&gt;
: {{Mode|A}}&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;ベースの材料の減少: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;550 → 500&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Common|レベル1}}にアップグレードするのに必要な材料: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;150&amp;lt;small&amp;gt; (総コスト: 700 → 650)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Rare|レベル2}}にアップグレードするのに必要な材料: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;250&amp;lt;small&amp;gt; (総コスト: 950 → 900)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Epic|レベル3}}にアップグレードするのに必要な材料: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;300&amp;lt;small&amp;gt; (総コスト: 1,250 → 1,200)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; エスケープ (2021/11/02)&lt;br /&gt;
: {{Mode|A}}&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;ベースの材料の減少: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;500 → 450&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Common|レベル1}}にアップグレードするのに必要な材料: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;150&amp;lt;small&amp;gt; (総コスト: 650 → 600)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;{{Rare|レベル2}}にアップグレードするのに必要な材料の増加: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;250 → 300&amp;lt;small&amp;gt; (総コスト: 900)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Epic|レベル3}}にアップグレードするのに必要な材料の増加: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;300 → 350&amp;lt;small&amp;gt; (総コスト: 1,200 → 1,250)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; デファイアンス (2022/02/09)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;〈サイレント〉腰だめ拡散の増加&amp;lt;table class=&amp;quot;condensedtable listtable patchnotetable&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;立ち状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;1.0〜3.0°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.2〜3.2°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;走り状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;1.5〜3.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.7〜3.7°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;スプリント状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;2.5〜4.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.7〜4.7°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;空中にいる状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;3.5〜6.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.0〜7.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; [https://twitter.com/Respawn/status/1491569183028432897 2022/2/10]&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;腰だめ拡散の減少&amp;lt;table class=&amp;quot;condensedtable listtable patchnotetable&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;立ち状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;1.2〜3.2°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.0〜3.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;走り状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;1.7〜3.7°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.5〜3.5°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;スプリント状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;2.7〜4.7°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.5〜4.5°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;空中にいる状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;4.0〜7.0°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.5〜6.5°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; [https://twitter.com/Respawn/status/1496278971360628736 2022/2/23]&lt;br /&gt;
:&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;【アリーナ】{{Epic|レベル3}}にアップグレードするのに必要な材料の減少: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;350 → 300&amp;lt;small&amp;gt; (総コスト: 1,250 → 1,200)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; 救世主 (2022/05/11)&lt;br /&gt;
: {{Patchnotes/Gear/Helmet/Buff}}{{DPSTable|damage=11|firerate=18|head=1.5|legs=0.8|shieldpreset_from=removelowprofile|shieldpreset_to=reinforcehelmets}}&lt;br /&gt;
; ハンテッド (2022/08/10)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Attachment|レーザーサイト}} {{Common|レーザーサイト}}に対応&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Attachment|バレルスタビライザー}} {{Common|バレルスタビライザー}}に非対応&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;腰だめ拡散の増加&amp;lt;!--Base hipfire spread increased.--&amp;gt;&amp;lt;table class=&amp;quot;condensedtable listtable patchnotetable&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;立ち状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;1.0～3.0°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.0～4.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;走り状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;1.5～3.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.0～5.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;スプリント状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;2.5～4.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5.0～7.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;しゃがみ状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;0.8～2.3°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.6～3.1°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;空中にいる状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;3.5～6.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7.0～10.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{LanguageTable|key=r99}}&lt;br /&gt;
{{Navbox/Weapon}}&lt;br /&gt;
{{DEFAULTSORT:ああるないんていないんSMG}}&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%9C%E3%83%AB%E3%83%88SMG&amp;diff=4425</id>
		<title>ボルトSMG</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%9C%E3%83%AB%E3%83%88SMG&amp;diff=4425"/>
		<updated>2022-08-12T06:22:53Z</updated>

		<summary type="html">&lt;p&gt;Mntone: ハンテッドのバレルMODに関する更新履歴を追加&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Weapon}}&lt;br /&gt;
エネルギー駆動式のSMG。&lt;br /&gt;
&lt;br /&gt;
== ダメージ表 ==&lt;br /&gt;
⭐︎ [[{{BASEPAGENAME}}/過去のダメージ表|最新版以前のダメージ表]]&lt;br /&gt;
{{MatchDataMessage|2022年8月10日現在}}&lt;br /&gt;
通常武器化に伴い基礎ダメージが17から15に&lt;br /&gt;
{{DamageTables|damage=15|head=1.5&lt;br /&gt;
|rps=12|reload=2.25|reloadratio1=1|reloadratio2=0.95|reloadratio3=0.9|extmag0=19|extmag1=21|extmag2=23|extmag3=26}}&lt;br /&gt;
&lt;br /&gt;
== 更新履歴 ==&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン6: ブーステッド (2020/08/18)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: ボルトSMGの実装&lt;br /&gt;
; 2020/09/04&lt;br /&gt;
: 射撃音が発生しないことがある不具合の修正&amp;lt;!--Fixed an issue with audio not playing when shooting the Devotion and Volt. --&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン8: メイヘム (2021/02/03)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;ダメージの減少: 16 → 15&amp;lt;!--Bullet damage decreased from 16 to 15--&amp;gt;{{DPSTable|damage_from=16|damage_to=15|firerate=12|head=1.5|legs=0.8|shieldpreset=evoshieldonly}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; イベント「ジェネシス」 (2021/06/30)&lt;br /&gt;
: {{Mode|A}}&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;ベースの材料の増加: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;500 → 550&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Common|レベル1}}にアップグレードするのに必要な材料: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;150&amp;lt;small&amp;gt; (総コスト: 650 → 700)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Rare|レベル2}}にアップグレードするのに必要な材料: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;250&amp;lt;small&amp;gt; (総コスト: 900 → 950)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Epic|レベル3}}にアップグレードするのに必要な材料: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;300&amp;lt;small&amp;gt; (総コスト: 1,200 → 1,250)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; デファイアンス (2022/02/09)&lt;br /&gt;
: {{Heirloom|物資投下武器}}化に伴い以下のように変更&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;弾薬の変更: {{AmmoC|エネルギーアモ}} → {{AmmoC|専用エネルギーアモ}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;予備弾数: 210 弾&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;ダメージの増加: 15 → 17&amp;lt;!--Damage increased from 15 to 17--&amp;gt;{{DPSTable|damage_from=15|damage_to=17|firerate=12|head=1.5|legs=0.8|shieldpreset=removelowprofile}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;装弾数の増加: 19 - {{Common|21}} - {{Rare|23}} - {{Epic|26}} → 28 弾&amp;lt;!--Max mag size increased from 28 to 30--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; 救世主 (2022/05/11)&lt;br /&gt;
: {{Patchnotes/Gear/Helmet/Buff}}{{DPSTable|damage=17|firerate=12|head=1.5|legs=0.8|shieldpreset_from=removelowprofile|shieldpreset_to=reinforcehelmets}}&lt;br /&gt;
; ハンテッド (2022/08/10)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;通常武器化に伴い以下のように変更&amp;lt;!--Volt SMG returns to the floor.--&amp;gt;&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;弾薬の変更: {{AmmoC|専用エネルギーアモ}} → {{AmmoC|エネルギーアモ}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;ダメージの減少: 17 → 15&amp;lt;!--Damage reduced to 15 from 17.--&amp;gt;{{DPSTable|damage_from=17|damage_to=15|firerate=12|head=1.5|legs=0.8|shieldpreset=reinforcehelmets}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Attachment|レーザーサイト}} {{Common|レーザーサイト}}に対応&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Attachment|バレルスタビライザー}} {{Common|バレルスタビライザー}}に非対応&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;腰だめ拡散の増加&amp;lt;!--Base hipfire spread increased. --&amp;gt;&amp;lt;table class=&amp;quot;condensedtable listtable patchnotetable&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;立ち状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;2.75～4.75°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.125～6.125°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;走り状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;3.25～5.25°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.875～6.875°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;スプリント状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;3.5～5.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5.25～7.25°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;しゃがみ状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;2.0～3.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.0～4.5°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;空中にいる状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;3.75～6.75°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5.625～8.625°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{LanguageTable|key=volt}}&lt;br /&gt;
{{Navbox/Weapon}}&lt;br /&gt;
{{DEFAULTSORT:ほるとSMG}}&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=%E3%82%AA%E3%83%AB%E3%82%BF%E3%83%8D%E3%83%BC%E3%82%BF%E3%83%BCSMG&amp;diff=4424</id>
		<title>オルタネーターSMG</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=%E3%82%AA%E3%83%AB%E3%82%BF%E3%83%8D%E3%83%BC%E3%82%BF%E3%83%BCSMG&amp;diff=4424"/>
		<updated>2022-08-12T06:22:14Z</updated>

		<summary type="html">&lt;p&gt;Mntone: ハンテッドのバレルMODに関する更新履歴を追加&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Weapon}}&lt;br /&gt;
ツインバレルのフルオートSMG。&lt;br /&gt;
&lt;br /&gt;
== ダメージ表 ==&lt;br /&gt;
⭐︎ [[{{BASEPAGENAME}}/過去のダメージ表|最新版以前のダメージ表]]&lt;br /&gt;
{{MatchDataMessage|2022年5月23日現在}}&lt;br /&gt;
ヘルメットの変更。&lt;br /&gt;
{{DamageTables|damage=16|head=1.5&lt;br /&gt;
|rps=10|reload=2.23|extmag0=19|extmag1=22|extmag2=25|extmag3=27}}&lt;br /&gt;
&lt;br /&gt;
== 更新履歴 ==&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン2: バトルチャージ (2019/07/03)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;ダメージの増加: 13 → 15&amp;lt;!--damage 13 -&amp;gt; 15--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Attachment|バレルスタビライザー}} {{Common|バレルスタビライザー}}使用時の反動抑制率の増加&amp;lt;!--recoil mitigation increased for all barrel attachments.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;{{Hopup|ディスラプター弾}} {{Epic|ディスラプター弾}}の追加: 2.26 倍&amp;lt;!--New Hop-Up: Disruptor Rounds, Increased damage to shielded targets. Compatibility: Alternator / RE-45--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; 2019/07/06&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Hopup|ディスラプター弾}} {{Epic|ディスラプター弾}}の倍率の減少: 2.26 → 1.7 倍&amp;lt;!--Reduced the shield damage multiplier from 2.26 to 1.7. It&#039;s a minor tweak while we evaluate the full weapon meta next week.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; イベント「アイアンクラウン」 (2019/08/14)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Hopup|ディスラプター弾}} {{Epic|ディスラプター弾}}の倍率の減少: 1.7 → 1.55 倍&amp;lt;!--Reduced Shielded damage multiplier 1.7 -&amp;gt; 1.55.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; イベント「ヴォイドウォーカー」 (2019/09/04)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Patchnotes/Scope/SMG}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン3: メルトダウン (2019/10/02)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: {{Hopup|ディスラプター弾}} {{Epic|ディスラプター弾}}の削除&amp;lt;!--REMOVED: Disruptor Rounds--&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン4: アシミレーション (2020/02/05)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;標準サイトの精度向上&amp;lt;!--UPDATE TO IRONSIGHTS ACCURACY--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; イベント「システムオーバーライド」 (2020/03/04)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Patchnotes/Ammo/Light/Nerf}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;マズルフラッシュの削減&amp;lt;!--Muzzle flash adjustments: Reduced the intensity of muzzle flash while aiming down the sight for all weapons except shotties and snipers--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン5: 運命の行く末 (2020/05/13)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;装弾数の増加: 16 - {{Common|20}} - {{Rare|23}} - {{Epic|26}} → 19 - {{Common|22}} - {{Rare|25}} - {{Epic|27}}&amp;lt;!--Increased Mag size from 16 to 19. Level 1 Extended mag is now 22, Level 2 is now 25, and Level 3 is now 27. --&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン8: メイヘム (2021/02/03)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;ダメージの増加: 15 → 16&amp;lt;!--Bullet damage increased from 15 to 16--&amp;gt;{{DPSTable|damage_from=15|damage_to=16|firerate=10|head=1.5|legs=0.8|shieldpreset=evoshieldonly}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; エマージェンス (2021/08/04)&lt;br /&gt;
: {{Heirloom|物資投下武器}}化に伴い以下のように変更&amp;lt;!--Reintroducing the Disruptor Rounds which come equipped on a Supply Drop Alternator--&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;弾薬の変更: {{AmmoC|ライトアモ}} → {{AmmoC|専用ライトアモ}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;予備弾数: 218 弾&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;標準で{{Hopup|ディスラプター弾}} {{Epic|ディスラプター弾}}の搭載&amp;lt;!--Disruptor Rounds can ONLY be found on Alternators from the Supply Drop--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;{{Hopup|ディスラプター弾}} {{Epic|ディスラプター弾}}の倍率の減少: 1.55 → 1.4 倍&amp;lt;!--Disruptor Rounds - Increase shield damage by 40%--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; デファイアンス (2022/02/09)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;通常武器化に伴い以下のように変更&amp;lt;!--The Alternator SMG returns to the ground loot this season and taking its place is the powerful mid-range energy Volt SMG.--&amp;gt;&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;弾薬の変更: {{AmmoC|専用ライトアモ}} → {{AmmoC|ライトアモ}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Hopup|ディスラプター弾}} {{Epic|ディスラプター弾}}の削除&amp;lt;!--Removed disruptor rounds hop-up--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;〈サイレント〉腰だめ拡散の増加&amp;lt;table class=&amp;quot;condensedtable listtable patchnotetable&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;立ち状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;1.0〜3.0°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.2〜3.2°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;走り状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;1.5〜3.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.7〜3.7°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;スプリント状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;2.5〜4.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.7〜4.7°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;空中にいる状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;3.5〜6.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.0〜7.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; [https://twitter.com/Respawn/status/1491569183028432897 2022/2/10]&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;腰だめ拡散の減少&amp;lt;table class=&amp;quot;condensedtable listtable patchnotetable&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;立ち状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;1.2〜3.2°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.0〜3.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;走り状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;1.7〜3.7°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.5〜3.5°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;スプリント状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;2.7〜4.7°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.5〜4.5°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;空中にいる状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;4.0〜7.0°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.5〜6.5°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; 救世主 (2022/05/11)&lt;br /&gt;
: {{Patchnotes/Gear/Helmet/Buff}}{{DPSTable|damage=16|firerate=10|head=1.5|legs=0.8|shieldpreset_from=removelowprofile|shieldpreset_to=reinforcehelmets}}&lt;br /&gt;
; ハンテッド (2022/08/10)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Attachment|レーザーサイト}} {{Common|レーザーサイト}}に対応&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Attachment|バレルスタビライザー}} {{Common|バレルスタビライザー}}に非対応&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;腰だめ拡散の増加&amp;lt;!--Base hipfire spread increased.--&amp;gt;&amp;lt;table class=&amp;quot;condensedtable listtable patchnotetable&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;立ち状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;1.0～3.0°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.0～4.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;走り状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;1.5～3.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.0～5.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;スプリント状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;2.5～4.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5.0～7.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;しゃがみ状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;0.8～2.3°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.6～3.1°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;空中にいる状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;3.5～6.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7.0～10.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{LanguageTable|key=alternator}}&lt;br /&gt;
{{Navbox/Weapon}}&lt;br /&gt;
{{DEFAULTSORT:おるたねいたあSMG}}&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%A2%E3%82%B8%E3%83%A5%E3%83%BC%E3%83%AB:Stat/Weapon&amp;diff=4423</id>
		<title>モジュール:Stat/Weapon</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%A2%E3%82%B8%E3%83%A5%E3%83%BC%E3%83%AB:Stat/Weapon&amp;diff=4423"/>
		<updated>2022-08-12T06:20:39Z</updated>

		<summary type="html">&lt;p&gt;Mntone: レーザーサイトのデータを追加&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;local p = {}&lt;br /&gt;
&lt;br /&gt;
local aw = require(&#039;Module:Utility/Library&#039;)&lt;br /&gt;
&lt;br /&gt;
-- Assault Rifle&lt;br /&gt;
local assault_rifle = {&lt;br /&gt;
	category                    = &amp;quot;assault_rifle&amp;quot;,&lt;br /&gt;
	release                     = os.time { year = 2019, month = 2, day = 5, hour = 5 },&lt;br /&gt;
	&lt;br /&gt;
	damage_near_distance        =  1000,&lt;br /&gt;
	damage_far_distance         =  2500,&lt;br /&gt;
	damage_very_far_distance    =  5000,&lt;br /&gt;
	damage_head_distance        = 11828, -- 300m&lt;br /&gt;
	damage_head_scale           =     1.75,&lt;br /&gt;
	damage_legs_scale           =     0.75,&lt;br /&gt;
	&lt;br /&gt;
	move_speed                  = 0.5,&lt;br /&gt;
	projectile_drag_coefficient = 0.0025,&lt;br /&gt;
	projectile_gravity_scale    = 1.3,&lt;br /&gt;
	bolt_zero_distance          = 1968.5, -- 50m&lt;br /&gt;
	projectile_lifetime         = 5.0,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip               = 3.0,&lt;br /&gt;
		stand_hip_run           = 6.6,&lt;br /&gt;
		stand_hip_sprint        = 8.4,&lt;br /&gt;
		crouch_hip              = 2.4,&lt;br /&gt;
		air_hip                 = 8.4,&lt;br /&gt;
		&lt;br /&gt;
		stand_ads               = 0,&lt;br /&gt;
		crouch_ads              = 0,&lt;br /&gt;
		air_ads                 = 6.0,&lt;br /&gt;
		&lt;br /&gt;
		moving_increase_rate    = 3,&lt;br /&gt;
		moving_decay_rate       = 10.5,&lt;br /&gt;
		kick_on_fire = {&lt;br /&gt;
			stand_hip           = 0.2,&lt;br /&gt;
			crouch_hip          = 0.2,&lt;br /&gt;
			air_hip             = 0.2,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads           = 0,&lt;br /&gt;
			crouch_ads          = 0,&lt;br /&gt;
			air_ads             = 0,&lt;br /&gt;
		},&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip           = 2.0,&lt;br /&gt;
			crouch_hip          = 1.5,&lt;br /&gt;
			air_hip             = 3.0,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads           = 0,&lt;br /&gt;
			crouch_ads          = 0,&lt;br /&gt;
			air_ads             = 0,&lt;br /&gt;
		},&lt;br /&gt;
		decay_delay             = 0.25,&lt;br /&gt;
		decay_rate              = 10.0,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		draw     = 0.6,&lt;br /&gt;
		holster  = 0.55,&lt;br /&gt;
		upper    = 0.5,&lt;br /&gt;
		lower    = 0.4,&lt;br /&gt;
		zoom_in  = 0.27,&lt;br /&gt;
		zoom_out = 0.23,&lt;br /&gt;
		hcog_classic       = { zoom_in = 0.29, zoom_out = 0.25 },&lt;br /&gt;
		hcog_bruiser       = { zoom_in = 0.29, zoom_out = 0.25 },&lt;br /&gt;
		holosight          = { zoom_in = 0.29, zoom_out = 0.25 },&lt;br /&gt;
		holosight_variable = { zoom_in = 0.29, zoom_out = 0.25 },&lt;br /&gt;
		hcog_ranged        = { zoom_in = 0.34, zoom_out = 0.29 },&lt;br /&gt;
		aog_variable       = { zoom_in = 0.36, zoom_out = 0.3  },&lt;br /&gt;
	},&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;VK-47フラットライン&amp;quot;] = aw.mergeTable(assault_rifle, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;フラットライン&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;heavy&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;heavy&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		laser_sight = false,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 550, 750, 1000, 1350 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 18,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 18,&lt;br /&gt;
	damage_far_value      = 18,&lt;br /&gt;
	damage_very_far_value = 18,&lt;br /&gt;
	firerate = 10,&lt;br /&gt;
	is_semi_auto = false,&lt;br /&gt;
	magazine = { 20, 25, 28, 30 },&lt;br /&gt;
	magazine_mobile = { 22, 27, 31, 34 },&lt;br /&gt;
	projectile_speed = 26000,&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 2.4,&lt;br /&gt;
		reloadempty = 3.1,&lt;br /&gt;
		deployfirst = 1.25,&lt;br /&gt;
	},&lt;br /&gt;
	altfire = {&lt;br /&gt;
		is_semi_auto = true,&lt;br /&gt;
	},&lt;br /&gt;
	anvil_receiver = {&lt;br /&gt;
		ammo_per_shot = 2,&lt;br /&gt;
		damage = {&lt;br /&gt;
			base = 43,&lt;br /&gt;
		},&lt;br /&gt;
		damage_near_distance     = 1000,&lt;br /&gt;
		damage_near_value        = 43,&lt;br /&gt;
		damage_far_distance      = 2500,&lt;br /&gt;
		damage_far_value         = 43,&lt;br /&gt;
		damage_very_far_distance = 5000,&lt;br /&gt;
		damage_very_far_value    = 43,&lt;br /&gt;
		damage_head_distance     = 11828, -- 300m&lt;br /&gt;
		damage_head_scale        = 1.75,&lt;br /&gt;
		damage_legs_scale        = 0.9,&lt;br /&gt;
		firerate = 2.9,&lt;br /&gt;
		is_semi_auto = true,&lt;br /&gt;
		spread = {&lt;br /&gt;
			stand_hip            = 6.5,&lt;br /&gt;
			stand_hip_run        = 8.5,&lt;br /&gt;
			stand_hip_sprint     = 9.5,&lt;br /&gt;
			crouch_hip           = 5.0,&lt;br /&gt;
			air_hip              = 9.5,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads            = 0.0,&lt;br /&gt;
			crouch_ads           = 0.0,&lt;br /&gt;
			air_ads              = 6.0,&lt;br /&gt;
			&lt;br /&gt;
			moving_increase_rate = 20,&lt;br /&gt;
			moving_decay_rate    = 25,&lt;br /&gt;
			kick_on_fire = {&lt;br /&gt;
				stand_hip        = 0.75,&lt;br /&gt;
				crouch_hip       = 0.75,&lt;br /&gt;
				air_hip          = 0.75,&lt;br /&gt;
				&lt;br /&gt;
				stand_ads        = 0.0,&lt;br /&gt;
				crouch_ads       = 0.0,&lt;br /&gt;
				air_ads          = 0.0,&lt;br /&gt;
			},&lt;br /&gt;
			max_kick = {&lt;br /&gt;
				stand_hip        = 9.0,&lt;br /&gt;
				crouch_hip       = 6.0,&lt;br /&gt;
				air_hip          = 9.0,&lt;br /&gt;
				&lt;br /&gt;
				stand_ads        = 0,&lt;br /&gt;
				crouch_ads       = 0,&lt;br /&gt;
				air_ads          = 0,&lt;br /&gt;
			},&lt;br /&gt;
			decay_delay          = 0.325,&lt;br /&gt;
			decay_rate           = 12.0,&lt;br /&gt;
		},&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;ヘムロックバーストAR&amp;quot;] = aw.mergeTable(assault_rifle, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;ヘムロック&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;heavy&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;heavy&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = true,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		laser_sight = false,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	burst_count = 3,&lt;br /&gt;
	burst_delay = 0.28,&lt;br /&gt;
	cost = { 450, 600, 800, 1100 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 20,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 20,&lt;br /&gt;
	damage_far_value      = 20,&lt;br /&gt;
	damage_very_far_value = 20,&lt;br /&gt;
	firerate = 15.5,&lt;br /&gt;
	is_semi_auto = true,&lt;br /&gt;
	magazine = { 18, 24, 27, 30 },&lt;br /&gt;
	magazine_mobile = { 21, 27, 30, 36 },&lt;br /&gt;
	projectile_speed = 27500,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip        = 3.6,&lt;br /&gt;
		stand_hip_run    = 7.15,&lt;br /&gt;
		stand_hip_sprint = 8.4,&lt;br /&gt;
		crouch_hip       = 3.0,&lt;br /&gt;
		air_hip          = 8.4,&lt;br /&gt;
		kick_on_fire = {&lt;br /&gt;
			stand_hip    = 0.45,&lt;br /&gt;
			crouch_hip   = 0.45,&lt;br /&gt;
			air_hip      = 0.45,&lt;br /&gt;
		},&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip    = 3.75,&lt;br /&gt;
			crouch_hip   = 3.0,&lt;br /&gt;
			air_hip      = 5.0,&lt;br /&gt;
		},&lt;br /&gt;
		decay_delay      = 0.21,&lt;br /&gt;
		decay_rate       = 14.0,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 2.4,&lt;br /&gt;
		reloadempty = 2.85,&lt;br /&gt;
		deployfirst = 1.25,&lt;br /&gt;
	},&lt;br /&gt;
	altfire = {&lt;br /&gt;
		burst_count  = 0,&lt;br /&gt;
		burst_delay  = 0,&lt;br /&gt;
		is_semi_auto = true,&lt;br /&gt;
		firerate     = 6.4,&lt;br /&gt;
	},&lt;br /&gt;
	boosted_loader = {&lt;br /&gt;
		magazine = { 24, 30, 33, 36 },&lt;br /&gt;
		reloadfast = 1.75,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;R-301カービン&amp;quot;] = aw.mergeTable(assault_rifle, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;R-301&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;light&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;light&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = true,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		laser_sight = false,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 600, 800, 1150, 1500 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 14,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 14,&lt;br /&gt;
	damage_far_value      = 14,&lt;br /&gt;
	damage_very_far_value = 14,&lt;br /&gt;
	firerate = 13.5,&lt;br /&gt;
 	is_semi_auto = false,&lt;br /&gt;
	magazine = { 18, 20, 25, 28 },&lt;br /&gt;
	magazine_mobile = { 20, 22, 28, 32 },&lt;br /&gt;
	projectile_speed = 29000,&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 2.4,&lt;br /&gt;
		reloadempty = 3.2,&lt;br /&gt;
		deployfirst = 1.1,&lt;br /&gt;
	},&lt;br /&gt;
	altfire = {&lt;br /&gt;
		is_semi_auto = true,&lt;br /&gt;
	},&lt;br /&gt;
	anvil_receiver = {&lt;br /&gt;
		ammo_per_shot = 2,&lt;br /&gt;
		damage = {&lt;br /&gt;
			base = 35,&lt;br /&gt;
		},&lt;br /&gt;
		damage_near_distance     = 1000,&lt;br /&gt;
		damage_near_value        = 35,&lt;br /&gt;
		damage_far_distance      = 2500,&lt;br /&gt;
		damage_far_value         = 35,&lt;br /&gt;
		damage_very_far_distance = 5000,&lt;br /&gt;
		damage_very_far_value    = 35,&lt;br /&gt;
		damage_head_distance     = 11828, -- 300m&lt;br /&gt;
		damage_head_scale        = 1.75,&lt;br /&gt;
		damage_legs_scale        = 0.9,&lt;br /&gt;
		firerate = 3.5,&lt;br /&gt;
		spread = {&lt;br /&gt;
			stand_hip            = 6.5,&lt;br /&gt;
			stand_hip_run        = 8.5,&lt;br /&gt;
			stand_hip_sprint     = 9.5,&lt;br /&gt;
			crouch_hip           = 5.0,&lt;br /&gt;
			air_hip              = 9.5,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads            = 0.0,&lt;br /&gt;
			crouch_ads           = 0.0,&lt;br /&gt;
			air_ads              = 6.0,&lt;br /&gt;
			&lt;br /&gt;
			moving_increase_rate = 20,&lt;br /&gt;
			moving_decay_rate    = 25,&lt;br /&gt;
			kick_on_fire = {&lt;br /&gt;
				stand_hip        = 0.65,&lt;br /&gt;
				crouch_hip       = 0.65,&lt;br /&gt;
				air_hip          = 0.65,&lt;br /&gt;
				&lt;br /&gt;
				stand_ads        = 0.0,&lt;br /&gt;
				crouch_ads       = 0.0,&lt;br /&gt;
				air_ads          = 0.0,&lt;br /&gt;
			},&lt;br /&gt;
			max_kick = {&lt;br /&gt;
				stand_hip        = 9.0,&lt;br /&gt;
				crouch_hip       = 6.0,&lt;br /&gt;
				air_hip          = 9.0,&lt;br /&gt;
				&lt;br /&gt;
				stand_ads        = 0,&lt;br /&gt;
				crouch_ads       = 0,&lt;br /&gt;
				air_ads          = 0,&lt;br /&gt;
			},&lt;br /&gt;
			decay_delay          = 0.275,&lt;br /&gt;
			decay_rate           = 12.0,&lt;br /&gt;
		},&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;ハボックライフル&amp;quot;] = aw.mergeTable(assault_rifle, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;ハボック&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;energy&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;energy&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		laser_sight = false,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 400, 600, 850, 1250 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 18,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 18,&lt;br /&gt;
	damage_far_value      = 18,&lt;br /&gt;
	damage_very_far_value = 18,&lt;br /&gt;
	firerate = 11.2,&lt;br /&gt;
 	is_semi_auto = false,&lt;br /&gt;
	magazine = { 24, 28, 32, 36 },&lt;br /&gt;
	magazine_mobile = { 26, 30, 34, 38 },&lt;br /&gt;
	projectile_drag_coefficient = 0,&lt;br /&gt;
	projectile_gravity_scale    = 1.15,&lt;br /&gt;
	projectile_speed            = 30500,&lt;br /&gt;
	raise = 0.42,&lt;br /&gt;
	release = os.time { year = 2019, month = 4, day = 17, hour = 3 },&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 3.2,&lt;br /&gt;
		reloadempty = 3.2,&lt;br /&gt;
		deployfirst = 1.5,&lt;br /&gt;
	},&lt;br /&gt;
	selectfire_receiver = {&lt;br /&gt;
		ammo_per_shot = 4,&lt;br /&gt;
		damage = {&lt;br /&gt;
			base    = 60,&lt;br /&gt;
		},&lt;br /&gt;
		damage_near_distance     = 2952, --  (75m) &amp;lt;= 1377 (35m)&lt;br /&gt;
		damage_near_value        =   60, -- &amp;lt;= 55&lt;br /&gt;
		damage_far_distance      = 4921, -- (125m) &amp;lt;= 2952 (75m)&lt;br /&gt;
		damage_far_value         =   50, -- &amp;lt;= 45&lt;br /&gt;
		damage_very_far_distance = 9842, -- (250m)&lt;br /&gt;
		damage_very_far_value    =   15,&lt;br /&gt;
		damage_head_distance     = 5905, -- (150m)&lt;br /&gt;
		damage_head_scale        =    1.5,&lt;br /&gt;
		damage_legs_scale        =    1,&lt;br /&gt;
		firerate = 1.8,&lt;br /&gt;
	 	is_semi_auto = true,&lt;br /&gt;
		raise = 0.6,&lt;br /&gt;
	},&lt;br /&gt;
	turbocharger = {&lt;br /&gt;
		raise = 0.01,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
-- Sub Machine Gun&lt;br /&gt;
local submachine_gun = {&lt;br /&gt;
	category                    = &amp;quot;sub_machine_gun&amp;quot;,&lt;br /&gt;
	release                     = os.time { year = 2019, month = 2, day = 5, hour = 5 },&lt;br /&gt;
	&lt;br /&gt;
	damage_near_distance        =  900,&lt;br /&gt;
	damage_far_distance         = 1500,&lt;br /&gt;
	damage_very_far_distance    = 3500,&lt;br /&gt;
	damage_head_distance        = 1500,&lt;br /&gt;
	damage_head_scale           =    1.5,&lt;br /&gt;
	damage_legs_scale           =    0.8,&lt;br /&gt;
	&lt;br /&gt;
	move_speed                  = 0.85,&lt;br /&gt;
	projectile_drag_coefficient = 0.0025,&lt;br /&gt;
	projectile_gravity_scale    = 1.15,&lt;br /&gt;
	bolt_zero_distance          = 1378.0, -- 35m&lt;br /&gt;
	projectile_lifetime         = 3.0,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip               = 2.0,&lt;br /&gt;
		stand_hip_run           = 3.0,&lt;br /&gt;
		stand_hip_sprint        = 5.0,&lt;br /&gt;
		crouch_hip              = 1.6,&lt;br /&gt;
		air_hip                 = 7.0,&lt;br /&gt;
		&lt;br /&gt;
		stand_ads               = 0.35,&lt;br /&gt;
		crouch_ads              = 0.25,&lt;br /&gt;
		air_ads                 = 5.0,&lt;br /&gt;
		&lt;br /&gt;
		moving_increase_rate    = 3,&lt;br /&gt;
		moving_decay_rate       = 10.5,&lt;br /&gt;
		kick_on_fire = {&lt;br /&gt;
			stand_hip           = 0.18,&lt;br /&gt;
			crouch_hip          = 0.18,&lt;br /&gt;
			air_hip             = 0.18,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads           = 0,&lt;br /&gt;
			crouch_ads          = 0,&lt;br /&gt;
			air_ads             = 0,&lt;br /&gt;
		},&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip           = 2.0,&lt;br /&gt;
			crouch_hip          = 1.5,&lt;br /&gt;
			air_hip             = 3.0,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads           = 0,&lt;br /&gt;
			crouch_ads          = 0,&lt;br /&gt;
			air_ads             = 0,&lt;br /&gt;
		},&lt;br /&gt;
		decay_delay             = 0.15,&lt;br /&gt;
		decay_rate              = 12.0,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		draw     = 0.35,&lt;br /&gt;
		holster  = 0.3,&lt;br /&gt;
		upper    = 0.3,&lt;br /&gt;
		lower    = 0.25,&lt;br /&gt;
		zoom_in  = 0.22,&lt;br /&gt;
		zoom_out = 0.2,&lt;br /&gt;
		hcog_classic       = { zoom_in = 0.24, zoom_out = 0.22 },&lt;br /&gt;
		hcog_bruiser       = { zoom_in = 0.24, zoom_out = 0.22 },&lt;br /&gt;
		holosight          = { zoom_in = 0.24, zoom_out = 0.22 },&lt;br /&gt;
		holosight_variable = { zoom_in = 0.24, zoom_out = 0.22 },&lt;br /&gt;
		threat             = { zoom_in = 0.24, zoom_out = 0.22 },&lt;br /&gt;
		--hcog_ranged        = { zoom_in = 0.27, zoom_out = 0.23 },&lt;br /&gt;
		--aog_variable       = { zoom_in = 0.27, zoom_out = 0.23 },&lt;br /&gt;
	},&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;オルタネーターSMG&amp;quot;] = aw.mergeTable(submachine_gun, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;オルタネーター&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;light&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;light&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		laser_sight = true,&lt;br /&gt;
		stock = true,&lt;br /&gt;
		disruptor_rounds_only = true,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 400, 550, 800, 1100 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 16,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 16,&lt;br /&gt;
	damage_far_value      = 16,&lt;br /&gt;
	damage_very_far_value = 16,&lt;br /&gt;
	firerate = 10,&lt;br /&gt;
	is_semi_auto = false,&lt;br /&gt;
	magazine = { 19, 22, 25, 27 },&lt;br /&gt;
	magazine_mobile = { 21, 25, 29, 32 },&lt;br /&gt;
	magazine_reserve = 218,&lt;br /&gt;
	projectile_speed = 19500,&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 1.9,&lt;br /&gt;
		reloadempty = 2.23,&lt;br /&gt;
		deployfirst = 1.2,&lt;br /&gt;
	},&lt;br /&gt;
	disruptor_rounds = {&lt;br /&gt;
		damage_shield_scale = 1.4,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;プラウラーバーストPDW&amp;quot;] = aw.mergeTable(submachine_gun, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;プラウラー&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	category = &amp;quot;sub_machine_gun&amp;quot;,&lt;br /&gt;
	ammo = &amp;quot;heavy&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;heavy&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		laser_sight = true,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	burst_count = 5,&lt;br /&gt;
	burst_delay = 0.24,&lt;br /&gt;
	cost = { 450, 550, 800, 1100 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 14,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 14,&lt;br /&gt;
	damage_far_value      = 14,&lt;br /&gt;
	damage_very_far_value = 14,&lt;br /&gt;
	firerate = 21,&lt;br /&gt;
	is_semi_auto = true,&lt;br /&gt;
	magazine = { 20, 25, 30, 35 },&lt;br /&gt;
	magazine_mobile = { 25, 30, 35, 40 },&lt;br /&gt;
	magazine_reserve = 210,&lt;br /&gt;
	projectile_speed = 18000,&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 2,&lt;br /&gt;
		reloadempty = 2.6,&lt;br /&gt;
		deployfirst = 1.4,&lt;br /&gt;
	},&lt;br /&gt;
	selectfire_receiver = {&lt;br /&gt;
		burst_count = 0,&lt;br /&gt;
		burst_delay = 0,&lt;br /&gt;
		firerate = 13.25,&lt;br /&gt;
		is_semi_auto = false,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;R-99 SMG&amp;quot;] = aw.mergeTable(submachine_gun, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;R-99&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;light&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;light&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		laser_sight = true,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 450, 600, 900, 1200 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 11,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 11,&lt;br /&gt;
	damage_far_value      = 11,&lt;br /&gt;
	damage_very_far_value = 11,&lt;br /&gt;
	firerate = 18,&lt;br /&gt;
	is_semi_auto = false,&lt;br /&gt;
	magazine = { 20, 22, 24, 27 },&lt;br /&gt;
	magazine_mobile = { 22, 25, 28, 32 },&lt;br /&gt;
	projectile_speed = 21000,&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 1.8,&lt;br /&gt;
		reloadempty = 2.45,&lt;br /&gt;
		deployfirst = 1,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;ボルトSMG&amp;quot;] = aw.mergeTable(submachine_gun, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;ボルト&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;energy&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;special_energy&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		laser_sight = true,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 550, 700, 950, 1250 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 15,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 15,&lt;br /&gt;
	damage_far_value      = 15,&lt;br /&gt;
	damage_very_far_value = 15,&lt;br /&gt;
	damage_near_distance  = 800,&lt;br /&gt;
	firerate = 12,&lt;br /&gt;
	is_semi_auto = false,&lt;br /&gt;
	magazine = 28,--{ 19, 21, 23, 26 },&lt;br /&gt;
	magazine_mobile = 34,&lt;br /&gt;
	magazine_reserve = 210,&lt;br /&gt;
	projectile_drag_coefficient = 0,&lt;br /&gt;
	projectile_gravity_scale    = 0.8,&lt;br /&gt;
	projectile_speed            = 23500,&lt;br /&gt;
	release = os.time { year = 2020, month = 8, day = 18, hour = 14 },&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip        = 4.125,&lt;br /&gt;
		stand_hip_run    = 4.875,&lt;br /&gt;
		stand_hip_sprint = 5.25,&lt;br /&gt;
		crouch_hip       = 3.0,&lt;br /&gt;
		air_hip          = 5.625,&lt;br /&gt;
		&lt;br /&gt;
		moving_increase_rate = 3,&lt;br /&gt;
		moving_decay_rate    = 11.5,&lt;br /&gt;
		kick_on_fire = {&lt;br /&gt;
			stand_hip    = 0.15,&lt;br /&gt;
			crouch_hip   = 0.12,&lt;br /&gt;
			air_hip      = 0.2,&lt;br /&gt;
		},&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip    = 2.0,&lt;br /&gt;
			crouch_hip   = 1.5,&lt;br /&gt;
			air_hip      = 3.0,&lt;br /&gt;
		},&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 2,&lt;br /&gt;
		reloadempty = 2.25,&lt;br /&gt;
		deployfirst = 1,&lt;br /&gt;
		draw        = 0.4,&lt;br /&gt;
		holster     = 0.5,&lt;br /&gt;
		upper       = 0.3,&lt;br /&gt;
		lower       = 0.25,&lt;br /&gt;
		zoom_in     = 0.2,&lt;br /&gt;
		zoom_out    = 0.15,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;C.A.R. SMG&amp;quot;] = aw.mergeTable(submachine_gun, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;CAR&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;heavy&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		laser_sight = false,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 550, 750, 1000, 1350 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 13,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 13,&lt;br /&gt;
	damage_far_value      = 13,&lt;br /&gt;
	damage_very_far_value = 13,&lt;br /&gt;
	damage_near_distance  = 800,&lt;br /&gt;
	firerate = 15.5,&lt;br /&gt;
	is_semi_auto = false,&lt;br /&gt;
	magazine = { 20, 22, 24, 27 },&lt;br /&gt;
	projectile_speed            = 18500,&lt;br /&gt;
	release = os.time { year = 2021, month = 11, day = 2, hour = 2 },&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 1.7,&lt;br /&gt;
		reloadempty = 2.13,&lt;br /&gt;
		deployfirst = 1.1,&lt;br /&gt;
		draw        = 0.4,&lt;br /&gt;
		holster     = 0.3,&lt;br /&gt;
		upper       = 0.3,&lt;br /&gt;
		lower       = 0.25,&lt;br /&gt;
		zoom_in     = 0.2,&lt;br /&gt;
		zoom_out    = 0.2,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
-- Marksman Weapon&lt;br /&gt;
local marksman_weapon = aw.mergeTable(assault_rifle, {&lt;br /&gt;
	category                    = &amp;quot;marksman_weapon&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	damage_head_distance        = 17716, -- 450m&lt;br /&gt;
	&lt;br /&gt;
	is_semi_auto                = true,&lt;br /&gt;
	move_speed                  = 0.425,&lt;br /&gt;
	projectile_drag_coefficient = 0.0033,&lt;br /&gt;
	projectile_gravity_scale    = 1.4,&lt;br /&gt;
	spread = {&lt;br /&gt;
		kick_on_fire = {&lt;br /&gt;
			stand_hip           = 0.75,&lt;br /&gt;
			crouch_hip          = 0.75,&lt;br /&gt;
			air_hip             = 0.75,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads           = 0,&lt;br /&gt;
			crouch_ads          = 0,&lt;br /&gt;
			air_ads             = 0,&lt;br /&gt;
		},&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip           = 3.5,&lt;br /&gt;
			crouch_hip          = 3.0,&lt;br /&gt;
			air_hip             = 4.5,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads           = 0,&lt;br /&gt;
			crouch_ads          = 0,&lt;br /&gt;
			air_ads             = 0,&lt;br /&gt;
		},&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		draw     = 0.6,&lt;br /&gt;
		holster  = 0.5,&lt;br /&gt;
		upper    = 0.4,&lt;br /&gt;
		lower    = 0.35,&lt;br /&gt;
		zoom_in  = 0.3,&lt;br /&gt;
		zoom_out = 0.26,&lt;br /&gt;
		hcog_classic       = { zoom_in = 0.29, zoom_out = 0.25 },&lt;br /&gt;
		hcog_bruiser       = { zoom_in = 0.29, zoom_out = 0.25 },&lt;br /&gt;
		holosight          = { zoom_in = 0.29, zoom_out = 0.25 },&lt;br /&gt;
		holosight_variable = { zoom_in = 0.29, zoom_out = 0.25 },&lt;br /&gt;
		hcog_ranged        = { zoom_in = 0.34, zoom_out = 0.29 },&lt;br /&gt;
		aog_variable       = { zoom_in = 0.36, zoom_out = 0.3  },&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;G7スカウト&amp;quot;] = aw.mergeTable(marksman_weapon, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;G7スカウト&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;light&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;light&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = true,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		laser_sight = false,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 400, 650, 950, 1150 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 34,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 34,&lt;br /&gt;
	damage_far_value      = 34,&lt;br /&gt;
	damage_very_far_value = 34,&lt;br /&gt;
	damage_head_scale     = 2,&lt;br /&gt;
	firerate = 4,&lt;br /&gt;
	magazine = { 10, 15, 18, 20 },&lt;br /&gt;
	magazine_mobile = { 14, 20, 22, 24 },&lt;br /&gt;
	magazine_reserve = 140,&lt;br /&gt;
	projectile_speed = 30000,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip            = 3.0,&lt;br /&gt;
		stand_hip_run        = 6.25,&lt;br /&gt;
		stand_hip_sprint     = 7.5,&lt;br /&gt;
		crouch_hip           = 2.25,&lt;br /&gt;
		air_hip              = 7.0,&lt;br /&gt;
		moving_increase_rate = 20,&lt;br /&gt;
		moving_decay_rate    = 20,&lt;br /&gt;
		decay_rate           = 5,&lt;br /&gt;
		decay_delay          = 16.25,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		deployfirst = 1.42,&lt;br /&gt;
		draw        = 0.6,&lt;br /&gt;
		holster     = 0.5,&lt;br /&gt;
		upper       = 0.4,&lt;br /&gt;
		lower       = 0.35,&lt;br /&gt;
		reload      = 2.4,&lt;br /&gt;
		reloadempty = 3,&lt;br /&gt;
		zoom_in     = 0.32,&lt;br /&gt;
		zoom_out    = 0.25,&lt;br /&gt;
		hcog_classic       = { zoom_in = 0.35, zoom_out = 0.28 },&lt;br /&gt;
		hcog_bruiser       = { zoom_in = 0.35, zoom_out = 0.28 },&lt;br /&gt;
		holosight          = { zoom_in = 0.35, zoom_out = 0.28 },&lt;br /&gt;
		holosight_variable = { zoom_in = 0.35, zoom_out = 0.28 },&lt;br /&gt;
		hcog_ranged        = { zoom_in = 0.42, zoom_out = 0.35 },&lt;br /&gt;
		aog_variable       = { zoom_in = 0.42, zoom_out = 0.35 },&lt;br /&gt;
	},&lt;br /&gt;
	double_tap_trigger = {&lt;br /&gt;
		burst_count = 2,&lt;br /&gt;
		burst_delay = 0.375,&lt;br /&gt;
		firerate    = 10,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;トリプルテイク&amp;quot;] = aw.mergeTable(marksman_weapon, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;トリプルテイク&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;energy&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;energy&amp;quot;,&lt;br /&gt;
	ammo_per_shot = 3,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		laser_sight = false,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	charge = 1.1,&lt;br /&gt;
	charge_cooldown       = 0.75,&lt;br /&gt;
	charge_cooldown_delay = 0.75,&lt;br /&gt;
	charge_levels = 4,&lt;br /&gt;
	cost = { 500, 800, 1050, 1350 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 21,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 21,&lt;br /&gt;
	damage_far_value      = 21,&lt;br /&gt;
	damage_very_far_value = 21,&lt;br /&gt;
	damage_legs_scale     = 0.9,&lt;br /&gt;
	firerate = 1.3,&lt;br /&gt;
	magazine = { 18, 21, 24, 27 },&lt;br /&gt;
	magazine_mobile = { 21, 24, 27, 33 },&lt;br /&gt;
	--magazine_reserve = 63,&lt;br /&gt;
	pellet = 3,&lt;br /&gt;
	projectile_drag_coefficient = 0,&lt;br /&gt;
	projectile_speed = 32000,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip            = 4.0,&lt;br /&gt;
		stand_hip_run        = 6.0,&lt;br /&gt;
		stand_hip_sprint     = 7.0,&lt;br /&gt;
		crouch_hip           = 3.0,&lt;br /&gt;
		air_hip              = 8.0,&lt;br /&gt;
		&lt;br /&gt;
		stand_ads            = 0,&lt;br /&gt;
		crouch_ads           = 0,&lt;br /&gt;
		air_ads              = 4,&lt;br /&gt;
		&lt;br /&gt;
		moving_increase_rate = 20,&lt;br /&gt;
		moving_decay_rate    = 20,&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip        = 7,&lt;br /&gt;
			crouch_hip       = 5,&lt;br /&gt;
			air_hip          = 9,&lt;br /&gt;
		},&lt;br /&gt;
		decay_rate           = 10,&lt;br /&gt;
		decay_delay          = 0.1,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 2.6,&lt;br /&gt;
		reloadempty = 3.4,&lt;br /&gt;
		deployfirst = 1.5,&lt;br /&gt;
		draw        = 0.65,&lt;br /&gt;
		holster     = 0.55,&lt;br /&gt;
		upper       = 0.5,&lt;br /&gt;
		lower       = 0.4,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;30-30リピーター&amp;quot;] = aw.mergeTable(marksman_weapon, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;30-30&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;heavy&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;heavy&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		laser_sight = false,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	charge = 0.35,&lt;br /&gt;
	charge_additional_scale = 0.36,&lt;br /&gt;
	charge_cooldown         = 0.01,&lt;br /&gt;
	charge_cooldown_delay   = 0,&lt;br /&gt;
	charge_delay            = 0.3,&lt;br /&gt;
	charge_levels           = 2,&lt;br /&gt;
	cost = { 400, 550, 850, 1050 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 42,&lt;br /&gt;
		charged = 57,&lt;br /&gt;
		skullpiercer_rifling = 2.1,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 42,&lt;br /&gt;
	damage_far_value      = 42,&lt;br /&gt;
	damage_very_far_value = 42,&lt;br /&gt;
	damage_legs_scale     = 0.85,&lt;br /&gt;
	firerate = 3.85,&lt;br /&gt;
	magazine = { 6, 8, 10, 12 },&lt;br /&gt;
	magazine_mobile = { 10, 12, 14, 16 },&lt;br /&gt;
	projectile_speed = 29000,&lt;br /&gt;
	rechamber = 0.685,&lt;br /&gt;
	release = os.time { year = 2021, month = 2, day = 3, hour = 3 },&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip            = 2.15,&lt;br /&gt;
		stand_hip_run        = 4.45,&lt;br /&gt;
		stand_hip_sprint     = 4.95,&lt;br /&gt;
		crouch_hip           = 1.9,&lt;br /&gt;
		air_hip              = 6.0,&lt;br /&gt;
		moving_increase_rate = 20,&lt;br /&gt;
		moving_decay_rate    = 25,&lt;br /&gt;
		decay_rate           = 2.55,&lt;br /&gt;
		decay_delay          = 0.26,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 0.33,&lt;br /&gt;
		reloadempty = 0.75,&lt;br /&gt;
		reload_segment_loop = 0.4,&lt;br /&gt;
		reload_segment_end  = 0.45,&lt;br /&gt;
		reload_segment_one  = 0.6,&lt;br /&gt;
		deployfirst = 1.4,&lt;br /&gt;
		zoom_in     = 0.31,&lt;br /&gt;
		zoom_out    = 0.28,&lt;br /&gt;
	},&lt;br /&gt;
	skullpiercer_rifling = {&lt;br /&gt;
		damage_head_scale = 2.1,&lt;br /&gt;
	},&lt;br /&gt;
	dual_shell = {&lt;br /&gt;
		ammo_size_segmented_reload = 2,&lt;br /&gt;
	},&lt;br /&gt;
	shatter_caps = {&lt;br /&gt;
		charge = 0,&lt;br /&gt;
		charge_additional_scale = 0,&lt;br /&gt;
		charge_levels           = 0,&lt;br /&gt;
		damage = {&lt;br /&gt;
			base = 7,&lt;br /&gt;
		},&lt;br /&gt;
		damage_near_value     = 7,&lt;br /&gt;
		damage_far_value      = 7,&lt;br /&gt;
		damage_very_far_value = 7,&lt;br /&gt;
		damage_head_scale     = 1.25,&lt;br /&gt;
		damage_legs_scale     = 1,&lt;br /&gt;
		move_speed = 0.9,&lt;br /&gt;
		pellet = 7,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;ボセックコンパウンドボウ&amp;quot;] = aw.mergeTable(marksman_weapon, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;ボセック&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;special_arrows&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = false,&lt;br /&gt;
		laser_sight = false,&lt;br /&gt;
		stock = false,&lt;br /&gt;
	},&lt;br /&gt;
	charge = 0.54,&lt;br /&gt;
	charge_minimum = 0.081, -- 15%&lt;br /&gt;
	charge_cooldown       = 0.21,&lt;br /&gt;
	charge_cooldown_delay = 0.1,&lt;br /&gt;
	charge_levels = 6,&lt;br /&gt;
	charge_levels_available = { 2, 3, 4, 5 },&lt;br /&gt;
	charge_rates            = { 0, 0.1, 0.2, 0.35, 0.5, 1 },&lt;br /&gt;
	charge_minrate          = 0.15,&lt;br /&gt;
	cost = { 500, 650, 850, 1100 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 25,&lt;br /&gt;
		--charged = 60,&lt;br /&gt;
		charged = 70,&lt;br /&gt;
		headshot_charged = 1.75,&lt;br /&gt;
		legshot_charged = 0.9,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 25,&lt;br /&gt;
	damage_far_value      = 25,&lt;br /&gt;
	damage_very_far_value = 25,&lt;br /&gt;
	damage_head_distance  = 11828, -- 300m&lt;br /&gt;
	damage_head_scale     = 1.25,&lt;br /&gt;
	firerate = 3,&lt;br /&gt;
	magazine = math.huge,&lt;br /&gt;
	magazine_reserve = 80,&lt;br /&gt;
	move_speed = 0.85,&lt;br /&gt;
	move_speed_charged = 0.5,&lt;br /&gt;
	projectile_gravity_scale_charged = 1.5,&lt;br /&gt;
	projectile_speed                 = 10000,&lt;br /&gt;
	projectile_speed_charged         = 28000,&lt;br /&gt;
	release = os.time { year = 2021, month = 5, day = 5, hour = 2 },&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip            = 0.5,&lt;br /&gt;
		stand_hip_run        = 0.5,&lt;br /&gt;
		stand_hip_sprint     = 4.0,&lt;br /&gt;
		crouch_hip           = 2.25,&lt;br /&gt;
		air_hip              = 3.5,&lt;br /&gt;
		&lt;br /&gt;
		stand_ads            = 0.0,&lt;br /&gt;
		crouch_ads           = 0.0,&lt;br /&gt;
		air_ads              = 3.5,&lt;br /&gt;
		&lt;br /&gt;
		moving_increase_rate = 3,&lt;br /&gt;
		moving_decay_rate    = 10.5,&lt;br /&gt;
		kick_on_fire = {&lt;br /&gt;
			stand_hip        = 0,&lt;br /&gt;
			crouch_hip       = 0,&lt;br /&gt;
			air_hip          = 0,&lt;br /&gt;
		},&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip        = 4,&lt;br /&gt;
			crouch_hip       = 4,&lt;br /&gt;
			air_hip          = 8,&lt;br /&gt;
		},&lt;br /&gt;
		decay_rate           = 12,&lt;br /&gt;
		decay_delay          = 0.15,&lt;br /&gt;
	},&lt;br /&gt;
	spread_charged = aw.mergeTable(marksman_weapon.spread, {&lt;br /&gt;
		stand_hip            = 1.65,&lt;br /&gt;
		stand_hip_run        = 2.0,&lt;br /&gt;
		stand_hip_sprint     = 2.5,&lt;br /&gt;
		crouch_hip           = 1.15,&lt;br /&gt;
		air_hip              = 3.5,&lt;br /&gt;
		&lt;br /&gt;
		stand_ads            = 0.0,&lt;br /&gt;
		crouch_ads           = 0.0,&lt;br /&gt;
		air_ads              = 3.5,&lt;br /&gt;
		&lt;br /&gt;
		moving_increase_rate = 3,&lt;br /&gt;
		moving_decay_rate    = 10.5,&lt;br /&gt;
		kick_on_fire = {&lt;br /&gt;
			stand_hip        = 0,&lt;br /&gt;
			crouch_hip       = 0,&lt;br /&gt;
			air_hip          = 0,&lt;br /&gt;
		},&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip        = 4,&lt;br /&gt;
			crouch_hip       = 4,&lt;br /&gt;
			air_hip          = 8,&lt;br /&gt;
		},&lt;br /&gt;
		decay_rate           = 12,&lt;br /&gt;
		decay_delay          = 0.15,&lt;br /&gt;
	}),&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 2.15,&lt;br /&gt;
		reloadempty = 3,&lt;br /&gt;
		deployfirst = 2,&lt;br /&gt;
		draw        = 1,&lt;br /&gt;
		holster     = 0.5,&lt;br /&gt;
		upper       = 0.5,&lt;br /&gt;
		lower       = 0.4,&lt;br /&gt;
		zoom_in     = 0.5,&lt;br /&gt;
		zoom_out    = 0.5,&lt;br /&gt;
		hcog_classic       = { zoom_in = 0.5,  zoom_out = 0.5  },&lt;br /&gt;
		hcog_bruiser       = { zoom_in = 0.5,  zoom_out = 0.5  },&lt;br /&gt;
		holosight          = { zoom_in = 0.5,  zoom_out = 0.5  },&lt;br /&gt;
		holosight_variable = { zoom_in = 0.5,  zoom_out = 0.5  },&lt;br /&gt;
		hcog_ranged        = { zoom_in = 0.5,  zoom_out = 0.5  },&lt;br /&gt;
	},&lt;br /&gt;
	charge_lvl1 = { -- 10%&lt;br /&gt;
		damage_near_value     = 25,&lt;br /&gt;
		damage_far_value      = 25,&lt;br /&gt;
		damage_very_far_value = 25,&lt;br /&gt;
		move_speed            = 0.82,&lt;br /&gt;
	},&lt;br /&gt;
	charge_lvl2 = { -- 20%&lt;br /&gt;
		damage_near_value     = 32,&lt;br /&gt;
		damage_far_value      = 32,&lt;br /&gt;
		damage_very_far_value = 32,&lt;br /&gt;
		move_speed            = 0.78,&lt;br /&gt;
	},&lt;br /&gt;
	charge_lvl3 = { -- 35%&lt;br /&gt;
		damage_near_value     = 37,&lt;br /&gt;
		damage_far_value      = 37,&lt;br /&gt;
		damage_very_far_value = 37,&lt;br /&gt;
		move_speed            = 0.73,&lt;br /&gt;
	},&lt;br /&gt;
	charge_lvl4 = { -- 50%&lt;br /&gt;
		damage_near_value     = 44,&lt;br /&gt;
		damage_far_value      = 44,&lt;br /&gt;
		damage_very_far_value = 44,&lt;br /&gt;
		move_speed            = 0.66,&lt;br /&gt;
	},&lt;br /&gt;
	charge_lvl5 = { -- 100%&lt;br /&gt;
		damage_near_value     = 60,&lt;br /&gt;
		damage_far_value      = 60,&lt;br /&gt;
		damage_very_far_value = 60,&lt;br /&gt;
		damage_head_scale     = 1.75,&lt;br /&gt;
		damage_legs_scale     = 0.9,&lt;br /&gt;
		move_speed            = 0.5,&lt;br /&gt;
	},&lt;br /&gt;
	deadeyes_tempo = {&lt;br /&gt;
		charge = 0.38,&lt;br /&gt;
		charge_minimum = 0.057,&lt;br /&gt;
		firerate_maximum_count = 2,&lt;br /&gt;
	},&lt;br /&gt;
	shatter_caps = {&lt;br /&gt;
		charge_levels_available = { 0, 3, 5 },&lt;br /&gt;
		damage = {&lt;br /&gt;
			base = 6,&lt;br /&gt;
			charged = 12,&lt;br /&gt;
			legshot_charged = 1,&lt;br /&gt;
		},&lt;br /&gt;
		damage_near_value     = 5,&lt;br /&gt;
		damage_far_value      = 5,&lt;br /&gt;
		damage_very_far_value = 5,&lt;br /&gt;
		damage_head_scale     = 1.25,&lt;br /&gt;
		damage_legs_scale     = 0.8,&lt;br /&gt;
		pellet = 7,&lt;br /&gt;
		projectile_speed_charged = 16000,&lt;br /&gt;
		charge_lvl3 = { -- 35%&lt;br /&gt;
			damage_near_value     = 8,&lt;br /&gt;
			damage_far_value      = 8,&lt;br /&gt;
			damage_very_far_value = 8,&lt;br /&gt;
		},&lt;br /&gt;
		charge_lvl5 = { -- 100%&lt;br /&gt;
			damage_near_value     = 11,&lt;br /&gt;
			damage_far_value      = 11,&lt;br /&gt;
			damage_very_far_value = 11,&lt;br /&gt;
			damage_head_scale     = 1.25,&lt;br /&gt;
			damage_legs_scale     = 1,&lt;br /&gt;
			move_speed            = 0.5,&lt;br /&gt;
		},&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
-- Light Machine Gun&lt;br /&gt;
local lightmachine_gun = {&lt;br /&gt;
	category                    = &amp;quot;light_machine_gun&amp;quot;,&lt;br /&gt;
	release                     = os.time { year = 2019, month = 2, day = 5, hour = 5 },&lt;br /&gt;
	&lt;br /&gt;
	damage_near_distance        = 1500,&lt;br /&gt;
	damage_far_distance         = 2500,&lt;br /&gt;
	damage_very_far_distance    = 5000,&lt;br /&gt;
	damage_head_distance        = 2250,&lt;br /&gt;
	damage_head_scale           =    1.5,&lt;br /&gt;
	damage_legs_scale           =    0.85,&lt;br /&gt;
	&lt;br /&gt;
	move_speed                  = 0.4,&lt;br /&gt;
	projectile_drag_coefficient = 0,&lt;br /&gt;
	projectile_gravity_scale    = 1.4,&lt;br /&gt;
	bolt_zero_distance          = 1968.5, -- 50m&lt;br /&gt;
	projectile_lifetime         = 5.0,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip               = 2.5,&lt;br /&gt;
		stand_hip_run           = 3.0,&lt;br /&gt;
		stand_hip_sprint        = 3.5,&lt;br /&gt;
		crouch_hip              = 1.75,&lt;br /&gt;
		air_hip                 = 5.0,&lt;br /&gt;
		&lt;br /&gt;
		stand_ads               = 0,&lt;br /&gt;
		crouch_ads              = 0,&lt;br /&gt;
		air_ads                 = 6.0,&lt;br /&gt;
		&lt;br /&gt;
		moving_increase_rate    = 3,&lt;br /&gt;
		moving_decay_rate       = 10.5,&lt;br /&gt;
		kick_on_fire = {&lt;br /&gt;
			stand_hip           = 0.25,&lt;br /&gt;
			crouch_hip          = 0.25,&lt;br /&gt;
			air_hip             = 0.25,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads           = 0,&lt;br /&gt;
			crouch_ads          = 0,&lt;br /&gt;
			air_ads             = 0,&lt;br /&gt;
		},&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip           = 3.5,&lt;br /&gt;
			crouch_hip          = 2.5,&lt;br /&gt;
			air_hip             = 4.0,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads           = 0,&lt;br /&gt;
			crouch_ads          = 0,&lt;br /&gt;
			air_ads             = 0,&lt;br /&gt;
		},&lt;br /&gt;
		decay_delay             = 0.3,&lt;br /&gt;
		decay_rate              = 12,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		draw     = 0.8,&lt;br /&gt;
		holster  = 0.75,&lt;br /&gt;
		upper    = 0.65,&lt;br /&gt;
		lower    = 0.6,&lt;br /&gt;
		zoom_in  = 0.34,&lt;br /&gt;
		zoom_out = 0.3,&lt;br /&gt;
		hcog_classic       = { zoom_in = 0.36, zoom_out = 0.32 },&lt;br /&gt;
		hcog_bruiser       = { zoom_in = 0.36, zoom_out = 0.32 },&lt;br /&gt;
		holosight          = { zoom_in = 0.36, zoom_out = 0.32 },&lt;br /&gt;
		holosight_variable = { zoom_in = 0.36, zoom_out = 0.32 },&lt;br /&gt;
		hcog_ranged        = { zoom_in = 0.42, zoom_out = 0.36 },&lt;br /&gt;
		aog_variable       = { zoom_in = 0.42, zoom_out = 0.36 },&lt;br /&gt;
	},&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;ディヴォーションLMG&amp;quot;] = aw.mergeTable(lightmachine_gun, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;ディヴォーション&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;energy&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;energy&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = true,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		laser_sight = false,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 450, 650, 1000, 1500 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 15,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 15,&lt;br /&gt;
	damage_far_value      = 15,&lt;br /&gt;
	damage_very_far_value = 15,&lt;br /&gt;
	firerate                  = 5,&lt;br /&gt;
	firerate_maximum          = 15,&lt;br /&gt;
	firerate_maximum_duration = 1.75,&lt;br /&gt;
	firerate_maximum_count    = 17,&lt;br /&gt;
	is_semi_auto = false,&lt;br /&gt;
	magazine = { 36, 40, 44, 48 },&lt;br /&gt;
	magazine_mobile = { 40, 44, 48, 52 },&lt;br /&gt;
	projectile_speed = 33500,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_ads  = 0.1,&lt;br /&gt;
		crouch_ads = 0.05,&lt;br /&gt;
		air_ads    = 6.0,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 3.2,&lt;br /&gt;
		reloadempty = 4.1,&lt;br /&gt;
		deployfirst = 1.45,&lt;br /&gt;
	},&lt;br /&gt;
	turbocharger = {&lt;br /&gt;
		firerate                  = 6.8,&lt;br /&gt;
		firerate_maximum_duration = 0.85,&lt;br /&gt;
		firerate_maximum_count    = 9,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;M600スピットファイア&amp;quot;] = aw.mergeTable(lightmachine_gun, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;スピットファイア&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;light&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;special_heavy&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		laser_sight = false,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 600, 800, 1050, 1400 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 18,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 18,&lt;br /&gt;
	damage_far_value      = 18,&lt;br /&gt;
	damage_very_far_value = 18,&lt;br /&gt;
	firerate = 9,&lt;br /&gt;
	is_semi_auto = false,&lt;br /&gt;
	magazine = { 35, 40, 45, 50 },&lt;br /&gt;
	magazine_mobile = 60,&lt;br /&gt;
	magazine_reserve = 245,&lt;br /&gt;
	projectile_drag_coefficient = 0.0033,&lt;br /&gt;
	projectile_speed            = 27500,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip        = 2.5, --4.5,&lt;br /&gt;
		stand_hip_run    = 3.0, --6.0,&lt;br /&gt;
		stand_hip_sprint = 3.5, --7.5,&lt;br /&gt;
		crouch_hip       = 1.75, --2.75,&lt;br /&gt;
		air_hip          = 5.0, --7.5,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 3.4,&lt;br /&gt;
		reloadempty = 4.2,&lt;br /&gt;
		deployfirst = 1.45,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;ランページLMG&amp;quot;] = aw.mergeTable(lightmachine_gun, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;ランページ&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;special_heavy&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = true,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		laser_sight = false,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 28,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 28,&lt;br /&gt;
	damage_far_value      = 28,&lt;br /&gt;
	damage_very_far_value = 28,&lt;br /&gt;
	damage_head_distance  = 2250,&lt;br /&gt;
	damage_head_scale     = 1.5,&lt;br /&gt;
	firerate = 5,&lt;br /&gt;
	firerate_revvedup = 6.5,&lt;br /&gt;
	is_semi_auto = false,&lt;br /&gt;
	magazine = { 28, 32, 34, 40 },&lt;br /&gt;
	magazine_reserve = 180,&lt;br /&gt;
	projectile_speed = 26500,&lt;br /&gt;
	release = os.time { year = 2021, month = 8, day = 4, hour = 2 },&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 3.1,&lt;br /&gt;
		reloadempty = 4,&lt;br /&gt;
		deployfirst = 1.45,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;L-スターEMG&amp;quot;] = aw.mergeTable(lightmachine_gun, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;L-スター&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;energy&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;energy&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = false,&lt;br /&gt;
		laser_sight = false,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 600, 750, 950, 1250 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 17,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 17,&lt;br /&gt;
	damage_far_value      = 17,&lt;br /&gt;
	damage_very_far_value = 17,&lt;br /&gt;
	firerate = 10,&lt;br /&gt;
	is_semi_auto = false,&lt;br /&gt;
	magazine = math.huge,&lt;br /&gt;
	overheat = { 2, 2.2, 2.4, 2.6 },&lt;br /&gt;
	overheat_mobile = { 2.4, 2.55, 2.7, 3.2 },&lt;br /&gt;
	projectile_gravity_scale    = 0.5,&lt;br /&gt;
	projectile_speed            = 22000,&lt;br /&gt;
	release = os.time { year = 2019, month = 7, day = 3, hour = 2 },&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip        = 2.5,&lt;br /&gt;
		stand_hip_run    = 3.0,&lt;br /&gt;
		stand_hip_sprint = 4.0,&lt;br /&gt;
		crouch_hip       = 2.25,&lt;br /&gt;
		air_hip          = 5.0,&lt;br /&gt;
		kick_on_fire = {&lt;br /&gt;
			stand_hip    = 0.2,&lt;br /&gt;
			crouch_hip   = 0.2,&lt;br /&gt;
			air_hip      = 0.2,&lt;br /&gt;
		},&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip    = 1.5,&lt;br /&gt;
			crouch_hip   = 2.75,&lt;br /&gt;
			air_hip      = 4.0,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads    = 0,&lt;br /&gt;
			crouch_ads   = 0,&lt;br /&gt;
			air_ads      = 0,&lt;br /&gt;
		},&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		reload                  = 3.26,&lt;br /&gt;
		reloadempty             = 3.26,&lt;br /&gt;
		cooldown                = 1.19,&lt;br /&gt;
		cooldown_delay          = 0.08,&lt;br /&gt;
		deployfirst             = 1.45,&lt;br /&gt;
		overheat_cooldown       = 3.63,&lt;br /&gt;
		overheat_cooldown_delay = 0.06,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
-- Sniper&lt;br /&gt;
local sniper = {&lt;br /&gt;
	category                    = &amp;quot;sniper&amp;quot;,&lt;br /&gt;
	release                     = os.time { year = 2019, month = 2, day = 5, hour = 5 },&lt;br /&gt;
	&lt;br /&gt;
	damage_near_distance        =  1500,&lt;br /&gt;
	damage_far_distance         =  2500,&lt;br /&gt;
	damage_very_far_distance    =  5000,&lt;br /&gt;
	damage_head_distance        = 29528, -- 750m&lt;br /&gt;
	damage_head_scale           =    2,&lt;br /&gt;
	damage_legs_scale           =    0.9,&lt;br /&gt;
	&lt;br /&gt;
	is_semi_auto                = true,&lt;br /&gt;
	move_speed                  = 0.35,&lt;br /&gt;
	projectile_drag_coefficient = 0.0033,&lt;br /&gt;
	projectile_gravity_scale    = 1.4,&lt;br /&gt;
	bolt_zero_distance          = 1968.5, -- 50m&lt;br /&gt;
	projectile_lifetime         = 6.0,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip               = 8,&lt;br /&gt;
		stand_hip_run           = 10,&lt;br /&gt;
		stand_hip_sprint        = 11,&lt;br /&gt;
		crouch_hip              = 6,&lt;br /&gt;
		air_hip                 = 10,&lt;br /&gt;
		&lt;br /&gt;
		stand_ads               = 0,&lt;br /&gt;
		crouch_ads              = 0,&lt;br /&gt;
		air_ads                 = 6,&lt;br /&gt;
		kick_on_fire = {&lt;br /&gt;
			stand_hip           = 1,&lt;br /&gt;
			crouch_hip          = 1,&lt;br /&gt;
			air_hip             = 1,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads           = 0,&lt;br /&gt;
			crouch_ads          = 0,&lt;br /&gt;
			air_ads             = 0,&lt;br /&gt;
		},&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip           = 12,&lt;br /&gt;
			crouch_hip          = 10,&lt;br /&gt;
			air_hip             = 12,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads           = 0,&lt;br /&gt;
			crouch_ads          = 0,&lt;br /&gt;
			air_ads             = 0,&lt;br /&gt;
		},&lt;br /&gt;
		decay_delay             = 0.1,&lt;br /&gt;
		decay_rate              = 4,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		draw     = 0.7,&lt;br /&gt;
		holster  = 0.6,&lt;br /&gt;
		upper    = 0.55,&lt;br /&gt;
		lower    = 0.5,&lt;br /&gt;
		zoom_in  = 0.34,&lt;br /&gt;
		zoom_out = 0.31,&lt;br /&gt;
		hcog_classic       = { zoom_in = 0.37, zoom_out = 0.33 },&lt;br /&gt;
		hcog_bruiser       = { zoom_in = 0.37, zoom_out = 0.33 },&lt;br /&gt;
		holosight          = { zoom_in = 0.37, zoom_out = 0.33 },&lt;br /&gt;
		holosight_variable = { zoom_in = 0.37, zoom_out = 0.33 },&lt;br /&gt;
		hcog_ranged        = { zoom_in = 0.43, zoom_out = 0.37 },&lt;br /&gt;
		aog_variable       = { zoom_in = 0.43, zoom_out = 0.37 },&lt;br /&gt;
		sniper             = { zoom_in = 0.48, zoom_out = 0.42 },&lt;br /&gt;
		sniper_variable    = { zoom_in = 0.51, zoom_out = 0.45 },&lt;br /&gt;
		sniper_threat      = { zoom_in = 0.53, zoom_out = 0.47 },&lt;br /&gt;
	},&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;ロングボウDMR&amp;quot;] = aw.mergeTable(sniper, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;ロングボウ&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;sniper&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;sniper&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = true,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		laser_sight = false,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 300, 500, 750, 1100 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 55,&lt;br /&gt;
		skullpiercer_rifling = 2.5,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 55,&lt;br /&gt;
	damage_far_value      = 55,&lt;br /&gt;
	damage_very_far_value = 55,&lt;br /&gt;
	damage_head_scale     = 2.15,&lt;br /&gt;
	damage_legs_scale     = 0.8,&lt;br /&gt;
	firerate = 1.3,&lt;br /&gt;
	magazine = { 6, 8, 10, 12 },&lt;br /&gt;
	magazine_mobile = { 8, 10, 12, 14 },&lt;br /&gt;
	projectile_drag_coefficient = 0,&lt;br /&gt;
	projectile_speed            = 30500,&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 2.66,&lt;br /&gt;
		reloadempty = 3.66,&lt;br /&gt;
		deployfirst = 1.6,&lt;br /&gt;
	},&lt;br /&gt;
	skullpiercer_rifling = {&lt;br /&gt;
		damage_head_scale = 2.5,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
local kraber = aw.mergeTable(sniper, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;クレーバー&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;special_sniper&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;special_sniper&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = false,&lt;br /&gt;
		laser_sight = false,&lt;br /&gt;
		stock = false,&lt;br /&gt;
	},&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 140,&lt;br /&gt;
		round = true,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 140,&lt;br /&gt;
	damage_far_value      = 140,&lt;br /&gt;
	damage_very_far_value = 140,&lt;br /&gt;
	damage_head_scale     = 2,&lt;br /&gt;
	damage_legs_scale     = 0.8,&lt;br /&gt;
	firerate = 1.2,&lt;br /&gt;
	magazine = 4,&lt;br /&gt;
	magazine_mobile = 5,&lt;br /&gt;
	magazine_reserve = 8,&lt;br /&gt;
	projectile_speed = 29500,&lt;br /&gt;
	rechamber = 1.6,&lt;br /&gt;
	time = {&lt;br /&gt;
		reload       = 3.2,&lt;br /&gt;
		reloadempty  = 4.3,&lt;br /&gt;
		deployfirst  = 1.5,&lt;br /&gt;
		draw         = 1.2,&lt;br /&gt;
		holster      = 0.8,&lt;br /&gt;
		upper        = 0.8,&lt;br /&gt;
		lower        = 0.55,&lt;br /&gt;
		zoom_in      = 0.58,&lt;br /&gt;
		zoom_out     = 0.55,&lt;br /&gt;
		aog_variable = { zoom_in = 0.43, zoom_out = 0.37 },&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
kraber.time.hcog_classic       = nil&lt;br /&gt;
kraber.time.hcog_bruiser       = nil&lt;br /&gt;
kraber.time.holosight          = nil&lt;br /&gt;
kraber.time.holosight_variable = nil&lt;br /&gt;
kraber.time.hcog_ranged        = nil&lt;br /&gt;
kraber.time.sniper             = nil&lt;br /&gt;
kraber.time.sniper_variable    = nil&lt;br /&gt;
kraber.time.sniper_threat      = nil&lt;br /&gt;
p[&amp;quot;クレーバー.50スナイパー&amp;quot;] = kraber&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;センチネル&amp;quot;] = aw.mergeTable(sniper, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;センチネル&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;sniper&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;sniper&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		laser_sight = false,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 400, 650, 950, 1300 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 70,&lt;br /&gt;
		amped = 88,&lt;br /&gt;
		round = true,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 70,&lt;br /&gt;
	damage_far_value      = 70,&lt;br /&gt;
	damage_very_far_value = 70,&lt;br /&gt;
	firerate = 3.1,&lt;br /&gt;
	magazine = { 4, 5, 6, 7 },&lt;br /&gt;
	magazine_mobile = { 6, 7, 8, 9 },&lt;br /&gt;
	projectile_drag_coefficient = 0,&lt;br /&gt;
	projectile_speed = 31000,&lt;br /&gt;
	rechamber = 1.6,&lt;br /&gt;
	release = os.time { year = 2020, month = 2, day = 5, hour = 4 },&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 3,&lt;br /&gt;
		reloadempty = 4,&lt;br /&gt;
		deployfirst = 1.6,&lt;br /&gt;
		draw        = 1,&lt;br /&gt;
		holster     = 0.7,&lt;br /&gt;
		upper       = 0.65,&lt;br /&gt;
		lower       = 0.55,&lt;br /&gt;
		zoom_in     = 0.31,&lt;br /&gt;
		zoom_out    = 0.28,&lt;br /&gt;
	},&lt;br /&gt;
	energized = {&lt;br /&gt;
		damage_near_value     = 88,&lt;br /&gt;
		damage_far_value      = 88,&lt;br /&gt;
		damage_very_far_value = 88,&lt;br /&gt;
	},&lt;br /&gt;
	deadeyes_tempo = {&lt;br /&gt;
		firerate_maximum_count = 2,&lt;br /&gt;
		rechamber = 1.25,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;チャージライフル&amp;quot;] = aw.mergeTable(sniper, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;チャーライ&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;sniper&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;sniper&amp;quot;,&lt;br /&gt;
	ammo_per_shot = 2,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = false,&lt;br /&gt;
		laser_sight = false,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 600, 750, 900, 1300 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 45,&lt;br /&gt;
		beam = {&lt;br /&gt;
			base = 3,&lt;br /&gt;
			ticks = 15,&lt;br /&gt;
		},&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_distance     =  3937, -- (100m)&lt;br /&gt;
	damage_near_value        =    45,&lt;br /&gt;
	damage_far_distance      =  5906, -- (150m)&lt;br /&gt;
	damage_far_value         =    45,&lt;br /&gt;
	damage_very_far_distance = 15748, -- (400m)&lt;br /&gt;
	damage_very_far_value    =    15,&lt;br /&gt;
	damage_head_distance     = 11811, -- (300m)&lt;br /&gt;
	damage_head_scale        =     1.25,&lt;br /&gt;
	damage_legs_scale        =     1,&lt;br /&gt;
	firerate = 0.95,&lt;br /&gt;
	magazine = 8,&lt;br /&gt;
	magazine_mobile = 10,&lt;br /&gt;
	projectile_drag_coefficient = 0,&lt;br /&gt;
	projectile_speed            = math.huge,&lt;br /&gt;
	release = os.time { year = 2019, month = 10, day = 2, hour = 2 },&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip        = 4.0,&lt;br /&gt;
		stand_hip_run    = 5.5,&lt;br /&gt;
		stand_hip_sprint = 6.0,&lt;br /&gt;
		crouch_hip       = 3.25,&lt;br /&gt;
		air_hip          = 6.0,&lt;br /&gt;
		stand_ads        = 0.0,&lt;br /&gt;
		crouch_ads       = 0.0,&lt;br /&gt;
		air_ads          = 0.0,&lt;br /&gt;
	},&lt;br /&gt;
	sustained_discharge_duration        = 0.48,&lt;br /&gt;
	sustained_discharge_pulse_frequency = 0.033,&lt;br /&gt;
	sustained_laser_range               = 64000, -- 1625.6m&lt;br /&gt;
	sustained_laser_damage_scale        = 0.067,&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 4,&lt;br /&gt;
		reloadempty = 5.1,&lt;br /&gt;
		deployfirst = 0.8,&lt;br /&gt;
		draw        = 0.8,&lt;br /&gt;
		holster     = 0.5,&lt;br /&gt;
		upper       = 0.7,&lt;br /&gt;
		lower       = 0.4,&lt;br /&gt;
		zoom_in     = 0.31,&lt;br /&gt;
		zoom_out    = 0.28,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
-- Shotgun&lt;br /&gt;
local shotgun = {&lt;br /&gt;
	category                    = &amp;quot;shotgun&amp;quot;,&lt;br /&gt;
	release                     = os.time { year = 2019, month = 2, day = 5, hour = 5 },&lt;br /&gt;
	&lt;br /&gt;
	damage_head_distance        = 1500,&lt;br /&gt;
	damage_head_scale           =    1.25,&lt;br /&gt;
	damage_legs_scale           =    1,&lt;br /&gt;
	&lt;br /&gt;
	is_semi_auto                = true,&lt;br /&gt;
	move_speed                  = 0.9,&lt;br /&gt;
	projectile_drag_coefficient = 0.001,&lt;br /&gt;
	projectile_gravity_scale    = 1,&lt;br /&gt;
	bolt_zero_distance          = 984.3, -- 25m&lt;br /&gt;
	projectile_lifetime         = 1.0,&lt;br /&gt;
	projectile_speed            = 16000,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip               = 0,&lt;br /&gt;
		stand_hip_run           = 0,&lt;br /&gt;
		stand_hip_sprint        = 0,&lt;br /&gt;
		crouch_hip              = 0,&lt;br /&gt;
		air_hip                 = 0,&lt;br /&gt;
		&lt;br /&gt;
		stand_ads               = 0,&lt;br /&gt;
		crouch_ads              = 0,&lt;br /&gt;
		air_ads                 = 0,&lt;br /&gt;
		&lt;br /&gt;
		moving_increase_rate    = 0,&lt;br /&gt;
		moving_decay_rate       = 0,&lt;br /&gt;
		kick_on_fire = {&lt;br /&gt;
			stand_hip           = 0,&lt;br /&gt;
			crouch_hip          = 0,&lt;br /&gt;
			air_hip             = 0,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads           = 0,&lt;br /&gt;
			crouch_ads          = 0,&lt;br /&gt;
			air_ads             = 0,&lt;br /&gt;
		},&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip           = 0,&lt;br /&gt;
			crouch_hip          = 0,&lt;br /&gt;
			air_hip             = 0,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads           = 0,&lt;br /&gt;
			crouch_ads          = 0,&lt;br /&gt;
			air_ads             = 0,&lt;br /&gt;
		},&lt;br /&gt;
		decay_delay             = 0,&lt;br /&gt;
		decay_rate              = 0,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		draw     = 0.45,&lt;br /&gt;
		holster  = 0.4,&lt;br /&gt;
		upper    = 0.3,&lt;br /&gt;
		lower    = 0.25,&lt;br /&gt;
		zoom_in  = 0.22,&lt;br /&gt;
		zoom_out = 0.2,&lt;br /&gt;
		hcog_classic       = { zoom_in = 0.24, zoom_out = 0.22 },&lt;br /&gt;
		hcog_bruiser       = { zoom_in = 0.24, zoom_out = 0.22 },&lt;br /&gt;
		holosight          = { zoom_in = 0.24, zoom_out = 0.22 },&lt;br /&gt;
		holosight_variable = { zoom_in = 0.24, zoom_out = 0.22 },&lt;br /&gt;
		threat             = { zoom_in = 0.24, zoom_out = 0.22 },&lt;br /&gt;
	},&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;EVA-8オート&amp;quot;] = aw.mergeTable(shotgun, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;EVA-8&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;shotgun&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;shotgun&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		laser_sight = false,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 150, 300, 550, 850 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 6,&lt;br /&gt;
		round = true,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_distance = 250,&lt;br /&gt;
	damage_near_value    =   6,&lt;br /&gt;
	damage_far_distance  = 850,&lt;br /&gt;
	damage_far_value     =   6,&lt;br /&gt;
	damage_legs_scale    =   1,&lt;br /&gt;
	firerate = { 2, 2.1, 2.15, 2.2 },&lt;br /&gt;
	is_semi_auto = false,&lt;br /&gt;
	magazine = 8,&lt;br /&gt;
	magazine_mobile = 10,&lt;br /&gt;
	pellet = 9,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip        = 1.3,&lt;br /&gt;
		stand_hip_run    = 1.3,&lt;br /&gt;
		stand_hip_sprint = 1.3,&lt;br /&gt;
		stand_ads        = 1.3,&lt;br /&gt;
		crouch_hip       = 1.3,&lt;br /&gt;
		crouch_ads       = 1.3,&lt;br /&gt;
		air_hip          = 1.3,&lt;br /&gt;
		air_ads          = 1.3,&lt;br /&gt;
		decay_rate       = 500,&lt;br /&gt;
		decay_delay      = 0,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 2.75,&lt;br /&gt;
		reloadempty = 3,&lt;br /&gt;
		deployfirst = 1.35,&lt;br /&gt;
	},&lt;br /&gt;
	double_tap_trigger = {&lt;br /&gt;
		burst_count  = 2,&lt;br /&gt;
		burst_delay  = { 0.8, 0.74, 0.7, 0.66 },&lt;br /&gt;
		firerate     = 6,&lt;br /&gt;
		is_semi_auto = true,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;マスティフショットガン&amp;quot;] = aw.mergeTable(shotgun, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;マスティフ&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;special_shotgun&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;shotgun&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		laser_sight = false,&lt;br /&gt;
		stock = false,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 350, 500, 750, 1050 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 14,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_distance = 450,&lt;br /&gt;
	damage_near_value    =  14,&lt;br /&gt;
	damage_far_distance  = 850,&lt;br /&gt;
	damage_far_value     =  14,&lt;br /&gt;
	damage_legs_scale    =   1.0,&lt;br /&gt;
	firerate = 1.2,--{ 1.1, 1.21, 1.265, 1.32 },&lt;br /&gt;
	magazine = 4,&lt;br /&gt;
	magazine_mobile = 8,&lt;br /&gt;
	magazine_reserve = 28,&lt;br /&gt;
	pellet = 8,&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 1.03,&lt;br /&gt;
		reloadempty = 1.7,&lt;br /&gt;
		reload_segment_loop = 0.51,&lt;br /&gt;
		reload_segment_end  = 0.55,&lt;br /&gt;
		reload_segment_one  = 1.03,&lt;br /&gt;
		deployfirst = 1.25,&lt;br /&gt;
		draw        = 0.8,&lt;br /&gt;
	},&lt;br /&gt;
	dual_shell = {&lt;br /&gt;
		ammo_size_segmented_reload = 2,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;ピースキーパー&amp;quot;] = aw.mergeTable(shotgun, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;ピースキーパー&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;shotgun&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;shotgun&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		laser_sight = false,&lt;br /&gt;
		stock = false,&lt;br /&gt;
	},&lt;br /&gt;
	charge = 1.25,&lt;br /&gt;
	charge_cooldown       = 0.5,&lt;br /&gt;
	charge_cooldown_delay = 0.1,&lt;br /&gt;
	charge_levels = 4,&lt;br /&gt;
	cost = { 350, 500, 750, 1050 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 9,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_distance =  100,&lt;br /&gt;
	damage_near_value    =    9,&lt;br /&gt;
	damage_far_distance  =  750,&lt;br /&gt;
	damage_far_value     =    9,&lt;br /&gt;
	damage_head_distance = 3940, -- 100m&lt;br /&gt;
	firerate = 4,&lt;br /&gt;
	magazine = 5,&lt;br /&gt;
	magazine_mobile = 7,&lt;br /&gt;
	magazine_reserve = 20,&lt;br /&gt;
	pellet = 11,&lt;br /&gt;
	rechamber = { 1.1, 1.0175, 0.957, 0.924 },&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip            = 2.8,&lt;br /&gt;
		stand_hip_run        = 2.8,&lt;br /&gt;
		stand_hip_sprint     = 2.8,&lt;br /&gt;
		stand_ads            = 2.8,&lt;br /&gt;
		crouch_hip           = 2.8,&lt;br /&gt;
		crouch_ads           = 2.8,&lt;br /&gt;
		air_hip              = 2.8,&lt;br /&gt;
		air_ads              = 2.8,&lt;br /&gt;
		moving_increase_rate = 5.5,&lt;br /&gt;
		moving_decay_rate    = 12,&lt;br /&gt;
		decay_delay          = 0.07,&lt;br /&gt;
		decay_rate           = 2.5,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 2.5,&lt;br /&gt;
		reloadempty = 3.5,&lt;br /&gt;
		deployfirst = 1.4,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
-- Pistol&lt;br /&gt;
local pistol = {&lt;br /&gt;
	category                    = &amp;quot;pistol&amp;quot;,&lt;br /&gt;
	release                     = os.time { year = 2019, month = 2, day = 5, hour = 5 },&lt;br /&gt;
	&lt;br /&gt;
	damage_near_distance        =  700,&lt;br /&gt;
	damage_far_distance         = 1200,&lt;br /&gt;
	damage_very_far_distance    = 1700,&lt;br /&gt;
	damage_head_distance        = 1500,&lt;br /&gt;
	damage_head_scale           =    1.5,&lt;br /&gt;
	damage_legs_scale           =    0.9,&lt;br /&gt;
	&lt;br /&gt;
	move_speed                  = 1,&lt;br /&gt;
	projectile_drag_coefficient = 0.0025,&lt;br /&gt;
	projectile_gravity_scale    = 1,&lt;br /&gt;
	bolt_zero_distance          = 1378.0, -- 35m&lt;br /&gt;
	projectile_lifetime         = 2.0,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip               = 2.2,&lt;br /&gt;
		stand_hip_run           = 5.0,&lt;br /&gt;
		stand_hip_sprint        = 6.5,&lt;br /&gt;
		crouch_hip              = 1.5,&lt;br /&gt;
		air_hip                 = 8.0,&lt;br /&gt;
		&lt;br /&gt;
		stand_ads               = 0,&lt;br /&gt;
		crouch_ads              = 0,&lt;br /&gt;
		air_ads                 = 2,&lt;br /&gt;
		&lt;br /&gt;
		moving_increase_rate    = 5.5,&lt;br /&gt;
		moving_decay_rate       = 12,&lt;br /&gt;
		kick_on_fire = {&lt;br /&gt;
			stand_hip           = 0,&lt;br /&gt;
			crouch_hip          = 0,&lt;br /&gt;
			air_hip             = 0,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads           = 0,&lt;br /&gt;
			crouch_ads          = 0,&lt;br /&gt;
			air_ads             = 0,&lt;br /&gt;
		},&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip           = 3.5,&lt;br /&gt;
			crouch_hip          = 3.0,&lt;br /&gt;
			air_hip             = 4.5,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads           = 0,&lt;br /&gt;
			crouch_ads          = 0,&lt;br /&gt;
			air_ads             = 0,&lt;br /&gt;
		},&lt;br /&gt;
		decay_delay             = 0.07,&lt;br /&gt;
		decay_rate              = 2.5,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		draw     = 0.225,&lt;br /&gt;
		holster  = 0.18,&lt;br /&gt;
		upper    = 0.225,&lt;br /&gt;
		lower    = 0.18,&lt;br /&gt;
		zoom_in  = 0.18,&lt;br /&gt;
		zoom_out = 0.16,&lt;br /&gt;
		hcog_classic       = { zoom_in = 0.22, zoom_out = 0.2 },&lt;br /&gt;
		hcog_bruiser       = { zoom_in = 0.22, zoom_out = 0.2 },&lt;br /&gt;
		holosight          = { zoom_in = 0.22, zoom_out = 0.2 },&lt;br /&gt;
		holosight_variable = { zoom_in = 0.22, zoom_out = 0.2 },&lt;br /&gt;
		threat             = { zoom_in = 0.22, zoom_out = 0.2 },&lt;br /&gt;
	},&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;モザンビークショットガン&amp;quot;] = aw.mergeTable(pistol, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;モザンビーク&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	category = &amp;quot;shotgun&amp;quot;,&lt;br /&gt;
	ammo = &amp;quot;shotgun&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		laser_sight = false,&lt;br /&gt;
		stock = false,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 0, 100, 300, 800 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 15,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_distance     =  500,&lt;br /&gt;
	damage_near_value        =   15,&lt;br /&gt;
	damage_far_distance      = 1000,&lt;br /&gt;
	damage_far_value         =   15,&lt;br /&gt;
	damage_very_far_distance = 1500,&lt;br /&gt;
	damage_very_far_value    =   15,&lt;br /&gt;
	damage_head_scale        =   1.25,&lt;br /&gt;
	damage_legs_scale        =   1,&lt;br /&gt;
	firerate = { 2.2, 2.53, 2.75, 2.97 },&lt;br /&gt;
	is_semi_auto = false,&lt;br /&gt;
	magazine = 6,&lt;br /&gt;
	magazine_mobile = 7,&lt;br /&gt;
	pellet = 3,&lt;br /&gt;
	projectile_drag_coefficient = 0.001,&lt;br /&gt;
	projectile_speed = 10000,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip        = 3.0,&lt;br /&gt;
		stand_hip_run    = 3.0,&lt;br /&gt;
		stand_hip_sprint = 3.0,&lt;br /&gt;
		stand_ads        = 3.0,&lt;br /&gt;
		crouch_hip       = 3.0,&lt;br /&gt;
		crouch_ads       = 3.0,&lt;br /&gt;
		air_hip          = 3.0,&lt;br /&gt;
		air_ads          = 3.0,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 2.1,&lt;br /&gt;
		reloadempty = 2.6,&lt;br /&gt;
		deployfirst = 1,&lt;br /&gt;
	},&lt;br /&gt;
	april_fools = {&lt;br /&gt;
		damage_near_value     = 19,&lt;br /&gt;
		damage_far_value      = 19,&lt;br /&gt;
		damage_very_far_value = 19,&lt;br /&gt;
		magazine = 9,&lt;br /&gt;
	},&lt;br /&gt;
	hammerpoint_rounds = {&lt;br /&gt;
		damage_unshielded_scale = 1.35,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;RE-45オート&amp;quot;] = aw.mergeTable(pistol, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;RE-45&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;light&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;light&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = true,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		laser_sight = true,&lt;br /&gt;
		stock = false,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 150, 250, 450, 850 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 12,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 12,&lt;br /&gt;
	damage_far_value      = 12,&lt;br /&gt;
	damage_very_far_value = 12,&lt;br /&gt;
	firerate = 13,&lt;br /&gt;
	is_semi_auto = false,&lt;br /&gt;
	magazine = { 16, 19, 22, 25 },&lt;br /&gt;
	magazine_mobile = { 18, 22, 25, 28 },&lt;br /&gt;
	move_speed = 0.95,&lt;br /&gt;
	projectile_speed = 19500,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip        = 3.0,&lt;br /&gt;
		stand_hip_run    = 3.6,&lt;br /&gt;
		stand_hip_sprint = 5.0,&lt;br /&gt;
		crouch_hip       = 1.6,&lt;br /&gt;
		air_hip          = 7.0,&lt;br /&gt;
		kick_on_fire = {&lt;br /&gt;
			stand_hip    = 0.3,&lt;br /&gt;
			crouch_hip   = 0.3,&lt;br /&gt;
			air_hip      = 0.3,&lt;br /&gt;
		},&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip    = 2.0,&lt;br /&gt;
			crouch_hip   = 1.5,&lt;br /&gt;
			air_hip      = 3.0,&lt;br /&gt;
		},&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 1.5,&lt;br /&gt;
		reloadempty = 1.95,&lt;br /&gt;
		deployfirst = 1.1,&lt;br /&gt;
		draw        = 0.315,&lt;br /&gt;
		holster     = 0.27,&lt;br /&gt;
		upper       = 0.27,&lt;br /&gt;
		lower       = 0.225,&lt;br /&gt;
	},&lt;br /&gt;
	disruptor_rounds = {&lt;br /&gt;
		damage_shield_scale = 1.7,&lt;br /&gt;
	},&lt;br /&gt;
	hammerpoint_rounds = {&lt;br /&gt;
		damage_unshielded_scale = 1.35,&lt;br /&gt;
	},&lt;br /&gt;
	quickdraw_holster = {&lt;br /&gt;
		spread = {&lt;br /&gt;
			stand_hip     = 1.125,   -- -25%&lt;br /&gt;
			stand_hip_run = 1.62,    -- -10%&lt;br /&gt;
		},&lt;br /&gt;
		time = {&lt;br /&gt;
			lower         = 0.1575,  -- -30%&lt;br /&gt;
			upper         = 0.189,   -- -30%&lt;br /&gt;
			draw          = 0.20475, -- -35%&lt;br /&gt;
			holster       = 0.1755,  -- -35%&lt;br /&gt;
		},&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;P2020&amp;quot;] = aw.mergeTable(pistol, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;P2020&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;light&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;light&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		laser_sight = true,&lt;br /&gt;
		stock = false,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 0, 50, 200, 700 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 18,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 18,&lt;br /&gt;
	damage_far_value      = 18,&lt;br /&gt;
	damage_very_far_value = 18,&lt;br /&gt;
	firerate = 7,&lt;br /&gt;
	is_semi_auto = true,&lt;br /&gt;
	magazine = { 14, 16, 18, 21 },&lt;br /&gt;
	magazine_mobile = { 18, 20, 22, 26 },&lt;br /&gt;
	projectile_speed = 18500,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip               = 4.4,&lt;br /&gt;
		stand_hip_run           = 10.0,&lt;br /&gt;
		stand_hip_sprint        = 13.0,&lt;br /&gt;
		crouch_hip              = 3.0,&lt;br /&gt;
		air_hip                 = 16.0,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 1.25,&lt;br /&gt;
		reloadempty = 1.25,&lt;br /&gt;
		deployfirst = 1.1,&lt;br /&gt;
	},&lt;br /&gt;
	april_fools = {&lt;br /&gt;
		damage_near_value     = 24,&lt;br /&gt;
		damage_far_value      = 24,&lt;br /&gt;
		damage_very_far_value = 24,&lt;br /&gt;
		magazine = 25, -- ++7&lt;br /&gt;
	},&lt;br /&gt;
	hammerpoint_rounds = {&lt;br /&gt;
		damage_unshielded_scale = 1.5,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;ウィングマン&amp;quot;] = aw.mergeTable(pistol, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;ウィングマン&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;sniper&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;heavy&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		laser_sight = false,&lt;br /&gt;
		stock = false,&lt;br /&gt;
	},&lt;br /&gt;
	boosted_loader = {&lt;br /&gt;
		magazine = { 8, 9, 10, 11 },&lt;br /&gt;
		reloadfast = 1.4,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 500, 650, 850, 1100 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 45,&lt;br /&gt;
		skullpiercer_rifling = 2.5,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_distance     =   800,&lt;br /&gt;
	damage_near_value        =    45,&lt;br /&gt;
	damage_far_distance      =  1300,&lt;br /&gt;
	damage_far_value         =    45,&lt;br /&gt;
	damage_very_far_distance =  1800,&lt;br /&gt;
	damage_very_far_value    =    45,&lt;br /&gt;
	damage_head_distance     = 10000,&lt;br /&gt;
	damage_head_scale        =     2.15,&lt;br /&gt;
	firerate = 2.6,&lt;br /&gt;
	is_semi_auto = true,&lt;br /&gt;
	magazine = { 6, 7, 8, 9 },&lt;br /&gt;
	magazine_mobile = { 8, 9, 10, 12 },&lt;br /&gt;
	projectile_speed = 18000,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip        = 2.4,&lt;br /&gt;
		stand_hip_run    = 3.0,&lt;br /&gt;
		stand_hip_sprint = 4.0,&lt;br /&gt;
		crouch_hip       = 1.5,&lt;br /&gt;
		air_hip          = 6.0,&lt;br /&gt;
		kick_on_fire = {&lt;br /&gt;
			stand_hip    = 2.5,&lt;br /&gt;
			crouch_hip   = 2.0,&lt;br /&gt;
			air_hip      = 3.0,&lt;br /&gt;
		},&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip    = 4.5,&lt;br /&gt;
			crouch_hip   = 3.0,&lt;br /&gt;
			air_hip      = 4.5,&lt;br /&gt;
		},&lt;br /&gt;
		decay_rate       = 11.0,&lt;br /&gt;
		decay_delay      = 0.26,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 2.1,&lt;br /&gt;
		reloadempty = 2.1,&lt;br /&gt;
		deployfirst = 1.45,&lt;br /&gt;
		draw        = 0.4,&lt;br /&gt;
		holster     = 0.36,&lt;br /&gt;
		upper       = 0.315,&lt;br /&gt;
		lower       = 0.27,&lt;br /&gt;
	},&lt;br /&gt;
	skullpiercer_rifling = {&lt;br /&gt;
		damage_head_scale = 2.5,&lt;br /&gt;
	},&lt;br /&gt;
	quickdraw_holster = {&lt;br /&gt;
		spread = {&lt;br /&gt;
			stand_hip     = 1.8,     -- -25%&lt;br /&gt;
			stand_hip_run = 2.7,     -- -10%&lt;br /&gt;
		},&lt;br /&gt;
		time = {&lt;br /&gt;
			lower         = 0.2025,  -- -25%&lt;br /&gt;
			upper         = 0.23625, -- -25%&lt;br /&gt;
			draw          = 0.28,    -- -30%&lt;br /&gt;
			holster       = 0.252,   -- -30%&lt;br /&gt;
		},&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;ミニガン「シーラ」&amp;quot;] = {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;ミニガン&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	category = &amp;quot;ultimate&amp;quot;,&lt;br /&gt;
	ammo = &amp;quot;minigun&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = false,&lt;br /&gt;
		laser_sight = false,&lt;br /&gt;
		stock = false,&lt;br /&gt;
	},&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 14,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_distance     = 1500,&lt;br /&gt;
	damage_near_value        =   14,&lt;br /&gt;
	damage_far_distance      = 2500,&lt;br /&gt;
	damage_far_value         =   14,&lt;br /&gt;
	damage_very_far_distance = 4000,&lt;br /&gt;
	damage_very_far_value    =   14,&lt;br /&gt;
	damage_head_scale        =    2,&lt;br /&gt;
	damage_legs_scale        =    1,&lt;br /&gt;
	firerate = 20,&lt;br /&gt;
	is_semi_auto = false,&lt;br /&gt;
	magazine = 150,&lt;br /&gt;
	magazine_reserve = math.huge,&lt;br /&gt;
	move_speed                  = 0.4,&lt;br /&gt;
	projectile_drag_coefficient = 0,&lt;br /&gt;
	projectile_gravity_scale    = 1.0,&lt;br /&gt;
	bolt_zero_distance          = 2750,&lt;br /&gt;
	projectile_lifetime         = 5.0,&lt;br /&gt;
	projectile_speed            = 25000,&lt;br /&gt;
	raise = 1.25,&lt;br /&gt;
	release = os.time { year = 2020, month = 8, day = 18, hour = 14 },&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip        = 3.0,&lt;br /&gt;
		stand_hip_run    = 3.0,&lt;br /&gt;
		stand_hip_sprint = 4.0,&lt;br /&gt;
		crouch_hip       = 3.0,&lt;br /&gt;
		air_hip          = 11.0,&lt;br /&gt;
		&lt;br /&gt;
		stand_ads        = 3,&lt;br /&gt;
		crouch_ads       = 3,&lt;br /&gt;
		air_ads          = 6,&lt;br /&gt;
		&lt;br /&gt;
		kick_on_fire = {&lt;br /&gt;
			stand_hip    = 0.0,&lt;br /&gt;
			crouch_hip   = 0.0,&lt;br /&gt;
			air_hip      = 0.0,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads    = -0.18,&lt;br /&gt;
			crouch_ads   = -0.18,&lt;br /&gt;
			air_ads      = 0.0,&lt;br /&gt;
		},&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip    = 8.0,&lt;br /&gt;
			crouch_hip   = 8.0,&lt;br /&gt;
			air_hip      = 8.0,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads    = -2.5, -- &amp;quot;spread_max_kick_stand_ads&amp;quot;: &amp;quot;0.0&amp;quot;, &amp;quot;spread_min_kick&amp;quot;: &amp;quot;-2.5&amp;quot;&lt;br /&gt;
			crouch_ads   = -2.5, -- &amp;quot;spread_max_kick_crouch_ads&amp;quot;: &amp;quot;0.0&amp;quot;, &amp;quot;spread_min_kick&amp;quot;: &amp;quot;-2.5&amp;quot;&lt;br /&gt;
			air_ads      = 0.0,&lt;br /&gt;
		},&lt;br /&gt;
		decay_rate       = 3.0,&lt;br /&gt;
		decay_delay      = 0.1,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 8.667,&lt;br /&gt;
		reloadempty = 8.667,&lt;br /&gt;
		deployfirst = 1.86,&lt;br /&gt;
		draw        = 1.2,&lt;br /&gt;
		holster     = 0.6,&lt;br /&gt;
		upper       = 0.75,&lt;br /&gt;
		lower       = 0.35,&lt;br /&gt;
		zoom_in     = 1.25,&lt;br /&gt;
		zoom_out    = 1,&lt;br /&gt;
	},&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
return p&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%A2%E3%82%B8%E3%83%A5%E3%83%BC%E3%83%AB:Utility/Name/configuration&amp;diff=4422</id>
		<title>モジュール:Utility/Name/configuration</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%A2%E3%82%B8%E3%83%A5%E3%83%BC%E3%83%AB:Utility/Name/configuration&amp;diff=4422"/>
		<updated>2022-08-12T06:15:32Z</updated>

		<summary type="html">&lt;p&gt;Mntone: リソースの更新及び追加&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;local configuration = {&lt;br /&gt;
	de = {&lt;br /&gt;
		category = {&lt;br /&gt;
			assault_rifle = {&lt;br /&gt;
				one = &#039;Sturmgewehr&#039;,&lt;br /&gt;
				other = &#039;Sturmgewehre&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			sub_machine_gun = {&lt;br /&gt;
				one = &#039;MP&#039;,&lt;br /&gt;
				other = &#039;MPs&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			light_machine_gun = {&lt;br /&gt;
				one = &#039;LMG&#039;,&lt;br /&gt;
				other = &#039;LMGs&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			marksman_weapon = {&lt;br /&gt;
				one = &#039;Präzisionswaffe&#039;,&lt;br /&gt;
				other = &#039;Präzisionswaffen&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			sniper = {&lt;br /&gt;
				one = &#039;Scharfschützengewehr&#039;,&lt;br /&gt;
				other = &#039;Scharfschützengewehre&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			shotgun = {&lt;br /&gt;
				one = &#039;Schrotflinte&#039;,&lt;br /&gt;
				other = &#039;Schrotflinten&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			pistol = {&lt;br /&gt;
				one = &#039;Pistole&#039;,&lt;br /&gt;
				other = &#039;Pistolen&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			thrown = {&lt;br /&gt;
				one = &#039;Werfe&#039;,&lt;br /&gt;
				other = &#039;Werfen&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			supply_drop = {&lt;br /&gt;
				one = &#039;Versorgungsabwurf&#039;,&lt;br /&gt;
				other = &#039;Versorgungsabwürfe&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			ultimate = {&lt;br /&gt;
				other = &#039;Ultimative&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		},&lt;br /&gt;
		ammo = {&lt;br /&gt;
			name = &#039;Munition&#039;,&lt;br /&gt;
			light = &#039;Leichte Munition&#039;,&lt;br /&gt;
			heavy = &#039;Schwere Munition&#039;,&lt;br /&gt;
			energy = &#039;Energiemunition&#039;,&lt;br /&gt;
			sniper = &#039;Scharfschützenmunition&#039;,&lt;br /&gt;
			shotgun = &#039;Schrotpatronen&#039;,&lt;br /&gt;
			arrows = &#039;Pfeile&#039;,&lt;br /&gt;
			special_light = &#039;Spezial-Leichte Munition&#039;,&lt;br /&gt;
			special_heavy = &#039;Spezial-Schwere Munition&#039;,&lt;br /&gt;
			special_energy = &#039;Spezial-Energiemunition&#039;,&lt;br /&gt;
			special_sniper = &#039;Spezial-Scharfschützenmunition&#039;,&lt;br /&gt;
			special_shotgun = &#039;Spezial-Schrotpatronen&#039;,&lt;br /&gt;
			special_arrows = &#039;Spezial-Pfeile&#039;,&lt;br /&gt;
			minigun = &#039;Minigun Munition&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		attachment = {&lt;br /&gt;
			name = &#039;Aufsatz&#039;,&lt;br /&gt;
			barrels = {&lt;br /&gt;
				name              = &#039;Lauf&#039;,&lt;br /&gt;
				barrel_stabilizer = &#039;Laufstabilisator&#039;,&lt;br /&gt;
				laser_sight       = &#039;Laservisier&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			extended_mag = {&lt;br /&gt;
				name = &#039;Mag&#039;,&lt;br /&gt;
				light = &#039;Erweitertes Leichtes Magazin&#039;,&lt;br /&gt;
				heavy = &#039;Erweitertes Schweres Magazin&#039;,&lt;br /&gt;
				energy = &#039;Erweitertes Energiemagazin&#039;,&lt;br /&gt;
				sniper = &#039;Erweitertes Scharfschützenmagazin&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			gears = {&lt;br /&gt;
				name             = &#039;Ausrüstung&#039;,&lt;br /&gt;
				backpack         = &#039;Rucksack&#039;,&lt;br /&gt;
				body_shield      = &#039;Körperschild&#039;,&lt;br /&gt;
				defenses         = &#039;Verteidigung&#039;,&lt;br /&gt;
				evo_shield       = &#039;Evo-Schild&#039;,&lt;br /&gt;
				helmet           = &#039;Helm&#039;,&lt;br /&gt;
				knockdown_shield = &#039;Knockdown-Schild&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			optics = {&lt;br /&gt;
				name = &#039;Optisch&#039;,&lt;br /&gt;
				onex_hcog_classic                   = &#039;1x HOKV \&#039;Klassik\&#039;&#039;,&lt;br /&gt;
				twox_hcog_bruiser                   = &#039;2x HOKV \&#039;Bruiser\&#039;&#039;,&lt;br /&gt;
				onex_reflex_holosight               = &#039;1x Holo&#039;,&lt;br /&gt;
				onex_twox_variable_reflex_holosight = &#039;1x-2x Variabel Holo&#039;,&lt;br /&gt;
				onex_digital_threat                 = &#039;1x Digital Bedrohung&#039;,&lt;br /&gt;
				threex_hcog_ranger                  = &#039;3x HOKV \&#039;Ranger\&#039;&#039;,&lt;br /&gt;
				twox_fourx_variable_acog            = &#039;2x-4x Variabel AOG&#039;,&lt;br /&gt;
				sixx_sniper_scope                   = &#039;6x Scharfschütze&#039;,&lt;br /&gt;
				fourx_eightx_variable_sniper_scope  = &#039;4x-8x Variabel Scharfschütze&#039;,&lt;br /&gt;
				fourx_tenx_digital_sniper_threat    = &#039;4x-10x Dig. Scharfschütze Bedrohung&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			shotgun_bolt = &#039;Schrotflintenverschluss&#039;,&lt;br /&gt;
			stocks = {&lt;br /&gt;
				name     = &#039;Schaft&#039;,&lt;br /&gt;
				standard = &#039;Standardschaft&#039;,&lt;br /&gt;
				sniper   = &#039;Scharfschützenschaft&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		},&lt;br /&gt;
		hopup = {&lt;br /&gt;
			name = &#039;Anpassung&#039;,&lt;br /&gt;
			anvil_receiver = &#039;Ambossempfänger&#039;,&lt;br /&gt;
			boosted_loader = &#039;Geboosteter Lader&#039;,&lt;br /&gt;
			deadeyes_tempo = &#039;Höllentempo&#039;,&lt;br /&gt;
			disruptor_rounds = &#039;Unterbrechermunition&#039;,&lt;br /&gt;
			double_tap_trigger = &#039;Doppelschuss-Trigger&#039;,&lt;br /&gt;
			dual_shell = &#039;Doppelpatrone&#039;,&lt;br /&gt;
			graffiti_mod = &#039;Grafitti-Mod&#039;,&lt;br /&gt;
			hammerpoint_rounds = &#039;Hammerpunkt-Munition&#039;,&lt;br /&gt;
			kinetic_feeder = &#039;Kinetikfeeder&#039;,&lt;br /&gt;
			precision_choke = &#039;Präzisionschoke&#039;,&lt;br /&gt;
			quickdraw_holster = &#039;Express-Halfter&#039;,&lt;br /&gt;
			selectfire_receiver = &#039;Feuermodus-Receiver&#039;,&lt;br /&gt;
			shatter_caps = &#039;Splitterspitzen&#039;,&lt;br /&gt;
			skullpiercer_rifling = &#039;Schädelspalter-Drall&#039;,&lt;br /&gt;
			splatter_rounds = &#039;Farbpatronen&#039;,&lt;br /&gt;
			turbocharger = &#039;Turbolader&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		legends = {&lt;br /&gt;
			name       = &#039;Legenden&#039;,&lt;br /&gt;
			bloodhound = &#039;Bloodhound&#039;,&lt;br /&gt;
			gibraltar  = &#039;Gibraltar&#039;,&lt;br /&gt;
			lifeline   = &#039;Lifeline&#039;,&lt;br /&gt;
			pathfinder = &#039;Pathfinder&#039;,&lt;br /&gt;
			wraith     = &#039;Wraith&#039;,&lt;br /&gt;
			bangalore  = &#039;Bangalore&#039;,&lt;br /&gt;
			caustic    = &#039;Caustic&#039;,&lt;br /&gt;
			mirage     = &#039;Mirage&#039;,&lt;br /&gt;
			octane     = &#039;Octane&#039;,&lt;br /&gt;
			wattson    = &#039;Wattson&#039;,&lt;br /&gt;
			crypto     = &#039;Crypto&#039;,&lt;br /&gt;
			revenant   = &#039;Revenant&#039;,&lt;br /&gt;
			loba       = &#039;Loba&#039;,&lt;br /&gt;
			rampart    = &#039;Rampart&#039;,&lt;br /&gt;
			horizon    = &#039;Horizon&#039;,&lt;br /&gt;
			fuse       = &#039;Fuse&#039;,&lt;br /&gt;
			valkyrie   = &#039;Valkyrie&#039;,&lt;br /&gt;
			seer       = &#039;Seer&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		passive = {&lt;br /&gt;
			name                 = &#039;Passiv&#039;,&lt;br /&gt;
			tracker              = &#039;Tracker&#039;, -- Website: &#039;Fährtenleser&#039;&lt;br /&gt;
			gun_shield           = &#039;Waffenschild&#039;,&lt;br /&gt;
			combat_medic         = &#039;Kampfsanitäterin&#039;,&lt;br /&gt;
			combat_revive        = &#039;Kampfbelebung&#039;,&lt;br /&gt;
			insider_knowledge    = &#039;Überwachung&#039;, -- Website: &#039;Insiderwissen&#039;&lt;br /&gt;
			voices_from_the_void = &#039;Stimmen aus dem Nichts&#039;,&lt;br /&gt;
			double_time          = &#039;Laufschritt&#039;,&lt;br /&gt;
			nox_vision           = &#039;Nox-Vision&#039;,&lt;br /&gt;
			encore               = &#039;Zugabe!&#039;,&lt;br /&gt;
			now_you_see_me       = &#039;Jetzt siehst du mich ...&#039;,&lt;br /&gt;
			swift_mend           = &#039;Schnelle Heilung&#039;,&lt;br /&gt;
			spark_of_genius      = &#039;Zündende Idee&#039;,&lt;br /&gt;
			neurolink            = &#039;Neurolink&#039;,&lt;br /&gt;
			stalker              = &#039;Stalker&#039;,&lt;br /&gt;
			eye_for_quality      = &#039;Geübter Blick&#039;,&lt;br /&gt;
			modded_loader        = &#039;Modifizierter Lader&#039;,&lt;br /&gt;
			spacewalk            = &#039;Raumspaziergang&#039;,&lt;br /&gt;
			grenadier            = &#039;Grenadier&#039;,&lt;br /&gt;
			vtol_jets            = &#039;VTOL-Düsen&#039;,&lt;br /&gt;
			heart_seeker         = &#039;Herzsucher&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		regen = {&lt;br /&gt;
			name                = &#039;Regeneration&#039;,&lt;br /&gt;
			health              = &#039;Gesundheit&#039;,&lt;br /&gt;
			shield              = &#039;Schild&#039;,&lt;br /&gt;
			ultimate            = &#039;Ultimativ&#039;,&lt;br /&gt;
			combo               = &#039;Kombo&#039;,&lt;br /&gt;
			syringe             = &#039;Spritze&#039;,&lt;br /&gt;
			medkit              = &#039;Medikit&#039;,&lt;br /&gt;
			shield_cell         = &#039;Schildzelle&#039;,&lt;br /&gt;
			shield_battery      = &#039;Schildbatterie&#039;,&lt;br /&gt;
			phoenix_kit         = &#039;Phönix-Kit&#039;,&lt;br /&gt;
			ultimate_accelerant = &#039;Ultimativbeschleuniger&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		tactical = {&lt;br /&gt;
			name                 = &#039;Taktisch&#039;,&lt;br /&gt;
			eye_of_the_allfather = &#039;Auge Des Allvaters&#039;,&lt;br /&gt;
			dome_of_protection   = &#039;Schutzkuppel&#039;,&lt;br /&gt;
			doc_heal_drone       = &#039;DDM-Heildrohne&#039;,&lt;br /&gt;
			grappling_hook       = &#039;Haken&#039;, -- Website: &#039;Kletterhaken&#039;&lt;br /&gt;
			into_the_void        = &#039;In die Leere&#039;,&lt;br /&gt;
			smoke_launcher       = &#039;Rauchwerfer&#039;,&lt;br /&gt;
			nox_gas_trap         = &#039;Noxgas-Falle&#039;,&lt;br /&gt;
			psyche_out           = &#039;Ausgeflippt&#039;,&lt;br /&gt;
			stim                 = &#039;Stim&#039;,&lt;br /&gt;
			perimeter_security   = &#039;Bereichssicherheit&#039;,&lt;br /&gt;
			surveillance_drone   = &#039;Überwachungsdrohne&#039;,&lt;br /&gt;
			silence              = &#039;Stille&#039;,&lt;br /&gt;
			burglars_best_friend = &#039;Bester Freund der Diebin&#039;,&lt;br /&gt;
			amped_cover          = &#039;Verstärkte Deckung&#039;,&lt;br /&gt;
			gravity_lift         = &#039;Gravitationslift&#039;,&lt;br /&gt;
			knuckle_cluster      = &#039;Knöchel-Cluster&#039;,&lt;br /&gt;
			missile_swarm        = &#039;Raketenschwarm&#039;,&lt;br /&gt;
			focus_of_attention   = &#039;Zentrum des Interesses&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		ultimate = {&lt;br /&gt;
			name                    = &#039;Ultimative&#039;,&lt;br /&gt;
			beast_of_the_hunt       = &#039;Herr der Jagd&#039;,&lt;br /&gt;
			defensive_bombardment   = &#039;Bombardementt&#039;, -- Website: &#039;Defensivbombardement&#039;&lt;br /&gt;
			care_package            = &#039;Carepaket&#039;,&lt;br /&gt;
			zipline_gun             = &#039;Seilrutsche&#039;, -- Website: &#039;Seilrutschenwerfer&#039;&lt;br /&gt;
			dimensiona_rift         = &#039;Portal&#039;, -- Website: &#039;Dimensionstor&#039;&lt;br /&gt;
			rolling_thunder         = &#039;Donnergrollen&#039;,&lt;br /&gt;
			nox_gas_grenade         = &#039;Noxgas-Granate&#039;,&lt;br /&gt;
			vanishing_act           = &#039;Entschwunden&#039;,&lt;br /&gt;
			life_of_the_party       = &#039;Mittelpunkt der Party&#039;,&lt;br /&gt;
			launch_pad              = &#039;Sprungkissen&#039;, -- Website: Startkissen&lt;br /&gt;
			interception_pylon      = &#039;Interceptor-Mast&#039;,&lt;br /&gt;
			drone_emp               = &#039;Drohnen-EMP&#039;,&lt;br /&gt;
			death_totem             = &#039;Todestotem&#039;,&lt;br /&gt;
			black_market_boutique   = &#039;Schwarzmarkt-Boutique&#039;,&lt;br /&gt;
			emplaced_minigun_sheila = &#039;Stationäre Minigun &amp;quot;Sheila&amp;quot;&#039;,&lt;br /&gt;
			black_hole              = &#039;Schwarzes Loch&#039;,&lt;br /&gt;
			the_motherlode          = &#039;Der Zerstörer&#039;,&lt;br /&gt;
			skyward_dive            = &#039;Himmelssprung&#039;,&lt;br /&gt;
			exhibit                 = &#039;Offenbarung&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		weapons = {&lt;br /&gt;
			g7_scout = {&lt;br /&gt;
				short       = &#039;G7 Scout&#039;,&lt;br /&gt;
				full        = &#039;G7 Scout&#039;,&lt;br /&gt;
				description = &#039;Halbautomatische leichte Präzisionswaffe.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			alternator = {&lt;br /&gt;
				short       = &#039;Alternator&#039;,&lt;br /&gt;
				full        = &#039;Alternator&#039;,&lt;br /&gt;
				description = &#039;Vollautomatische, zweiläufige MP.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			r99 = {&lt;br /&gt;
				short       = &#039;R-99&#039;,&lt;br /&gt;
				full        = &#039;R-99&#039;,&lt;br /&gt;
				description = &#039;Automatische Schnellfeuer-MP.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			r301 = {&lt;br /&gt;
				short       = &#039;R-301&#039;,&lt;br /&gt;
				full        = &#039;R-301&#039;,&lt;br /&gt;
				description = &#039;Vollautomatisch mit hoher Präzision.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			p2020 = {&lt;br /&gt;
				short       = &#039;P2020&#039;,&lt;br /&gt;
				full        = &#039;P2020&#039;,&lt;br /&gt;
				description = &#039;Halbautomatische Pistole.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			re45 = {&lt;br /&gt;
				short       = &#039;RE-45&#039;,&lt;br /&gt;
				full        = &#039;RE-45 Automatik&#039;,&lt;br /&gt;
				description = &#039;Vollautomatische Pistole.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			flatline = {&lt;br /&gt;
				short       = &#039;Flatline&#039;,&lt;br /&gt;
				full        = &#039;VK-47 Flatline&#039;,&lt;br /&gt;
				description = &#039;Vollautomatisch und durchschlagskräftig.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			hemlok = {&lt;br /&gt;
				short       = &#039;Hemlok&#039;,&lt;br /&gt;
				full        = &#039;Hemlok&#039;,&lt;br /&gt;
				description = &#039;Sturmgewehr, das jeweils 3 Schuss abfeuert.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			spitfire = {&lt;br /&gt;
				short       = &#039;Spitfire&#039;,&lt;br /&gt;
				full        = &#039;Spitfire&#039;,&lt;br /&gt;
				description = &#039;Vollautomatisches LMG.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			wingman = {&lt;br /&gt;
				short       = &#039;Wingman&#039;,&lt;br /&gt;
				full        = &#039;Wingman&#039;,&lt;br /&gt;
				description = &#039;Revolver mit hoher Durchschlagskraft.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			repeater = {&lt;br /&gt;
				short       = &#039;30-30&#039;,&lt;br /&gt;
				full        = &#039;30-30 Repetierer&#039;,&lt;br /&gt;
				description = &#039;Halbautomatischer schwerer Repetierer. Visiere an, um einen Schadensbonus zu erhalten.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			prowler = {&lt;br /&gt;
				short       = &#039;Prowler&#039;,&lt;br /&gt;
				full        = &#039;Prowler&#039;,&lt;br /&gt;
				description = &#039;Feuert Salven aus jeweils 5 Schüssen ab.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			rampage = {&lt;br /&gt;
				short       = &#039;Rampage&#039;,&lt;br /&gt;
				full        = &#039;Rampage LMG&#039;,&lt;br /&gt;
				description = &#039;Feuerbetriebenes LMG. Mit Thermit aufladen, um Feuerrate zu erhöhen.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			lstar = {&lt;br /&gt;
				short       = &#039;L-STAR&#039;,&lt;br /&gt;
				full        = &#039;L-STAR&#039;,&lt;br /&gt;
				description = &#039;Plasmabetriebenes schweres MG.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			havoc = {&lt;br /&gt;
				short       = &#039;HAVOC&#039;,&lt;br /&gt;
				full        = &#039;HAVOC&#039;,&lt;br /&gt;
				description = &#039;Vollautomatisches Energiegewehr.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			devotion = {&lt;br /&gt;
				short       = &#039;Devotion&#039;,&lt;br /&gt;
				full        = &#039;Devotion&#039;,&lt;br /&gt;
				description = &#039;Vollautomatisches Energie-LMG.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			volt = {&lt;br /&gt;
				short       = &#039;Volt&#039;,&lt;br /&gt;
				full        = &#039;Volt-MP&#039;,&lt;br /&gt;
				description = &#039;Energiebetriebene MP.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			tripletake = {&lt;br /&gt;
				short       = &#039;Triple Take&#039;,&lt;br /&gt;
				full        = &#039;Triple Take&#039;,&lt;br /&gt;
				description = &#039;Dreiläufiges Präzisionsgewehr. Choke reduziert die Streuung im Zoom.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			mastiff = {&lt;br /&gt;
				short       = &#039;Mastiff&#039;,&lt;br /&gt;
				full        = &#039;Mastiff&#039;,&lt;br /&gt;
				description = &#039;Effiziente halbautomatische Schrotflinte.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			eva8_auto = {&lt;br /&gt;
				short       = &#039;EVA-8&#039;,&lt;br /&gt;
				full        = &#039;EVA-8 Automatik&#039;,&lt;br /&gt;
				description = &#039;Vollautomatische Schrotflinte.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			peacekeeper = {&lt;br /&gt;
				short       = &#039;Friedensstifter&#039;,&lt;br /&gt;
				full        = &#039;Friedensstifter&#039;,&lt;br /&gt;
				description = &#039;Unterhebel-Schrotflinte.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			mozambique = {&lt;br /&gt;
				short       = &#039;Mosambik&#039;,&lt;br /&gt;
				full        = &#039;Mosambik&#039;,&lt;br /&gt;
				description = &#039;Dreiläufige Schrotpistole.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			longbow = {&lt;br /&gt;
				short       = &#039;Longbow&#039;,&lt;br /&gt;
				full        = &#039;DMR Longbow&#039;,&lt;br /&gt;
				description = &#039;Halbautomatisches Scharfschützengewehr.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			charge_rifle = {&lt;br /&gt;
				short       = &#039;Elektrogewehr&#039;,&lt;br /&gt;
				full        = &#039;Elektrogewehr&#039;,&lt;br /&gt;
				description = &#039;Strahlen-Scharfschützengewehr.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			sentinel = {&lt;br /&gt;
				short       = &#039;Sentinel&#039;,&lt;br /&gt;
				full        = &#039;Sentinel&#039;,&lt;br /&gt;
				description = &#039;Kammerverschluss-Scharfschützengewehr.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			kraber = {&lt;br /&gt;
				short       = &#039;Kraber&#039;,&lt;br /&gt;
				full        = &#039;Kraber Kaliber .50&#039;,&lt;br /&gt;
				description = &#039;Mächtiges Kammerverschluss-Scharfschützengewehr.&#039;,&lt;br /&gt;
			},	&lt;br /&gt;
			bocek = {&lt;br /&gt;
				short       = &#039;Bocek&#039;,&lt;br /&gt;
				full        = &#039;Bocek-Kompositbogen&#039;,&lt;br /&gt;
				description = &#039;Halte &amp;quot;Schießen&amp;quot;, um die Stärke zu erhöhen.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			car_smg = {&lt;br /&gt;
				short       = &#039;CAR&#039;,&lt;br /&gt;
				full        = &#039;C.A.R.-MP&#039;,&lt;br /&gt;
				description = &#039;Flexible MP, die zwischen leichter und schwerer Munition wechselt. Nutzt leichte oder schwere Magazine.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			arc_star = {&lt;br /&gt;
				short       = &#039;Bogenstern&#039;,&lt;br /&gt;
				full        = &#039;Bogenstern&#039;,&lt;br /&gt;
				description = &#039;Haftet und explodiert. Verursacht Schaden und behindert die Sicht.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			frag_grenade = {&lt;br /&gt;
				short       = &#039;Splittergranate&#039;,&lt;br /&gt;
				full        = &#039;Splittergranate&#039;,&lt;br /&gt;
				description = &#039;Explosiver Sprengsatz. Werfen, um Zünder zu aktivieren.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			thermite_grenade = {&lt;br /&gt;
				short       = &#039;Thermitgranate&#039;,&lt;br /&gt;
				full        = &#039;Thermitgranate&#039;,&lt;br /&gt;
				description = &#039;Erzeugt eine horizontale Flammenwand.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		},&lt;br /&gt;
	},&lt;br /&gt;
	en = {&lt;br /&gt;
		category = {&lt;br /&gt;
			assault_rifle = {&lt;br /&gt;
				one = &#039;Assault Rifle&#039;,&lt;br /&gt;
				other = &#039;Assault Rifles&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			sub_machine_gun = {&lt;br /&gt;
				one = &#039;Sub Machine Gun&#039;,&lt;br /&gt;
				other = &#039;Sub Machine Guns&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			light_machine_gun = {&lt;br /&gt;
				one = &#039;Light Machine Gun&#039;,&lt;br /&gt;
				other = &#039;Light Machine Guns&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			marksman_weapon = {&lt;br /&gt;
				one = &#039;Marksman Weapon&#039;,&lt;br /&gt;
				other = &#039;Marksman Weapons&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			sniper = {&lt;br /&gt;
				one = &#039;Sniper Rifle&#039;,&lt;br /&gt;
				other = &#039;Sniper Rifles&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			shotgun = {&lt;br /&gt;
				one = &#039;Shotgun&#039;,&lt;br /&gt;
				other = &#039;Shotguns&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			pistol = {&lt;br /&gt;
				one = &#039;Pistol&#039;,&lt;br /&gt;
				other = &#039;Pistols&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			thrown = {&lt;br /&gt;
				other = &#039;Thrown&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			supply_drop = {&lt;br /&gt;
				one = &#039;Supply Drop&#039;,&lt;br /&gt;
				other = &#039;Supply Drops&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			ultimate = {&lt;br /&gt;
				other = &#039;Ultimate&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		},&lt;br /&gt;
		ammo = {&lt;br /&gt;
			name = &#039;Ammo&#039;,&lt;br /&gt;
			light = &#039;Light Rounds&#039;,&lt;br /&gt;
			heavy = &#039;Heavy Rounds&#039;,&lt;br /&gt;
			energy = &#039;Energy Ammo&#039;,&lt;br /&gt;
			sniper = &#039;Sniper Ammo&#039;,&lt;br /&gt;
			shotgun = &#039;Shotgun Shells&#039;,&lt;br /&gt;
			arrows = &#039;Arrows&#039;,&lt;br /&gt;
			special_light = &#039;Special Light Rounds&#039;,&lt;br /&gt;
			special_heavy = &#039;Special Heavy Rounds&#039;,&lt;br /&gt;
			special_energy = &#039;Special Energy Ammo&#039;,&lt;br /&gt;
			special_sniper = &#039;Special Sniper Ammo&#039;,&lt;br /&gt;
			special_shotgun = &#039;Special Shotgun Shells&#039;,&lt;br /&gt;
			special_arrows = &#039;Special Arrows&#039;,&lt;br /&gt;
			minigun = &#039;Minigun Ammo&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		attachment = {&lt;br /&gt;
			name = &#039;Attachment&#039;,&lt;br /&gt;
			barrels = {&lt;br /&gt;
				name              = &#039;Barrel&#039;,&lt;br /&gt;
				barrel_stabilizer = &#039;Barrel Stabilizer&#039;,&lt;br /&gt;
				laser_sight       = &#039;Laser Sight&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			extended_mag = {&lt;br /&gt;
				name = &#039;Mag&#039;,&lt;br /&gt;
				light = &#039;Extended Light Mag&#039;,&lt;br /&gt;
				heavy = &#039;Extended Heavy Mag&#039;,&lt;br /&gt;
				energy = &#039;Extended Energy Mag&#039;,&lt;br /&gt;
				sniper = &#039;Extended Sniper Mag&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			gears = {&lt;br /&gt;
				name             = &#039;Gear&#039;,&lt;br /&gt;
				backpack         = &#039;Backpack&#039;,&lt;br /&gt;
				body_shield      = &#039;Body Shield&#039;,&lt;br /&gt;
				defenses         = &#039;Defense&#039;,&lt;br /&gt;
				evo_shield       = &#039;Evo Shield&#039;,&lt;br /&gt;
				helmet           = &#039;Helmet&#039;,&lt;br /&gt;
				knockdown_shield = &#039;Knockdown Shield&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			optics = {&lt;br /&gt;
				name                                = &#039;Optics&#039;,&lt;br /&gt;
				onex_hcog_classic                   = &#039;1x HCOG \&#039;Classic\&#039;&#039;,&lt;br /&gt;
				twox_hcog_bruiser                   = &#039;2x HCOG \&#039;Bruiser\&#039;&#039;,&lt;br /&gt;
				onex_reflex_holosight               = &#039;1x Reflex Holosight&#039;,&lt;br /&gt;
				onex_twox_variable_reflex_holosight = &#039;1x-2x Variable Reflex Holosight&#039;,&lt;br /&gt;
				onex_digital_threat                 = &#039;1x Digital Threat&#039;,&lt;br /&gt;
				threex_hcog_ranger                  = &#039;3x HCOG \&#039;Ranger\&#039;&#039;,&lt;br /&gt;
				twox_fourx_variable_acog            = &#039;2x-4x Variable AOG&#039;,&lt;br /&gt;
				sixx_sniper_scope                   = &#039;6x Sniper Scope&#039;,&lt;br /&gt;
				fourx_eightx_variable_sniper_scope  = &#039;4x-8x Variable Sniper Scope&#039;,&lt;br /&gt;
				fourx_tenx_digital_sniper_threat    = &#039;4x-10x Digital Sniper Threat&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			shotgun_bolt = &#039;Shotgun Bolt&#039;,&lt;br /&gt;
			stocks = {&lt;br /&gt;
				name     = &#039;Stock&#039;,&lt;br /&gt;
				standard = &#039;Standard Stock&#039;,&lt;br /&gt;
				sniper   = &#039;Sniper Stock&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		},&lt;br /&gt;
		hopup = {&lt;br /&gt;
			name = &#039;Hop-Up&#039;,&lt;br /&gt;
			anvil_receiver = &#039;Anvil Receiver&#039;,&lt;br /&gt;
			boosted_loader = &#039;Boosted Loader&#039;,&lt;br /&gt;
			deadeyes_tempo = &#039;Deadeye\&#039;s Tempo&#039;,&lt;br /&gt;
			disruptor_rounds = &#039;Disruptor Rounds&#039;,&lt;br /&gt;
			double_tap_trigger = &#039;Double Tap Trigger&#039;,&lt;br /&gt;
			dual_shell = &#039;Dual Shell&#039;,&lt;br /&gt;
			graffiti_mod = &#039;Graffiti Mod&#039;,&lt;br /&gt;
			hammerpoint_rounds = &#039;Hammerpoint Rounds&#039;,&lt;br /&gt;
			kinetic_feeder = &#039;Kinetic Feeder&#039;,&lt;br /&gt;
			precision_choke = &#039;Precision Choke&#039;,&lt;br /&gt;
			quickdraw_holster = &#039;Quickdraw Holster&#039;,&lt;br /&gt;
			selectfire_receiver = &#039;Selectfire Receiver&#039;,&lt;br /&gt;
			shatter_caps = &#039;Shatter Caps&#039;,&lt;br /&gt;
			skullpiercer_rifling = &#039;Skullpiercer Rifling&#039;,&lt;br /&gt;
			splatter_rounds = &#039;Splatter Rounds&#039;,&lt;br /&gt;
			turbocharger = &#039;Turbocharger&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		legends = {&lt;br /&gt;
			name       = &#039;Legends&#039;,&lt;br /&gt;
			bloodhound = &#039;Bloodhound&#039;,&lt;br /&gt;
			gibraltar  = &#039;Gibraltar&#039;,&lt;br /&gt;
			lifeline   = &#039;Lifeline&#039;,&lt;br /&gt;
			pathfinder = &#039;Pathfinder&#039;,&lt;br /&gt;
			wraith     = &#039;Wraith&#039;,&lt;br /&gt;
			bangalore  = &#039;Bangalore&#039;,&lt;br /&gt;
			caustic    = &#039;Caustic&#039;,&lt;br /&gt;
			mirage     = &#039;Mirage&#039;,&lt;br /&gt;
			octane     = &#039;Octane&#039;,&lt;br /&gt;
			wattson    = &#039;Wattson&#039;,&lt;br /&gt;
			crypto     = &#039;Crypto&#039;,&lt;br /&gt;
			revenant   = &#039;Revenant&#039;,&lt;br /&gt;
			loba       = &#039;Loba&#039;,&lt;br /&gt;
			rampart    = &#039;Rampart&#039;,&lt;br /&gt;
			horizon    = &#039;Horizon&#039;,&lt;br /&gt;
			fuse       = &#039;Fuse&#039;,&lt;br /&gt;
			valkyrie   = &#039;Valkyrie&#039;,&lt;br /&gt;
			seer       = &#039;Seer&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		passive = {&lt;br /&gt;
			name                 = &#039;Passive&#039;,&lt;br /&gt;
			tracker              = &#039;Tracker&#039;,&lt;br /&gt;
			gun_shield           = &#039;Gun Shield&#039;,&lt;br /&gt;
			combat_medic         = &#039;Combat Medic&#039;,&lt;br /&gt;
			combat_revive        = &#039;Combat Revive&#039;,&lt;br /&gt;
			insider_knowledge    = &#039;Insider Knowledge&#039;,&lt;br /&gt;
			voices_from_the_void = &#039;Voices from the Void&#039;,&lt;br /&gt;
			double_time          = &#039;Double Time&#039;,&lt;br /&gt;
			nox_vision           = &#039;Nox Vision&#039;,&lt;br /&gt;
			encore               = &#039;Encore!&#039;,&lt;br /&gt;
			now_you_see_me       = &#039;Now You See Me...&#039;,&lt;br /&gt;
			swift_mend           = &#039;Swift Mend&#039;,&lt;br /&gt;
			spark_of_genius      = &#039;Spark of Genius&#039;,&lt;br /&gt;
			neurolink            = &#039;Neurolink&#039;,&lt;br /&gt;
			stalker              = &#039;Stalker&#039;,&lt;br /&gt;
			eye_for_quality      = &#039;Eye for Quality&#039;,&lt;br /&gt;
			modded_loader        = &#039;Modded Loader&#039;,&lt;br /&gt;
			spacewalk            = &#039;Spacewalk&#039;,&lt;br /&gt;
			grenadier            = &#039;Grenadier&#039;,&lt;br /&gt;
			vtol_jets            = &#039;VTOL Jets&#039;,&lt;br /&gt;
			heart_seeker         = &#039;Heart Seeker&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		regen = {&lt;br /&gt;
			name                = &#039;Regen&#039;,&lt;br /&gt;
			health              = &#039;Health&#039;,&lt;br /&gt;
			shield              = &#039;Shield&#039;,&lt;br /&gt;
			ultimate            = &#039;Ultimate&#039;,&lt;br /&gt;
			combo               = &#039;Combo&#039;,&lt;br /&gt;
			syringe             = &#039;Syringe&#039;,&lt;br /&gt;
			medkit              = &#039;Med Kit&#039;,&lt;br /&gt;
			shield_cell         = &#039;Shield Cell&#039;,&lt;br /&gt;
			shield_battery      = &#039;Shield Battery&#039;,&lt;br /&gt;
			phoenix_kit         = &#039;Phoenix Kit&#039;,&lt;br /&gt;
			ultimate_accelerant = &#039;Ultimate Accelerant&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		tactical = {&lt;br /&gt;
			name                 = &#039;Tactical&#039;,&lt;br /&gt;
			eye_of_the_allfather = &#039;Eye of the Allfather&#039;,&lt;br /&gt;
			dome_of_protection   = &#039;Dome of Protection&#039;,&lt;br /&gt;
			doc_heal_drone       = &#039;D.O.C. Heal Drone&#039;,&lt;br /&gt;
			grappling_hook       = &#039;Grappling Hook&#039;,&lt;br /&gt;
			into_the_void        = &#039;Into the Void&#039;,&lt;br /&gt;
			smoke_launcher       = &#039;Smoke Launcher&#039;,&lt;br /&gt;
			nox_gas_trap         = &#039;Nox Gas Trap&#039;,&lt;br /&gt;
			psyche_out           = &#039;Psyche Out&#039;,&lt;br /&gt;
			stim                 = &#039;Stim&#039;,&lt;br /&gt;
			perimeter_security   = &#039;Perimeter Security&#039;,&lt;br /&gt;
			surveillance_drone   = &#039;Surveillance Drone&#039;,&lt;br /&gt;
			silence              = &#039;Silence&#039;,&lt;br /&gt;
			burglars_best_friend = &#039;Burglar’s Best Friend&#039;,&lt;br /&gt;
			amped_cover          = &#039;Amped Cover&#039;,&lt;br /&gt;
			gravity_lift         = &#039;Gravity Lift&#039;,&lt;br /&gt;
			knuckle_cluster      = &#039;Knuckle Cluster&#039;,&lt;br /&gt;
			missile_swarm        = &#039;Missile Swarm&#039;,&lt;br /&gt;
			focus_of_attention   = &#039;Focus of Attention&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		ultimate = {&lt;br /&gt;
			name                    = &#039;Ultimate&#039;,&lt;br /&gt;
			beast_of_the_hunt       = &#039;Beast of the Hunt&#039;,&lt;br /&gt;
			defensive_bombardment   = &#039;Defensive Bombardment&#039;,&lt;br /&gt;
			care_package            = &#039;Care Package&#039;,&lt;br /&gt;
			zipline_gun             = &#039;Zipline Gun&#039;,&lt;br /&gt;
			dimensiona_rift         = &#039;Dimensional Rift&#039;,&lt;br /&gt;
			rolling_thunder         = &#039;Rolling Thunder&#039;,&lt;br /&gt;
			nox_gas_grenade         = &#039;Nox Gas Grenade&#039;,&lt;br /&gt;
			vanishing_act           = &#039;Vanishing Act&#039;,&lt;br /&gt;
			life_of_the_party       = &#039;Life of the Party&#039;,&lt;br /&gt;
			launch_pad              = &#039;Launch Pad&#039;,&lt;br /&gt;
			interception_pylon      = &#039;Interception Pylon&#039;,&lt;br /&gt;
			drone_emp               = &#039;Drone EMP&#039;,&lt;br /&gt;
			death_totem             = &#039;Death Totem&#039;,&lt;br /&gt;
			black_market_boutique   = &#039;Black Market Boutique&#039;,&lt;br /&gt;
			emplaced_minigun_sheila = &#039;Emplaced Minigun &amp;quot;Sheila&amp;quot;&#039;,&lt;br /&gt;
			black_hole              = &#039;Black Hole&#039;,&lt;br /&gt;
			the_motherlode          = &#039;The Motherlode&#039;,&lt;br /&gt;
			skyward_dive            = &#039;Skyward Dive&#039;,&lt;br /&gt;
			exhibit                 = &#039;Exhibit&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		weapons = {&lt;br /&gt;
			g7_scout = {&lt;br /&gt;
				short       = &#039;G7 Scout&#039;,&lt;br /&gt;
				full        = &#039;G7 Scout&#039;,&lt;br /&gt;
				description = &#039;Semi-auto light marksman rifle.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			alternator = {&lt;br /&gt;
				short       = &#039;Alternator&#039;,&lt;br /&gt;
				full        = &#039;Alternator&#039;,&lt;br /&gt;
				description = &#039;Twin barrel full-auto SMG.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			r99 = {&lt;br /&gt;
				short       = &#039;R-99&#039;,&lt;br /&gt;
				full        = &#039;R-99 SMG&#039;,&lt;br /&gt;
				description = &#039;Rapid-fire automatic SMG.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			r301 = {&lt;br /&gt;
				short       = &#039;R-301&#039;,&lt;br /&gt;
				full        = &#039;R-301 Carbine&#039;,&lt;br /&gt;
				description = &#039;Full-auto and high accuracy.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			p2020 = {&lt;br /&gt;
				short       = &#039;P2020&#039;,&lt;br /&gt;
				full        = &#039;P2020&#039;,&lt;br /&gt;
				description = &#039;Semi-auto pistol.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			re45 = {&lt;br /&gt;
				short       = &#039;RE-45&#039;,&lt;br /&gt;
				full        = &#039;RE-45 Auto&#039;,&lt;br /&gt;
				description = &#039;Full-auto pistol.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			flatline = {&lt;br /&gt;
				short       = &#039;Flatline&#039;,&lt;br /&gt;
				full        = &#039;VK-47 Flatline&#039;,&lt;br /&gt;
				description = &#039;Full-auto with a punch.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			hemlok = {&lt;br /&gt;
				short       = &#039;Hemlok&#039;,&lt;br /&gt;
				full        = &#039;Hemlok Burst AR&#039;,&lt;br /&gt;
				description = &#039;3-round burst assault rifle.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			spitfire = {&lt;br /&gt;
				short       = &#039;Spitfire&#039;,&lt;br /&gt;
				full        = &#039;M600 Spitfire&#039;,&lt;br /&gt;
				description = &#039;Full-auto LMG.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			wingman = {&lt;br /&gt;
				short       = &#039;Wingman&#039;,&lt;br /&gt;
				full        = &#039;Wingman&#039;,&lt;br /&gt;
				description = &#039;High powered revolver.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			repeater = {&lt;br /&gt;
				short       = &#039;30-30&#039;,&lt;br /&gt;
				full        = &#039;30-30 Repeater&#039;,&lt;br /&gt;
				description = &#039;Semi-auto heavy repeater. ADS to get a charged damage bonus.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			prowler = {&lt;br /&gt;
				short       = &#039;Prowler&#039;,&lt;br /&gt;
				full        = &#039;Prowler Burst PDW&#039;,&lt;br /&gt;
				description = &#039;5-round burst SMG.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			rampage = {&lt;br /&gt;
				short       = &#039;Rampage&#039;,&lt;br /&gt;
				full        = &#039;Rampage LMG&#039;,&lt;br /&gt;
				description = &#039;Fire Powered LMG. Charge with Thermites to increase rate of fire.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			lstar = {&lt;br /&gt;
				short       = &#039;L-STAR&#039;,&lt;br /&gt;
				full        = &#039;L-STAR EMG&#039;,&lt;br /&gt;
				description = &#039;Plasma-fueled heavy MG.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			havoc = {&lt;br /&gt;
				short       = &#039;HAVOC&#039;,&lt;br /&gt;
				full        = &#039;HAVOC Rifle&#039;,&lt;br /&gt;
				description = &#039;Full-auto charged energy rifle.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			devotion = {&lt;br /&gt;
				short       = &#039;Devotion&#039;,&lt;br /&gt;
				full        = &#039;Devotion LMG&#039;,&lt;br /&gt;
				description = &#039;Full-auto energy LMG.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			volt = {&lt;br /&gt;
				short       = &#039;Volt&#039;,&lt;br /&gt;
				full        = &#039;Volt SMG&#039;,&lt;br /&gt;
				description = &#039;Energy actuated SMG.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			tripletake = {&lt;br /&gt;
				short       = &#039;Triple Take&#039;,&lt;br /&gt;
				full        = &#039;Triple Take&#039;,&lt;br /&gt;
				description = &#039;Triple-barrel marksman rifle. Choke reduces spread while zoomed.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			mastiff = {&lt;br /&gt;
				short       = &#039;Mastiff&#039;,&lt;br /&gt;
				full        = &#039;Mastiff Shotgun&#039;,&lt;br /&gt;
				description = &#039;Powerful semi-auto shotgun.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			eva8_auto = {&lt;br /&gt;
				short       = &#039;EVA-8&#039;,&lt;br /&gt;
				full        = &#039;EVA-8 Auto&#039;,&lt;br /&gt;
				description = &#039;Full-auto shotgun.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			peacekeeper = {&lt;br /&gt;
				short       = &#039;Peacekeeper&#039;,&lt;br /&gt;
				full        = &#039;Peacekeeper&#039;,&lt;br /&gt;
				description = &#039;Lever-action shotgun.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			mozambique = {&lt;br /&gt;
				short       = &#039;Mozambique&#039;,&lt;br /&gt;
				full        = &#039;Mozambique Shotgun&#039;,&lt;br /&gt;
				description = &#039;Triple-barrel shotgun pistol.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			longbow = {&lt;br /&gt;
				short       = &#039;Longbow&#039;,&lt;br /&gt;
				full        = &#039;Longbow DMR&#039;,&lt;br /&gt;
				description = &#039;Semi-auto sniper rifle.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			charge_rifle = {&lt;br /&gt;
				short       = &#039;Charge Rifle&#039;,&lt;br /&gt;
				full        = &#039;Charge Rifle&#039;,&lt;br /&gt;
				description = &#039;Charged beam sniper rifle.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			sentinel = {&lt;br /&gt;
				short       = &#039;Sentinel&#039;,&lt;br /&gt;
				full        = &#039;Sentinel&#039;,&lt;br /&gt;
				description = &#039;Bolt-action sniper rifle.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			kraber = {&lt;br /&gt;
				short       = &#039;Kraber&#039;,&lt;br /&gt;
				full        = &#039;Kraber .50-cal Sniper&#039;,&lt;br /&gt;
				description = &#039;Powerful bolt-action sniper rifle.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			bocek = {&lt;br /&gt;
				short       = &#039;Bocek&#039;,&lt;br /&gt;
				full        = &#039;Bocek Compound Bow&#039;,&lt;br /&gt;
				description = &#039;Hold fire to increase power.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			car_smg = {&lt;br /&gt;
				short       = &#039;CAR&#039;,&lt;br /&gt;
				full        = &#039;C.A.R. SMG&#039;,&lt;br /&gt;
				description = &#039;Adaptable SMG that swaps between light and heavy ammo. Takes light or heavy mags.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			arc_star = {&lt;br /&gt;
				short       = &#039;Arc Star&#039;,&lt;br /&gt;
				full        = &#039;Arc Star&#039;,&lt;br /&gt;
				description = &#039;Sticks, then explodes after a short delay. Causes damage and blurred vision.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			frag_grenade = {&lt;br /&gt;
				short       = &#039;Frag Grenade&#039;,&lt;br /&gt;
				full        = &#039;Frag Grenade&#039;,&lt;br /&gt;
				description = &#039;Explosive ordnance. Throw to start fuse.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			thermite_grenade = {&lt;br /&gt;
				short       = &#039;Thermite Grenade&#039;,&lt;br /&gt;
				full        = &#039;Thermite Grenade&#039;,&lt;br /&gt;
				description = &#039;Creates a horizontal wall of flames.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		},&lt;br /&gt;
	},&lt;br /&gt;
	es = {&lt;br /&gt;
		category = {&lt;br /&gt;
			assault_rifle = {&lt;br /&gt;
				one = &#039;Rifle de asalto&#039;,&lt;br /&gt;
				other = &#039;Rifles de asalto&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			sub_machine_gun = {&lt;br /&gt;
				one = &#039;Subfusile&#039;,&lt;br /&gt;
				other = &#039;Subfusiles&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			light_machine_gun = {&lt;br /&gt;
				one = &#039;Ametralladora&#039;,&lt;br /&gt;
				other = &#039;Ametralladoras&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			marksman_weapon = {&lt;br /&gt;
				one = &#039;Arma de medio alcance&#039;,&lt;br /&gt;
				other = &#039;Armas de medio alcance&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			sniper = {&lt;br /&gt;
				one = &#039;Rifle de precisión&#039;,&lt;br /&gt;
				other = &#039;Rifles de precisión&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			shotgun = {&lt;br /&gt;
				one = &#039;Escopeta&#039;,&lt;br /&gt;
				other = &#039;Escopetas&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			pistol = {&lt;br /&gt;
				one = &#039;Pistola&#039;,&lt;br /&gt;
				other = &#039;Pistolas&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			thrown = {&lt;br /&gt;
				other = &#039;Arrojadizo&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			supply_drop = {&lt;br /&gt;
				one = &#039;Envío del suministro&#039;,&lt;br /&gt;
				other = &#039;Envío de suministros&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			ultimate = {&lt;br /&gt;
				other = &#039;Ultimate&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		},&lt;br /&gt;
		ammo = {&lt;br /&gt;
			name = &#039;Munición&#039;,&lt;br /&gt;
			light = &#039;Proyectiles ligeros&#039;,&lt;br /&gt;
			heavy = &#039;Proyectiles pesados&#039;,&lt;br /&gt;
			energy = &#039;Munición de energía&#039;,&lt;br /&gt;
			sniper = &#039;Munición de francotirador&#039;,&lt;br /&gt;
			shotgun = &#039;Cartuchos de escopeta&#039;,&lt;br /&gt;
			arrows = &#039;Flechas&#039;,&lt;br /&gt;
			special_light = &#039;Proyectiles ligeros especiales&#039;,&lt;br /&gt;
			special_heavy = &#039;Proyectiles pesadas especiales&#039;,&lt;br /&gt;
			special_energy = &#039;Munición de energía especiales&#039;,&lt;br /&gt;
			special_sniper = &#039;Munición de francotirador especiales&#039;,&lt;br /&gt;
			special_shotgun = &#039;Cartuchos de escopeta especiales&#039;,&lt;br /&gt;
			special_arrows = &#039;Flechas especiales&#039;,&lt;br /&gt;
			minigun = &#039;Minigun Ammo&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		attachment = {&lt;br /&gt;
			name = &#039;Accesorio&#039;,&lt;br /&gt;
			barrels = {&lt;br /&gt;
				name              = &#039;Cañón&#039;,&lt;br /&gt;
				barrel_stabilizer = &#039;Estabilizador de cañón&#039;,&lt;br /&gt;
				laser_sight       = &#039;Mira láser&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			extended_mag = {&lt;br /&gt;
				name = &#039;Cargador&#039;,&lt;br /&gt;
				light = &#039;Cargador ligero ampliado&#039;,&lt;br /&gt;
				heavy = &#039;Cargador pesado ampliado&#039;,&lt;br /&gt;
				energy = &#039;Cargador de energea ampliado&#039;,&lt;br /&gt;
				sniper = &#039;Cargador de francotirador ampliado&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			gears = {&lt;br /&gt;
				name             = &#039;Equipo&#039;,&lt;br /&gt;
				backpack         = &#039;Mochila&#039;,&lt;br /&gt;
				body_shield      = &#039;Escudo corporal&#039;,&lt;br /&gt;
				defenses         = &#039;Defensa&#039;,&lt;br /&gt;
				evo_shield       = &#039;Evoescudo&#039;,&lt;br /&gt;
				helmet           = &#039;Casco&#039;,&lt;br /&gt;
				knockdown_shield = &#039;Escudo de emergencia&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			optics = {&lt;br /&gt;
				name                                = &#039;Mira&#039;,&lt;br /&gt;
				onex_hcog_classic                   = &#039;1x HCOG «Classic»&#039;,&lt;br /&gt;
				twox_hcog_bruiser                   = &#039;2x HCOG «Bruiser»&#039;,&lt;br /&gt;
				onex_reflex_holosight               = &#039;1x holográfica&#039;,&lt;br /&gt;
				onex_twox_variable_reflex_holosight = &#039;1x-2x holográfica variable&#039;,&lt;br /&gt;
				onex_digital_threat                 = &#039;1x detector de amenazas&#039;,&lt;br /&gt;
				threex_hcog_ranger                  = &#039;3x HCOG «Ranger»&#039;,&lt;br /&gt;
				twox_fourx_variable_acog            = &#039;2x-4x AOG variable&#039;,&lt;br /&gt;
				sixx_sniper_scope                   = &#039;6x francotirador&#039;,&lt;br /&gt;
				fourx_eightx_variable_sniper_scope  = &#039;4x-8x francotirador variable&#039;,&lt;br /&gt;
				fourx_tenx_digital_sniper_threat    = &#039;4x-10x franc. detector de amenazas&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			shotgun_bolt = &#039;Cerrojo para escopeta&#039;,&lt;br /&gt;
			stocks = {&lt;br /&gt;
				name     = &#039;Culata&#039;,&lt;br /&gt;
				standard = &#039;Culata estándar&#039;,&lt;br /&gt;
				sniper   = &#039;Culata de francotirador&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		},&lt;br /&gt;
		hopup = {&lt;br /&gt;
			name = &#039;Mejora de arma&#039;,&lt;br /&gt;
			anvil_receiver = &#039;Impacto doble&#039;,&lt;br /&gt;
			boosted_loader = &#039;Cargador potenciado&#039;,&lt;br /&gt;
			deadeyes_tempo = &#039;Tempo de puntería&#039;,&lt;br /&gt;
			disruptor_rounds = &#039;Munición disruptiva&#039;,&lt;br /&gt;
			double_tap_trigger = &#039;Gatillo doble&#039;,&lt;br /&gt;
			dual_shell = &#039;Cartucho doble&#039;,&lt;br /&gt;
			graffiti_mod = &#039;Modificador Grafiti&#039;,&lt;br /&gt;
			hammerpoint_rounds = &#039;Munición de punta de martillo&#039;,&lt;br /&gt;
			kinetic_feeder = &#039;Alimentador cinético&#039;,&lt;br /&gt;
			precision_choke = &#039;Estrangulador de precisión&#039;,&lt;br /&gt;
			quickdraw_holster = &#039;Cartuchera de desenfunde rápido&#039;,&lt;br /&gt;
			selectfire_receiver = &#039;Selector de fuego&#039;,&lt;br /&gt;
			shatter_caps = &#039;Puntas de fragmentación&#039;,&lt;br /&gt;
			skullpiercer_rifling = &#039;Estriado perforacráneos&#039;,&lt;br /&gt;
			splatter_rounds = &#039;Munición de salpicadura&#039;,&lt;br /&gt;
			turbocharger = &#039;Turbocargador&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		legends = {&lt;br /&gt;
			name       = &#039;Leyendas&#039;,&lt;br /&gt;
			bloodhound = &#039;Bloodhound&#039;,&lt;br /&gt;
			gibraltar  = &#039;Gibraltar&#039;,&lt;br /&gt;
			lifeline   = &#039;Lifeline&#039;,&lt;br /&gt;
			pathfinder = &#039;Pathfinder&#039;,&lt;br /&gt;
			wraith     = &#039;Wraith&#039;,&lt;br /&gt;
			bangalore  = &#039;Bangalore&#039;,&lt;br /&gt;
			caustic    = &#039;Caustic&#039;,&lt;br /&gt;
			mirage     = &#039;Mirage&#039;,&lt;br /&gt;
			octane     = &#039;Octane&#039;,&lt;br /&gt;
			wattson    = &#039;Wattson&#039;,&lt;br /&gt;
			crypto     = &#039;Crypto&#039;,&lt;br /&gt;
			revenant   = &#039;Revenant&#039;,&lt;br /&gt;
			loba       = &#039;Loba&#039;,&lt;br /&gt;
			rampart    = &#039;Rampart&#039;,&lt;br /&gt;
			horizon    = &#039;Horizon&#039;,&lt;br /&gt;
			fuse       = &#039;Fuse&#039;,&lt;br /&gt;
			valkyrie   = &#039;Valkyrie&#039;,&lt;br /&gt;
			seer       = &#039;Seer&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		passive = {&lt;br /&gt;
			name                 = &#039;Pasiva&#039;,&lt;br /&gt;
			tracker              = &#039;Rastreadora&#039;,&lt;br /&gt;
			gun_shield           = &#039;Escudo de arma&#039;,&lt;br /&gt;
			combat_medic         = &#039;Médica de combate&#039;,&lt;br /&gt;
			combat_revive        = &#039;Recuperación de combate&#039;,&lt;br /&gt;
			insider_knowledge    = &#039;Conocimiento interno&#039;,&lt;br /&gt;
			voices_from_the_void = &#039;Voces del vacío&#039;,&lt;br /&gt;
			double_time          = &#039;Paso ligero&#039;,&lt;br /&gt;
			nox_vision           = &#039;Visión Nox&#039;,&lt;br /&gt;
			encore               = &#039;¡Más!&#039;,&lt;br /&gt;
			now_you_see_me       = &#039;Ahora me ves...&#039;,&lt;br /&gt;
			swift_mend           = &#039;Reparación rápida&#039;,&lt;br /&gt;
			spark_of_genius      = &#039;Chispa de genialidad&#039;,&lt;br /&gt;
			neurolink            = &#039;Neuroenlace&#039;,&lt;br /&gt;
			stalker              = &#039;Hostigador&#039;,&lt;br /&gt;
			eye_for_quality      = &#039;Ojo para la calidad&#039;,&lt;br /&gt;
			modded_loader        = &#039;Cargador modificado&#039;,&lt;br /&gt;
			spacewalk            = &#039;Paseo espacial&#039;,&lt;br /&gt;
			grenadier            = &#039;Granadero&#039;,&lt;br /&gt;
			vtol_jets            = &#039;Propulsores verticales&#039;,&lt;br /&gt;
			heart_seeker         = &#039;Buscacorazones&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		regen = {&lt;br /&gt;
			name                = &#039;Regeneración&#039;,&lt;br /&gt;
			health              = &#039;Salud&#039;,&lt;br /&gt;
			shield              = &#039;Escudo&#039;,&lt;br /&gt;
			ultimate            = &#039;Definitiva&#039;,&lt;br /&gt;
			combo               = &#039;Combo&#039;,&lt;br /&gt;
			syringe             = &#039;Jeringa&#039;,&lt;br /&gt;
			medkit              = &#039;Botiquín&#039;,&lt;br /&gt;
			shield_cell         = &#039;Pila para escudo&#039;,&lt;br /&gt;
			shield_battery      = &#039;Batería para escudo&#039;,&lt;br /&gt;
			phoenix_kit         = &#039;Kit Fénix&#039;,&lt;br /&gt;
			ultimate_accelerant = &#039;Acelerador de definitiva&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		tactical = {&lt;br /&gt;
			name                 = &#039;Táctica&#039;,&lt;br /&gt;
			eye_of_the_allfather = &#039;Ojo omnisciente&#039;,&lt;br /&gt;
			dome_of_protection   = &#039;Cúpula de protección&#039;,&lt;br /&gt;
			doc_heal_drone       = &#039;Dron médico DOC&#039;,&lt;br /&gt;
			grappling_hook       = &#039;Garfio&#039;,&lt;br /&gt;
			into_the_void        = &#039;En el vacío&#039;,&lt;br /&gt;
			smoke_launcher       = &#039;Lanzahumo&#039;,&lt;br /&gt;
			nox_gas_trap         = &#039;Trampa de gas Nox&#039;,&lt;br /&gt;
			psyche_out           = &#039;Desquiciar&#039;,&lt;br /&gt;
			stim                 = &#039;Adrenalina&#039;,&lt;br /&gt;
			perimeter_security   = &#039;Perímetro de seguridad&#039;,&lt;br /&gt;
			surveillance_drone   = &#039;Dron de vigilancia&#039;,&lt;br /&gt;
			silence              = &#039;Silencio&#039;,&lt;br /&gt;
			burglars_best_friend = &#039;Truco de ladrona&#039;,&lt;br /&gt;
			amped_cover          = &#039;Cobertura ampliada&#039;,&lt;br /&gt;
			gravity_lift         = &#039;Ascensor gravitacional&#039;,&lt;br /&gt;
			knuckle_cluster      = &#039;Bomba de racimo&#039;,&lt;br /&gt;
			missile_swarm        = &#039;Nube de misiles&#039;,&lt;br /&gt;
			focus_of_attention   = &#039;Foco de atención&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		ultimate = {&lt;br /&gt;
			name                    = &#039;Definitiva&#039;,&lt;br /&gt;
			beast_of_the_hunt       = &#039;Bestia cazadora&#039;,&lt;br /&gt;
			defensive_bombardment   = &#039;Bombardeo defensivo&#039;,&lt;br /&gt;
			care_package            = &#039;Pack de supervivencia&#039;,&lt;br /&gt;
			zipline_gun             = &#039;Lanzatirolinas&#039;,&lt;br /&gt;
			dimensiona_rift         = &#039;Brecha dimensional&#039;,&lt;br /&gt;
			rolling_thunder         = &#039;Retumbar del trueno&#039;,&lt;br /&gt;
			nox_gas_grenade         = &#039;Granada de gas Nox&#039;,&lt;br /&gt;
			vanishing_act           = &#039;Desaparecer&#039;,&lt;br /&gt;
			life_of_the_party       = &#039;Alma de la fiesta&#039;,&lt;br /&gt;
			launch_pad              = &#039;Plataforma de salto&#039;,&lt;br /&gt;
			interception_pylon      = &#039;Torre interceptora&#039;,&lt;br /&gt;
			drone_emp               = &#039;PEM de dron&#039;,&lt;br /&gt;
			death_totem             = &#039;Tótem de la muerte&#039;,&lt;br /&gt;
			black_market_boutique   = &#039;Tienda del mercado negro&#039;,&lt;br /&gt;
			emplaced_minigun_sheila = &#039;Minigun de posición Sheila&#039;,&lt;br /&gt;
			black_hole              = &#039;Agujero negro&#039;,&lt;br /&gt;
			the_motherlode          = &#039;Petardazo&#039;,&lt;br /&gt;
			skyward_dive            = &#039;Salto ascendente&#039;,&lt;br /&gt;
			exhibit                 = &#039;Exhibición&#039;,&lt;br /&gt;
		},	&lt;br /&gt;
		weapons = {&lt;br /&gt;
			g7_scout = {&lt;br /&gt;
				short       = &#039;G7 Scout&#039;,&lt;br /&gt;
				full        = &#039;G7 Scout&#039;,&lt;br /&gt;
				description = &#039;Rifle de medio alcance ligero semiautomático.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			alternator = {&lt;br /&gt;
				short       = &#039;Alternator&#039;,&lt;br /&gt;
				full        = &#039;Alternator&#039;,&lt;br /&gt;
				description = &#039;Subfusil de cañón doble automático.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			r99 = {&lt;br /&gt;
				short       = &#039;R-99&#039;,&lt;br /&gt;
				full        = &#039;R-99&#039;,&lt;br /&gt;
				description = &#039;Subfusil automático de disparo rápido.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			r301 = {&lt;br /&gt;
				short       = &#039;R-301&#039;,&lt;br /&gt;
				full        = &#039;Carabina R-301&#039;,&lt;br /&gt;
				description = &#039;Fusil automático y de alta precisión.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			p2020 = {&lt;br /&gt;
				short       = &#039;P2020&#039;,&lt;br /&gt;
				full        = &#039;P2020&#039;,&lt;br /&gt;
				description = &#039;Pistola semiautomática.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			re45 = {&lt;br /&gt;
				short       = &#039;RE-45&#039;,&lt;br /&gt;
				full        = &#039;RE-45 automática&#039;,&lt;br /&gt;
				description = &#039;Pistola automática.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			flatline = {&lt;br /&gt;
				short       = &#039;Flatline&#039;,&lt;br /&gt;
				full        = &#039;VK-47 Flatline&#039;,&lt;br /&gt;
				description = &#039;Fusil de asalto automático, con mucha potencia.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			hemlok = {&lt;br /&gt;
				short       = &#039;Hemlok&#039;,&lt;br /&gt;
				full        = &#039;Hemlok&#039;,&lt;br /&gt;
				description = &#039;Rifle de asalto de ráfagas de 3 disparos.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			spitfire = {&lt;br /&gt;
				short       = &#039;Spitfire&#039;,&lt;br /&gt;
				full        = &#039;M600 Spitfire&#039;,&lt;br /&gt;
				description = &#039;Ametralladora ligera automática.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			wingman = {&lt;br /&gt;
				short       = &#039;Wingman&#039;,&lt;br /&gt;
				full        = &#039;Wingman&#039;,&lt;br /&gt;
				description = &#039;Revólver de alta potencia.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			repeater = {&lt;br /&gt;
				short       = &#039;30-30&#039;,&lt;br /&gt;
				full        = &#039;Rifle de repetición 30-30&#039;,&lt;br /&gt;
				description = &#039;Rifle de repetición pesado semiautomático. Usa la mira para cargar daños extras.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			prowler = {&lt;br /&gt;
				short       = &#039;Prowler&#039;,&lt;br /&gt;
				full        = &#039;Prowler&#039;,&lt;br /&gt;
				description = &#039;Subfusil de ráfagas de 5 disparos.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			rampage = {&lt;br /&gt;
				short       = &#039;Rampage&#039;,&lt;br /&gt;
				full        = &#039;Ametralladora ligera Rampage&#039;,&lt;br /&gt;
				description = &#039;Ametralladora ligera. Se carga con granadas de termita para aumentar la cadencia de disparo.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			lstar = {&lt;br /&gt;
				short       = &#039;L-STAR&#039;,&lt;br /&gt;
				full        = &#039;L-STAR&#039;,&lt;br /&gt;
				description = &#039;Ametralladora pesada de plasma.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			havoc = {&lt;br /&gt;
				short       = &#039;HAVOC&#039;,&lt;br /&gt;
				full        = &#039;Rifle HAVOC&#039;,&lt;br /&gt;
				description = &#039;Rifle de cargas de energía automático.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			devotion = {&lt;br /&gt;
				short       = &#039;Devotion&#039;,&lt;br /&gt;
				full        = &#039;Devotion&#039;,&lt;br /&gt;
				description = &#039;Ametralladora ligera de energía automática.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			volt = {&lt;br /&gt;
				short       = &#039;Volt&#039;,&lt;br /&gt;
				full        = &#039;Subfusil Volt&#039;,&lt;br /&gt;
				description = &#039;Subfusil activado por energía.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			tripletake = {&lt;br /&gt;
				short       = &#039;Triple Take&#039;,&lt;br /&gt;
				full        = &#039;Triple Take&#039;,&lt;br /&gt;
				description = &#039;Rifle de medio alcance de tres cañones. El estrangulador reduce la dispersión al usar el zoom.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			mastiff = {&lt;br /&gt;
				short       = &#039;Mastiff&#039;,&lt;br /&gt;
				full        = &#039;Escopeta Mastiff&#039;,&lt;br /&gt;
				description = &#039;Escopeta semiautomática de alta potencia.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			eva8_auto = {&lt;br /&gt;
				short       = &#039;EVA-8&#039;,&lt;br /&gt;
				full        = &#039;EVA-8 automática&#039;,&lt;br /&gt;
				description = &#039;Escopeta automática.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			peacekeeper = {&lt;br /&gt;
				short       = &#039;Peacekeeper&#039;,&lt;br /&gt;
				full        = &#039;Peacekeeper&#039;,&lt;br /&gt;
				description = &#039;Escopeta de palanca.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			mozambique = {&lt;br /&gt;
				short       = &#039;Mozambique&#039;,&lt;br /&gt;
				full        = &#039;Mozambique&#039;,&lt;br /&gt;
				description = &#039;Pistola-escopeta con tres cañones.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			longbow = {&lt;br /&gt;
				short       = &#039;Longbow&#039;,&lt;br /&gt;
				full        = &#039;DMR Longbow&#039;,&lt;br /&gt;
				description = &#039;Rifle de francotirador semiautomático.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			charge_rifle = {&lt;br /&gt;
				short       = &#039;Rifle de cargas&#039;,&lt;br /&gt;
				full        = &#039;Rifle de cargas&#039;,&lt;br /&gt;
				description = &#039;Rifle de francotirador que dispara un rayo cargado.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			sentinel = {&lt;br /&gt;
				short       = &#039;Sentinel&#039;,&lt;br /&gt;
				full        = &#039;Sentinel&#039;,&lt;br /&gt;
				description = &#039;Rifle francotirador de cerrojo.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			kraber = {&lt;br /&gt;
				short       = &#039;Kraber&#039;,&lt;br /&gt;
				full        = &#039;Kraber calibre .50&#039;,&lt;br /&gt;
				description = &#039;Potente rifle de francotirador de cerrojo.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			bocek = {&lt;br /&gt;
				short       = &#039;Bocek&#039;,&lt;br /&gt;
				full        = &#039;Arco compuesto Bocek&#039;,&lt;br /&gt;
				description = &#039;Mantén disparar para aumentar la potencia.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			car_smg = {&lt;br /&gt;
				short       = &#039;CAR&#039;,&lt;br /&gt;
				full        = &#039;Subfusil C.A.R.&#039;,&lt;br /&gt;
				description = &#039;Subfusil adaptable capaz de cambiar entre munición ligera y pesada. Admite cargadores ligeros y pesados.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			arc_star = {&lt;br /&gt;
				short       = &#039;Electroestrella&#039;,&lt;br /&gt;
				full        = &#039;Electroestrella&#039;,&lt;br /&gt;
				description = &#039;Se adhiere y explota tras unos instantes. Causa daños y visión borrosa.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			frag_grenade = {&lt;br /&gt;
				short       = &#039;Granada de fragmentación&#039;,&lt;br /&gt;
				full        = &#039;Granada de fragmentación&#039;,&lt;br /&gt;
				description = &#039;Arma explosiva. Lanza para iniciar el detonador.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			thermite_grenade = {&lt;br /&gt;
				short       = &#039;Granada de termita&#039;,&lt;br /&gt;
				full        = &#039;Granada de termita&#039;,&lt;br /&gt;
				description = &#039;Crea un muro de llamas horizontal.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		},&lt;br /&gt;
	},&lt;br /&gt;
	fr = {&lt;br /&gt;
		category = {&lt;br /&gt;
			assault_rifle = {&lt;br /&gt;
				one = &#039;Fusil d\&#039;assaut&#039;,&lt;br /&gt;
				other = &#039;Fusils d\&#039;assaut&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			sub_machine_gun = {&lt;br /&gt;
				one = &#039;Mitraillette&#039;,&lt;br /&gt;
				other = &#039;Mitraillettes&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			light_machine_gun = {&lt;br /&gt;
				one = &#039;Mitrailleuse&#039;,&lt;br /&gt;
				other = &#039;Mitrailleuses&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			marksman_weapon = {&lt;br /&gt;
				one = &#039;Arme à longue portée&#039;,&lt;br /&gt;
				other = &#039;Armes à longue portée&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			sniper = {&lt;br /&gt;
				one = &#039;Fusil de précision&#039;,&lt;br /&gt;
				other = &#039;Fusils de précision&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			shotgun = {&lt;br /&gt;
				one = &#039;Fusil à pompe&#039;,&lt;br /&gt;
				other = &#039;Fusils à pompe&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			pistol = {&lt;br /&gt;
				one = &#039;Pistolet&#039;,&lt;br /&gt;
				other = &#039;Pistolets&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			thrown = {&lt;br /&gt;
				one = &#039;Jeté&#039;,&lt;br /&gt;
				other = &#039;Jetés&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			supply_drop = {&lt;br /&gt;
				one = &#039;Ravitaillement&#039;,&lt;br /&gt;
				other = &#039;Ravitaillements&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			ultimate = {&lt;br /&gt;
				other = &#039;Ultime&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		},&lt;br /&gt;
		ammo = {&lt;br /&gt;
			name = &#039;Munitions&#039;,&lt;br /&gt;
			light = &#039;Balles légères&#039;,&lt;br /&gt;
			heavy = &#039;Balles lourdes&#039;,&lt;br /&gt;
			energy = &#039;Munitions énergétiques&#039;,&lt;br /&gt;
			sniper = &#039;Munitions de précision&#039;,&lt;br /&gt;
			shotgun = &#039;Cartouches de fusil à pompe&#039;,&lt;br /&gt;
			arrows = &#039;Flèches&#039;,&lt;br /&gt;
			special_light = &#039;Balles légères spéciales&#039;,&lt;br /&gt;
			special_heavy = &#039;Balles lourdes spéciales&#039;,&lt;br /&gt;
			special_energy = &#039;Munitions énergétiques spéciales&#039;,&lt;br /&gt;
			special_sniper = &#039;Munitions spéciales de précision&#039;,&lt;br /&gt;
			special_shotgun = &#039;Cartouches spéciales de fusil à pompe&#039;,&lt;br /&gt;
			special_arrows = &#039;Flèches spéciales&#039;,&lt;br /&gt;
			minigun = &#039;Munitions pour mitrailleuses montées&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		attachment = {&lt;br /&gt;
			name = &#039;Accessoire&#039;,&lt;br /&gt;
			barrels = {&lt;br /&gt;
				name              = &#039;Canon&#039;,&lt;br /&gt;
				barrel_stabilizer = &#039;Stabilisateur de canon&#039;,&lt;br /&gt;
				laser_sight       = &#039;Viseur laser&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			extended_mag = {&lt;br /&gt;
				name = &#039;Chargeur&#039;,&lt;br /&gt;
				light = &#039;Chargeur légèr agrandi&#039;,&lt;br /&gt;
				heavy = &#039;Chargeur lourd agrandi&#039;,&lt;br /&gt;
				energy = &#039;Chargeur énergétique agrandi&#039;,&lt;br /&gt;
				sniper = &#039;Chargeur de précision agrandi&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			gears = {&lt;br /&gt;
				name             = &#039;Matériel&#039;,&lt;br /&gt;
				backpack         = &#039;Sac à dos&#039;,&lt;br /&gt;
				body_shield      = &#039;Bouclier corporel&#039;,&lt;br /&gt;
				defenses         = &#039;Défense&#039;,&lt;br /&gt;
				evo_shield       = &#039;Bouclier évolutif&#039;,&lt;br /&gt;
				helmet           = &#039;Casque&#039;,&lt;br /&gt;
				knockdown_shield = &#039;Bouclier de KO&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			optics = {&lt;br /&gt;
				name                                = &#039;Optique&#039;,&lt;br /&gt;
				onex_hcog_classic                   = &#039;VOCH 1x Classic&#039;,&lt;br /&gt;
				twox_hcog_bruiser                   = &#039;VOCH 2x Bruiser&#039;,&lt;br /&gt;
				onex_reflex_holosight               = &#039;Holo 1x&#039;,&lt;br /&gt;
				onex_twox_variable_reflex_holosight = &#039;Holo variable 1x-2x&#039;,&lt;br /&gt;
				onex_digital_threat                 = &#039;Indicateur de menace 1x&#039;,&lt;br /&gt;
				threex_hcog_ranger                  = &#039;VOCH 3x Ranger&#039;,&lt;br /&gt;
				twox_fourx_variable_acog            = &#039;VOA variable 2x-4x&#039;,&lt;br /&gt;
				sixx_sniper_scope                   = &#039;Sniper 6x&#039;,&lt;br /&gt;
				fourx_eightx_variable_sniper_scope  = &#039;Sniper variable 4x-8x&#039;,&lt;br /&gt;
				fourx_tenx_digital_sniper_threat    = &#039;Indicateur de menace sniper 4x-10x&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			shotgun_bolt = &#039;Culasse pour fusil à pompe&#039;,&lt;br /&gt;
			stocks = {&lt;br /&gt;
				name     = &#039;Crosse&#039;,&lt;br /&gt;
				standard = &#039;Crosse standard&#039;,&lt;br /&gt;
				sniper   = &#039;Crosse de précision&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		},&lt;br /&gt;
		hopup = {&lt;br /&gt;
			name = &#039;Hop-up&#039;,&lt;br /&gt;
			anvil_receiver = &#039;Châssis enclume&#039;,&lt;br /&gt;
			boosted_loader = &#039;Chargement intelligent&#039;,&lt;br /&gt;
			deadeyes_tempo = &#039;Tempo d\&#039;élite&#039;,&lt;br /&gt;
			disruptor_rounds = &#039;Munitions désintégratrices&#039;,&lt;br /&gt;
			double_tap_trigger = &#039;Détente à double action&#039;,&lt;br /&gt;
			dual_shell = &#039;Munition double&#039;,&lt;br /&gt;
			graffiti_mod = &#039;Graffiti&#039;,&lt;br /&gt;
			hammerpoint_rounds = &#039;Munitions Hammerpoint&#039;,&lt;br /&gt;
			kinetic_feeder = &#039;Flux cinétique&#039;,&lt;br /&gt;
			precision_choke = &#039;Choke de précision&#039;,&lt;br /&gt;
			quickdraw_holster = &#039;Étui rapide&#039;,&lt;br /&gt;
			selectfire_receiver = &#039;Sélecteur de tir&#039;,&lt;br /&gt;
			shatter_caps = &#039;Pointes à dispersion&#039;,&lt;br /&gt;
			skullpiercer_rifling = &#039;Démonte-crâne&#039;,&lt;br /&gt;
			splatter_rounds = &#039;Cartouches éclaboussantes&#039;,&lt;br /&gt;
			turbocharger = &#039;Turbochargeur&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		legends = {&lt;br /&gt;
			name       = &#039;Légendes&#039;,&lt;br /&gt;
			bloodhound = &#039;Bloodhound&#039;,&lt;br /&gt;
			gibraltar  = &#039;Gibraltar&#039;,&lt;br /&gt;
			lifeline   = &#039;Lifeline&#039;,&lt;br /&gt;
			pathfinder = &#039;Pathfinder&#039;,&lt;br /&gt;
			wraith     = &#039;Wraith&#039;,&lt;br /&gt;
			bangalore  = &#039;Bangalore&#039;,&lt;br /&gt;
			caustic    = &#039;Caustic&#039;,&lt;br /&gt;
			mirage     = &#039;Mirage&#039;,&lt;br /&gt;
			octane     = &#039;Octane&#039;,&lt;br /&gt;
			wattson    = &#039;Wattson&#039;,&lt;br /&gt;
			crypto     = &#039;Crypto&#039;,&lt;br /&gt;
			revenant   = &#039;Revenant&#039;,&lt;br /&gt;
			loba       = &#039;Loba&#039;,&lt;br /&gt;
			rampart    = &#039;Rampart&#039;,&lt;br /&gt;
			horizon    = &#039;Horizon&#039;,&lt;br /&gt;
			fuse       = &#039;Fuse&#039;,&lt;br /&gt;
			valkyrie   = &#039;Valkyrie&#039;,&lt;br /&gt;
			seer       = &#039;Seer&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		passive = {&lt;br /&gt;
			name                 = &#039;Passive&#039;,&lt;br /&gt;
			tracker              = &#039;Traqueur&#039;,&lt;br /&gt;
			gun_shield           = &#039;Blindage d\&#039;armement&#039;,&lt;br /&gt;
			combat_medic         = &#039;Secouriste de combat&#039;,&lt;br /&gt;
			combat_revive        = &#039;Réanimation d\&#039;urgence&#039;,&lt;br /&gt;
			insider_knowledge    = &#039;Délit d\&#039;initié&#039;,&lt;br /&gt;
			voices_from_the_void = &#039;Voix du Vide&#039;,&lt;br /&gt;
			double_time          = &#039;Pas de charge&#039;,&lt;br /&gt;
			nox_vision           = &#039;Vision Nox&#039;,&lt;br /&gt;
			encore               = &#039;Prolongation&#039;,&lt;br /&gt;
			now_you_see_me       = &#039;Insaisissable&#039;,&lt;br /&gt;
			swift_mend           = &#039;Guérison rapide&#039;,&lt;br /&gt;
			spark_of_genius      = &#039;Éclair de génie&#039;,&lt;br /&gt;
			neurolink            = &#039;Neurolien&#039;,&lt;br /&gt;
			stalker              = &#039;Traqueur&#039;,&lt;br /&gt;
			eye_for_quality      = &#039;Regard aiguisé&#039;,&lt;br /&gt;
			modded_loader        = &#039;Chargeur modifié&#039;,&lt;br /&gt;
			spacewalk            = &#039;Spationaute&#039;,&lt;br /&gt;
			grenadier            = &#039;Grenadier&#039;,&lt;br /&gt;
			vtol_jets            = &#039;Jetpack&#039;,&lt;br /&gt;
			heart_seeker         = &#039;Attrape-cœur&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		regen = {&lt;br /&gt;
			name                = &#039;Régénération&#039;,&lt;br /&gt;
			health              = &#039;Santé&#039;,&lt;br /&gt;
			shield              = &#039;Bouclier&#039;,&lt;br /&gt;
			ultimate            = &#039;Ultime&#039;,&lt;br /&gt;
			combo               = &#039;Combo&#039;,&lt;br /&gt;
			syringe             = &#039;Seringue&#039;,&lt;br /&gt;
			medkit              = &#039;Kit de soins&#039;,&lt;br /&gt;
			shield_cell         = &#039;Cellule de bouclier&#039;,&lt;br /&gt;
			shield_battery      = &#039;Batterie de bouclier&#039;,&lt;br /&gt;
			phoenix_kit         = &#039;Kit Phénix&#039;,&lt;br /&gt;
			ultimate_accelerant = &#039;Accélérant d\&#039;Ultime&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		tactical = {&lt;br /&gt;
			name                 = &#039;Tactique&#039;,&lt;br /&gt;
			eye_of_the_allfather = &#039;Œil du Faiseur d\&#039;Orages&#039;,&lt;br /&gt;
			dome_of_protection   = &#039;Dôme protecteur&#039;,&lt;br /&gt;
			doc_heal_drone       = &#039;Drone-médecin DOC&#039;,&lt;br /&gt;
			grappling_hook       = &#039;Grappin&#039;,&lt;br /&gt;
			into_the_void        = &#039;Dans le Vide&#039;,&lt;br /&gt;
			smoke_launcher       = &#039;Lance-fumigène&#039;,&lt;br /&gt;
			nox_gas_trap         = &#039;Piège à gaz Nox&#039;,&lt;br /&gt;
			psyche_out           = &#039;Dissuasion&#039;,&lt;br /&gt;
			stim                 = &#039;Stimulant&#039;,&lt;br /&gt;
			perimeter_security   = &#039;Périmètre de sécurité&#039;,&lt;br /&gt;
			surveillance_drone   = &#039;Drone de surveillance&#039;,&lt;br /&gt;
			silence              = &#039;Silence&#039;,&lt;br /&gt;
			burglars_best_friend = &#039;Monte-en-l\&#039;air&#039;,&lt;br /&gt;
			amped_cover          = &#039;Champ de force&#039;,&lt;br /&gt;
			gravity_lift         = &#039;Ascenseur de gravité&#039;,&lt;br /&gt;
			knuckle_cluster      = &#039;Bombe à dispersion&#039;,&lt;br /&gt;
			missile_swarm        = &#039;Salve de missiles&#039;,&lt;br /&gt;
			focus_of_attention   = &#039;Centre d\&#039;attention&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		ultimate = {&lt;br /&gt;
			name                    = &#039;Ultime&#039;,&lt;br /&gt;
			beast_of_the_hunt       = &#039;Prédateur&#039;,&lt;br /&gt;
			defensive_bombardment   = &#039;Pilonnage défensif&#039;,&lt;br /&gt;
			care_package            = &#039;Pack de soutien&#039;,&lt;br /&gt;
			zipline_gun             = &#039;Lance-tyrolienne&#039;,&lt;br /&gt;
			dimensiona_rift         = &#039;Faille dimensionnelle&#039;,&lt;br /&gt;
			rolling_thunder         = &#039;Tonnerre grondant&#039;,&lt;br /&gt;
			nox_gas_grenade         = &#039;Grenade à gaz Nox&#039;,&lt;br /&gt;
			vanishing_act           = &#039;Disparition&#039;,&lt;br /&gt;
			life_of_the_party       = &#039;Extravagance&#039;,&lt;br /&gt;
			launch_pad              = &#039;Tremplin&#039;,&lt;br /&gt;
			interception_pylon      = &#039;Pylône d\&#039;interception&#039;,&lt;br /&gt;
			drone_emp               = &#039;Drone IEM&#039;,&lt;br /&gt;
			death_totem             = &#039;Totem de frag&#039;,&lt;br /&gt;
			black_market_boutique   = &#039;Boutique du Marché Noir&#039;,&lt;br /&gt;
			emplaced_minigun_sheila = &#039;Mitrailleuse montée &amp;quot;Sheila&amp;quot;&#039;,&lt;br /&gt;
			black_hole              = &#039;Trou noir&#039;,&lt;br /&gt;
			the_motherlode          = &#039;Gros lot&#039;,&lt;br /&gt;
			skyward_dive            = &#039;Saut céleste&#039;,&lt;br /&gt;
			exhibit                 = &#039;Exposition&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		weapons = {&lt;br /&gt;
			g7_scout = {&lt;br /&gt;
				short       = &#039;G7 Scout&#039;,&lt;br /&gt;
				full        = &#039;G7 Scout&#039;,&lt;br /&gt;
				description = &#039;Fusil longue portée léger semi-automatique.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			alternator = {&lt;br /&gt;
				short       = &#039;Alternator&#039;,&lt;br /&gt;
				full        = &#039;Alternator&#039;,&lt;br /&gt;
				description = &#039;Mitraillette automatique à double canon.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			r99 = {&lt;br /&gt;
				short       = &#039;R-99&#039;,&lt;br /&gt;
				full        = &#039;Mitraillette R-99&#039;,&lt;br /&gt;
				description = &#039;Mitraillette automatique à tir rapide.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			r301 = {&lt;br /&gt;
				short       = &#039;R-301&#039;,&lt;br /&gt;
				full        = &#039;Carabine R-301&#039;,&lt;br /&gt;
				description = &#039;Arme automatique de haute précision.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			p2020 = {&lt;br /&gt;
				short       = &#039;P2020&#039;,&lt;br /&gt;
				full        = &#039;P2020&#039;,&lt;br /&gt;
				description = &#039;Pistolet semi-automatique.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			re45 = {&lt;br /&gt;
				short       = &#039;RE-45&#039;,&lt;br /&gt;
				full        = &#039;RE-45 Auto&#039;,&lt;br /&gt;
				description = &#039;Pistolet automatique.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			flatline = {&lt;br /&gt;
				short       = &#039;Flatline&#039;,&lt;br /&gt;
				full        = &#039;VK-47 Flatline&#039;,&lt;br /&gt;
				description = &#039;Puissant système de tir automatique.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			hemlok = {&lt;br /&gt;
				short       = &#039;Hemlok&#039;,&lt;br /&gt;
				full        = &#039;Fusil d\&#039;assaut Hemlok&#039;,&lt;br /&gt;
				description = &#039;Fusil d\&#039;assaut qui tire des rafales de trois balles.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			spitfire = {&lt;br /&gt;
				short       = &#039;Spitfire&#039;,&lt;br /&gt;
				full        = &#039;M600 Spitfire&#039;,&lt;br /&gt;
				description = &#039;Mitrailleuse automatique.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			wingman = {&lt;br /&gt;
				short       = &#039;Wingman&#039;,&lt;br /&gt;
				full        = &#039;Wingman&#039;,&lt;br /&gt;
				description = &#039;Revolver puissant.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			repeater = {&lt;br /&gt;
				short       = &#039;30-30&#039;,&lt;br /&gt;
				full        = &#039;Répéteur 30-30&#039;,&lt;br /&gt;
				description = &#039;Répéteur lourd semi-auto. Amplifiez les dégâts infligés avec le viseur.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			prowler = {&lt;br /&gt;
				short       = &#039;Prowler&#039;,&lt;br /&gt;
				full        = &#039;ADP Prowler Burst&#039;,&lt;br /&gt;
				description = &#039;Mitraillette tirant des rafales de cinq balles.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			rampage = {&lt;br /&gt;
				short       = &#039;Rampage&#039;,&lt;br /&gt;
				full        = &#039;Mitrailleuse Rampage&#039;,&lt;br /&gt;
				description = &#039;Mitrailleuse thermique que vous pouvez charger avec des grenades dédiées pour augmenter la cadence de tir.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			lstar = {&lt;br /&gt;
				short       = &#039;L-STAR&#039;,&lt;br /&gt;
				full        = &#039;EMG L-STAR&#039;,&lt;br /&gt;
				description = &#039;Mitrailleuse lourde à plasma.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			havoc = {&lt;br /&gt;
				short       = &#039;HAVOC&#039;,&lt;br /&gt;
				full        = &#039;Fusil HAVOC&#039;,&lt;br /&gt;
				description = &#039;Fusil automatique à charge énergétique.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			devotion = {&lt;br /&gt;
				short       = &#039;Devotion&#039;,&lt;br /&gt;
				full        = &#039;Mitrailleuse Devotion&#039;,&lt;br /&gt;
				description = &#039;Mitrailleuse énergétique automatique.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			volt = {&lt;br /&gt;
				short       = &#039;Volt&#039;,&lt;br /&gt;
				full        = &#039;Mitraillette Volt&#039;,&lt;br /&gt;
				description = &#039;Mitraillette à charge énergétique.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			tripletake = {&lt;br /&gt;
				short       = &#039;Fusil Triple&#039;,&lt;br /&gt;
				full        = &#039;Fusil Triple&#039;,&lt;br /&gt;
				description = &#039;Fusil de précision à triple canon. L\&#039;accessoire Choke de précision réduit la dispersion quand vous zoomez.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			mastiff = {&lt;br /&gt;
				short       = &#039;Mastiff&#039;,&lt;br /&gt;
				full        = &#039;Fusil à pompe Mastiff&#039;,&lt;br /&gt;
				description = &#039;Puissant fusil à pompe semi-automatique.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			eva8_auto = {&lt;br /&gt;
				short       = &#039;EVA-8&#039;,&lt;br /&gt;
				full        = &#039;EVA-8 Auto&#039;,&lt;br /&gt;
				description = &#039;Fusil à pompe automatique.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			peacekeeper = {&lt;br /&gt;
				short       = &#039;Peacekeeper&#039;,&lt;br /&gt;
				full        = &#039;Peacekeeper&#039;,&lt;br /&gt;
				description = &#039;Fusil à pompe à levier.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			mozambique = {&lt;br /&gt;
				short       = &#039;Mozambique&#039;,&lt;br /&gt;
				full        = &#039;Mozambique&#039;,&lt;br /&gt;
				description = &#039;Fusil à pompe à triple canon.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			longbow = {&lt;br /&gt;
				short       = &#039;Longbow&#039;,&lt;br /&gt;
				full        = &#039;Longbow-DMR&#039;,&lt;br /&gt;
				description = &#039;Fusil de précision semi-automatique.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			charge_rifle = {&lt;br /&gt;
				short       = &#039;Fusil à charge&#039;,&lt;br /&gt;
				full        = &#039;Fusil à charge&#039;,&lt;br /&gt;
				description = &#039;Fusil de précision à faisceau chargé en particules.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			sentinel = {&lt;br /&gt;
				short       = &#039;Sentinel&#039;,&lt;br /&gt;
				full        = &#039;Sentinel&#039;,&lt;br /&gt;
				description = &#039;Fusil de précision à verrou.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			kraber = {&lt;br /&gt;
				short       = &#039;Kraber&#039;,&lt;br /&gt;
				full        = &#039;Kraber .50&#039;,&lt;br /&gt;
				description = &#039;Puissant fusil de précision à verrou.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			bocek = {&lt;br /&gt;
				short       = &#039;Bocek&#039;,&lt;br /&gt;
				full        = &#039;Arc Composite Bocek&#039;,&lt;br /&gt;
				description = &#039;Maintenez le tir pour augmenter la puissance.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			car_smg = {&lt;br /&gt;
				short       = &#039;CAR&#039;,&lt;br /&gt;
				full        = &#039;Mitraillette C.A.R.&#039;,&lt;br /&gt;
				description = &#039;Mitraillette polyvalente capable de tirer des munitions lourdes ou légères. Accepte des chargeurs lourds ou légers.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			arc_star = {&lt;br /&gt;
				short       = &#039;Étoile à arc&#039;,&lt;br /&gt;
				full        = &#039;Étoile à arc&#039;,&lt;br /&gt;
				description = &#039;Colle à la cible et explose après un bref délai. Inflige des dégâts et trouble la vision.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			frag_grenade = {&lt;br /&gt;
				short       = &#039;Grenade frag&#039;,&lt;br /&gt;
				full        = &#039;Grenade frag&#039;,&lt;br /&gt;
				description = &#039;Grenade explosive. Lancez la grenade pour l\&#039;activer.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			thermite_grenade = {&lt;br /&gt;
				short       = &#039;Grenade thermique&#039;,&lt;br /&gt;
				full        = &#039;Grenade thermique&#039;,&lt;br /&gt;
				description = &#039;Crée un mur de flammes horizontal.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		},&lt;br /&gt;
	},&lt;br /&gt;
	it = {&lt;br /&gt;
		category = {&lt;br /&gt;
			assault_rifle = { other = &#039;Fucile d\&#039;assalto&#039; },&lt;br /&gt;
			sub_machine_gun = { other = &#039;SMG&#039; },&lt;br /&gt;
			light_machine_gun = { other = &#039;LMG&#039; },&lt;br /&gt;
			marksman_weapon = {&lt;br /&gt;
				one = &#039;Tiratore scelto&#039;,&lt;br /&gt;
				other = &#039;Armi tiratore scelto&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			sniper = {&lt;br /&gt;
				one = &#039;Cecchino&#039;,&lt;br /&gt;
				other = &#039;Fucili di precisione&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			shotgun = { other = &#039;Shotgun&#039; },&lt;br /&gt;
			pistol = {&lt;br /&gt;
				one = &#039;Pistola&#039;,&lt;br /&gt;
				other = &#039;Pistole&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			thrown = { other = &#039;Da lancio&#039; },&lt;br /&gt;
			supply_drop = {&lt;br /&gt;
				one = &#039;Rifornimento&#039;,&lt;br /&gt;
				other = &#039;Rifornimenti&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			ultimate = { other = &#039;Ultimate&#039; },&lt;br /&gt;
		},&lt;br /&gt;
		ammo = {&lt;br /&gt;
			name = &#039;Munizioni&#039;,&lt;br /&gt;
			light = &#039;Munizioni leggere&#039;,&lt;br /&gt;
			heavy = &#039;Munizioni pesanti&#039;,&lt;br /&gt;
			energy = &#039;Munizioni energetiche&#039;,&lt;br /&gt;
			sniper = &#039;Munizioni per cecchino&#039;,&lt;br /&gt;
			shotgun = &#039;Cartucce shotgun&#039;,&lt;br /&gt;
			arrows = &#039;Frecce&#039;,&lt;br /&gt;
			special_light = &#039;Speciali munizioni leggere&#039;,&lt;br /&gt;
			special_heavy = &#039;Speciali munizioni pesanti&#039;,&lt;br /&gt;
			special_energy = &#039;Speciali munizioni energetiche&#039;,&lt;br /&gt;
			special_sniper = &#039;Speciali munizioni per cecchino&#039;,&lt;br /&gt;
			special_shotgun = &#039;Speciali cartucce shotgun&#039;,&lt;br /&gt;
			special_arrows = &#039;Speciali frecce&#039;,&lt;br /&gt;
			minigun = &#039;&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		attachment = {&lt;br /&gt;
			name = &#039;Accessorio&#039;,&lt;br /&gt;
			barrels = {&lt;br /&gt;
				name              = &#039;Canna&#039;,&lt;br /&gt;
				barrel_stabilizer = &#039;Stabilizzatore canna&#039;,&lt;br /&gt;
				laser_sight       = &#039;Mirino laser&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			extended_mag = {&lt;br /&gt;
				name = &#039;Caricatore&#039;,&lt;br /&gt;
				light = &#039;Caricatore leggero esteso&#039;,&lt;br /&gt;
				heavy = &#039;Caricatore pesante esteso&#039;,&lt;br /&gt;
				energy = &#039;Caricatore energetico esteso&#039;,&lt;br /&gt;
				sniper = &#039;Caricatore esteso per cecchino&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			gears = {&lt;br /&gt;
				name             = &#039;Attrezzatura&#039;,&lt;br /&gt;
				backpack         = &#039;Zaino&#039;,&lt;br /&gt;
				body_shield      = &#039;Scudo corporeo&#039;,&lt;br /&gt;
				defenses         = &#039;Difesa&#039;,&lt;br /&gt;
				evo_shield       = &#039;Scudo evo&#039;,&lt;br /&gt;
				helmet           = &#039;Casco&#039;,&lt;br /&gt;
				knockdown_shield = &#039;Scudo ausiliario&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			optics = {&lt;br /&gt;
				name                                = &#039;Ottica&#039;,&lt;br /&gt;
				onex_hcog_classic                   = &#039;1x MOOC Classico&#039;,&lt;br /&gt;
				twox_hcog_bruiser                   = &#039;2x MOOC Bruiser&#039;,&lt;br /&gt;
				onex_reflex_holosight               = &#039;1x OLO&#039;,&lt;br /&gt;
				onex_twox_variable_reflex_holosight = &#039;1x-2x OLO Variabile&#039;,&lt;br /&gt;
				onex_digital_threat                 = &#039;1x Minaccia Digitale&#039;,&lt;br /&gt;
				threex_hcog_ranger                  = &#039;3x Ranger MOOC&#039;,&lt;br /&gt;
				twox_fourx_variable_acog            = &#039;2x-4x AOG Variabile&#039;,&lt;br /&gt;
				sixx_sniper_scope                   = &#039;6x Cecchino&#039;,&lt;br /&gt;
				fourx_eightx_variable_sniper_scope  = &#039;4x-8x Cecchino Variabile&#039;,&lt;br /&gt;
				fourx_tenx_digital_sniper_threat    = &#039;4x-10x Minaccia Cecchino Digitale&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			shotgun_bolt = &#039;Otturatore shotgun&#039;,&lt;br /&gt;
			stocks = {&lt;br /&gt;
				name     = &#039;Calcio&#039;,&lt;br /&gt;
				standard = &#039;Calcio standard&#039;,&lt;br /&gt;
				sniper   = &#039;Calcio da cecchino&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		},&lt;br /&gt;
		hopup = {&lt;br /&gt;
			name = &#039;Hop-up&#039;,&lt;br /&gt;
			anvil_receiver = &#039;Castello&#039;,&lt;br /&gt;
			boosted_loader = &#039;Ricarica potenziata&#039;,&lt;br /&gt;
			deadeyes_tempo = &#039;Tempo tiratore scelto&#039;,&lt;br /&gt;
			disruptor_rounds = &#039;Munizioni perforascudi&#039;,&lt;br /&gt;
			double_tap_trigger = &#039;Grilletto a doppio sparo&#039;,&lt;br /&gt;
			dual_shell = &#039;Doppio colpo&#039;,&lt;br /&gt;
			graffiti_mod = &#039;Mod graffiti&#039;,&lt;br /&gt;
			hammerpoint_rounds = &#039;Munizioni Hammerpoint&#039;,&lt;br /&gt;
			kinetic_feeder = &#039;Alimentatore cinetico&#039;,&lt;br /&gt;
			precision_choke = &#039;Strozzatura di precisione&#039;,&lt;br /&gt;
			quickdraw_holster = &#039;Fondina a estrazione rapida&#039;,&lt;br /&gt;
			selectfire_receiver = &#039;Selettore di fuoco&#039;,&lt;br /&gt;
			shatter_caps = &#039;Punte a dispersione&#039;,&lt;br /&gt;
			skullpiercer_rifling = &#039;Rigatura perforacranio&#039;,&lt;br /&gt;
			splatter_rounds = &#039;Colpi arcobaleno&#039;,&lt;br /&gt;
			turbocharger = &#039;Turbocompressore&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		legends = {&lt;br /&gt;
			name       = &#039;Leggende&#039;,&lt;br /&gt;
			bloodhound = &#039;Bloodhound&#039;,&lt;br /&gt;
			gibraltar  = &#039;Gibraltar&#039;,&lt;br /&gt;
			lifeline   = &#039;Lifeline&#039;,&lt;br /&gt;
			pathfinder = &#039;Pathfinder&#039;,&lt;br /&gt;
			wraith     = &#039;Wraith&#039;,&lt;br /&gt;
			bangalore  = &#039;Bangalore&#039;,&lt;br /&gt;
			caustic    = &#039;Caustic&#039;,&lt;br /&gt;
			mirage     = &#039;Mirage&#039;,&lt;br /&gt;
			octane     = &#039;Octane&#039;,&lt;br /&gt;
			wattson    = &#039;Wattson&#039;,&lt;br /&gt;
			crypto     = &#039;Crypto&#039;,&lt;br /&gt;
			revenant   = &#039;Revenant&#039;,&lt;br /&gt;
			loba       = &#039;Loba&#039;,&lt;br /&gt;
			rampart    = &#039;Rampart&#039;,&lt;br /&gt;
			horizon    = &#039;Horizon&#039;,&lt;br /&gt;
			fuse       = &#039;Fuse&#039;,&lt;br /&gt;
			valkyrie   = &#039;Valkyrie&#039;,&lt;br /&gt;
			seer       = &#039;Seer&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		passive = {&lt;br /&gt;
			name                 = &#039;Passiva&#039;,&lt;br /&gt;
			tracker              = &#039;Segugio&#039;,&lt;br /&gt;
			gun_shield           = &#039;Scudo arma&#039;,&lt;br /&gt;
			combat_medic         = &#039;Medico di guerra&#039;,&lt;br /&gt;
			combat_revive        = &#039;Rianimazione in battagliia&#039;,&lt;br /&gt;
			insider_knowledge    = &#039;Infiltrato&#039;,&lt;br /&gt;
			voices_from_the_void = &#039;Voci dall\&#039;oblio&#039;,&lt;br /&gt;
			double_time          = &#039;Doppio tempo&#039;,&lt;br /&gt;
			nox_vision           = &#039;Visione Nox&#039;,&lt;br /&gt;
			encore               = &#039;Bis!&#039;,&lt;br /&gt;
			now_you_see_me       = &#039;Ora mi vedi...&#039;,&lt;br /&gt;
			swift_mend           = &#039;Pronta guarigione&#039;,&lt;br /&gt;
			spark_of_genius      = &#039;Lampo di genio&#039;,&lt;br /&gt;
			neurolink            = &#039;Neurolink&#039;,&lt;br /&gt;
			stalker              = &#039;Stalker&#039;,&lt;br /&gt;
			eye_for_quality      = &#039;Occhio di lince&#039;,&lt;br /&gt;
			modded_loader        = &#039;Caricatore modificato&#039;,&lt;br /&gt;
			spacewalk            = &#039;Passeggiata spaziale&#039;,&lt;br /&gt;
			grenadier            = &#039;Granatiere&#039;,&lt;br /&gt;
			vtol_jets            = &#039;Jet VTOL&#039;,&lt;br /&gt;
			heart_seeker         = &#039;Re di cuori&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		regen = {&lt;br /&gt;
			name                = &#039;Rigenerazione&#039;,&lt;br /&gt;
			health              = &#039;Salute&#039;,&lt;br /&gt;
			shield              = &#039;Scudo&#039;,&lt;br /&gt;
			ultimate            = &#039;Ultimate&#039;,&lt;br /&gt;
			combo               = &#039;Combo&#039;,&lt;br /&gt;
			syringe             = &#039;Siringa&#039;,&lt;br /&gt;
			medkit              = &#039;Kit medico&#039;,&lt;br /&gt;
			shield_cell         = &#039;Cella scudo&#039;,&lt;br /&gt;
			shield_battery      = &#039;Batteria scudo&#039;,&lt;br /&gt;
			phoenix_kit         = &#039;Kit fenice&#039;,&lt;br /&gt;
			ultimate_accelerant = &#039;Accelerante Ultimate&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		tactical = {&lt;br /&gt;
			name                 = &#039;Abilità tattica&#039;,&lt;br /&gt;
			eye_of_the_allfather = &#039;Occhio degli dei&#039;,&lt;br /&gt;
			dome_of_protection   = &#039;Cupola protettiva&#039;,&lt;br /&gt;
			doc_heal_drone       = &#039;Drone di guarigione&#039;, -- Website: &#039;D.O.C. Drone di guarigione&#039;&lt;br /&gt;
			grappling_hook       = &#039;Rampino&#039;,&lt;br /&gt;
			into_the_void        = &#039;Nell\&#039;oblio&#039;,&lt;br /&gt;
			smoke_launcher       = &#039;Cortina di fumo&#039;,&lt;br /&gt;
			nox_gas_trap         = &#039;Trappola gas Nox&#039;,&lt;br /&gt;
			psyche_out           = &#039;Inganno&#039;,&lt;br /&gt;
			stim                 = &#039;Stimolanti&#039;,&lt;br /&gt;
			perimeter_security   = &#039;Difesa perimetro&#039;,&lt;br /&gt;
			surveillance_drone   = &#039;Drone di sorveglianza&#039;,&lt;br /&gt;
			silence              = &#039;Silenzio&#039;,&lt;br /&gt;
			burglars_best_friend = &#039;Trucchi del mestiere&#039;,&lt;br /&gt;
			amped_cover          = &#039;Copertura amplificata&#039;,&lt;br /&gt;
			gravity_lift         = &#039;Ascensore gravitazionale&#039;,&lt;br /&gt;
			knuckle_cluster      = &#039;Bomba a grappolo&#039;,&lt;br /&gt;
			missile_swarm        = &#039;Tempesta di missili&#039;,&lt;br /&gt;
			focus_of_attention   = &#039;Centro dell\&#039;attenzione&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		ultimate = {&lt;br /&gt;
			name                    = &#039;Ultimate&#039;,&lt;br /&gt;
			beast_of_the_hunt       = &#039;Istinto primordiale&#039;,&lt;br /&gt;
			defensive_bombardment   = &#039;Pioggia di fuoco&#039;,&lt;br /&gt;
			care_package            = &#039;Capsula assistenza&#039;,&lt;br /&gt;
			zipline_gun             = &#039;Zipline master&#039;,&lt;br /&gt;
			dimensiona_rift         = &#039;Porta dimensionale&#039;,&lt;br /&gt;
			rolling_thunder         = &#039;Rombo di tuono&#039;,&lt;br /&gt;
			nox_gas_grenade         = &#039;Granata gas Nox&#039;,&lt;br /&gt;
			vanishing_act           = &#039;Sparisci&#039;,&lt;br /&gt;
			life_of_the_party       = &#039;L\&#039;anima della festa&#039;,&lt;br /&gt;
			launch_pad              = &#039;Trampolino&#039;,&lt;br /&gt;
			interception_pylon      = &#039;Traliccio d\&#039;intercettazione&#039;,&lt;br /&gt;
			drone_emp               = &#039;Tempesta elettromagnetica&#039;,&lt;br /&gt;
			death_totem             = &#039;Totem della morte&#039;,&lt;br /&gt;
			black_market_boutique   = &#039;Boutique del mercato nero&#039;,&lt;br /&gt;
			emplaced_minigun_sheila = &#039;Sheila - Mitragliatrice fissa&#039;, -- Website: &#039;Mitragliatrice fissa &amp;quot;Sheila&amp;quot;&#039;&lt;br /&gt;
			black_hole              = &#039;Buco nero&#039;,&lt;br /&gt;
			the_motherlode          = &#039;Bombifragio&#039;,&lt;br /&gt;
			skyward_dive            = &#039;Slancio etereo&#039;,&lt;br /&gt;
			exhibit                 = &#039;Opera d\&#039;arte&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		weapons = {&lt;br /&gt;
			g7_scout = {&lt;br /&gt;
				short       = &#039;G7 Scout&#039;,&lt;br /&gt;
				full        = &#039;G7 Scout&#039;,&lt;br /&gt;
				description = &#039;Fucile seemi-auto da tiratore scelto.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			alternator = {&lt;br /&gt;
				short       = &#039;Alternator&#039;,&lt;br /&gt;
				full        = &#039;Alternator&#039;,&lt;br /&gt;
				description = &#039;SMG completamente auto a doppia canna.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			r99 = {&lt;br /&gt;
				short       = &#039;R-99&#039;,&lt;br /&gt;
				full        = &#039;R-99&#039;,&lt;br /&gt;
				description = &#039;SMG a fuoco rapido automatico.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			r301 = {&lt;br /&gt;
				short       = &#039;R-301&#039;,&lt;br /&gt;
				full        = &#039;Carabina R-301&#039;,&lt;br /&gt;
				description = &#039;Completamente automatico, a elevata precisione.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			p2020 = {&lt;br /&gt;
				short       = &#039;P2020&#039;,&lt;br /&gt;
				full        = &#039;P2020&#039;,&lt;br /&gt;
				description = &#039;Pistola semiautomatica.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			re45 = {&lt;br /&gt;
				short       = &#039;RE-45&#039;,&lt;br /&gt;
				full        = &#039;RE-45 automatica&#039;,&lt;br /&gt;
				description = &#039;Pistola automatica.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			flatline = {&lt;br /&gt;
				short       = &#039;Flatline&#039;,&lt;br /&gt;
				full        = &#039;VK-47 Flatline&#039;,&lt;br /&gt;
				description = &#039;Completamente automatico con una buona potenza.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			hemlok = {&lt;br /&gt;
				short       = &#039;Hemlok&#039;,&lt;br /&gt;
				full        = &#039;Hemlok&#039;,&lt;br /&gt;
				description = &#039;Fucile d\&#039;assalto che spara raffiche di 3 colpi.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			spitfire = {&lt;br /&gt;
				short       = &#039;Spitfire&#039;,&lt;br /&gt;
				full        = &#039;M600 Spitfire&#039;,&lt;br /&gt;
				description = &#039;LMG automatica.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			wingman = {&lt;br /&gt;
				short       = &#039;Wingman&#039;,&lt;br /&gt;
				full        = &#039;Wingman&#039;,&lt;br /&gt;
				description = &#039;Revolver ad alta potenza.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			repeater = {&lt;br /&gt;
				short       = &#039;30-30&#039;,&lt;br /&gt;
				full        = &#039;30-30 Repeater&#039;,&lt;br /&gt;
				description = &#039;Fucile pesante a ripetiz. semi-auto. Mira per danni caricati extra.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			prowler = {&lt;br /&gt;
				short       = &#039;Prowler&#039;,&lt;br /&gt;
				full        = &#039;Prowler&#039;,&lt;br /&gt;
				description = &#039;SMG che spara raffiche di 5 colpi.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			rampage = {&lt;br /&gt;
				short       = &#039;Rampage&#039;,&lt;br /&gt;
				full        = &#039;LMG Rampage&#039;,&lt;br /&gt;
				description = &#039;LMG alimentata a fuoco. Per aumentare la cadenza di fuoco, caricala con le granate termite.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			lstar = {&lt;br /&gt;
				short       = &#039;L-STAR&#039;,&lt;br /&gt;
				full        = &#039;EMG L-STAR&#039;,&lt;br /&gt;
				description = &#039;MG pesante al plasma.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			havoc = {&lt;br /&gt;
				short       = &#039;HAVOC&#039;,&lt;br /&gt;
				full        = &#039;HAVOC&#039;,&lt;br /&gt;
				description = &#039;Fucile automatico a cariche di energia.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			devotion = {&lt;br /&gt;
				short       = &#039;Devotion&#039;,&lt;br /&gt;
				full        = &#039;Devotion&#039;,&lt;br /&gt;
				description = &#039;LMG a energia automatico.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			volt = {&lt;br /&gt;
				short       = &#039;Volt&#039;,&lt;br /&gt;
				full        = &#039;SMG Volt&#039;,&lt;br /&gt;
				description = &#039;SMG energia.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			tripletake = {&lt;br /&gt;
				short       = &#039;Triple Take&#039;,&lt;br /&gt;
				full        = &#039;Triple Take&#039;,&lt;br /&gt;
				description = &#039;Fucile da tiratore scelto a tripla canna. La strozzatura riduce la diffusione durante lo zoom.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			mastiff = {&lt;br /&gt;
				short       = &#039;Mastiff&#039;,&lt;br /&gt;
				full        = &#039;Mastiff&#039;,&lt;br /&gt;
				description = &#039;Potente shotgun semiautomatico.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			eva8_auto = {&lt;br /&gt;
				short       = &#039;EVA-8&#039;,&lt;br /&gt;
				full        = &#039;EVA-8 Auto&#039;,&lt;br /&gt;
				description = &#039;Shotgun automatico.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			peacekeeper = {&lt;br /&gt;
				short       = &#039;Peacekeeper&#039;,&lt;br /&gt;
				full        = &#039;Peacekeeper&#039;,&lt;br /&gt;
				description = &#039;Shotgun a leva.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			mozambique = {&lt;br /&gt;
				short       = &#039;Mozambique&#039;,&lt;br /&gt;
				full        = &#039;Mozambique&#039;,&lt;br /&gt;
				description = &#039;Pistola shotgun a tripla canna.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			longbow = {&lt;br /&gt;
				short       = &#039;Longbow&#039;,&lt;br /&gt;
				full        = &#039;Longbow&#039;,&lt;br /&gt;
				description = &#039;Fucile semiautomatico di precisione.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			charge_rifle = {&lt;br /&gt;
				short       = &#039;Radius&#039;,&lt;br /&gt;
				full        = &#039;Radius&#039;,&lt;br /&gt;
				description = &#039;Fucile di precisione con raggio energetico caricato.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			sentinel = {&lt;br /&gt;
				short       = &#039;Sentinel&#039;,&lt;br /&gt;
				full        = &#039;Sentinel&#039;,&lt;br /&gt;
				description = &#039;Fucile da cecchino a otturatore scorrevole.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			kraber = {&lt;br /&gt;
				short       = &#039;Kraber&#039;,&lt;br /&gt;
				full        = &#039;Kraber .50&#039;,&lt;br /&gt;
				description = &#039;Potente fucile da cecchino a otturatore scorrevole.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			bocek = {&lt;br /&gt;
				short       = &#039;Bocek&#039;,&lt;br /&gt;
				full        = &#039;Arco compound Bocek&#039;,&lt;br /&gt;
				description = &#039;Mantieni il comando del tiro per aumentare la potenza.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			car_smg = {&lt;br /&gt;
				short       = &#039;CAR&#039;,&lt;br /&gt;
				full        = &#039;SMG C.A.R.&#039;,&lt;br /&gt;
				description = &#039;SMG versatile che può alternare munizioni leggere e pesanti. Usa caricatori leggeri o pesanti.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			arc_star = {&lt;br /&gt;
				short       = &#039;Stella arc&#039;,&lt;br /&gt;
				full        = &#039;Stella arc&#039;,&lt;br /&gt;
				description = &#039;Si attacca ed esplode dopo qualche secondo. Provoca danni e visione offuscata.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			frag_grenade = {&lt;br /&gt;
				short       = &#039;Granata a frammentazione&#039;,&lt;br /&gt;
				full        = &#039;Granata a frammentazione&#039;,&lt;br /&gt;
				description = &#039;Ordigno esplosivo. Gettalo per innescarlo.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			thermite_grenade = {&lt;br /&gt;
				short       = &#039;Granata termite&#039;,&lt;br /&gt;
				full        = &#039;Granata termite&#039;,&lt;br /&gt;
				description = &#039;Crea una barriera di fiamme orizzontale.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		},&lt;br /&gt;
	},&lt;br /&gt;
	ja = {&lt;br /&gt;
		category = {&lt;br /&gt;
			assault_rifle = { other = &#039;アサルトライフル&#039; },&lt;br /&gt;
			sub_machine_gun = { other = &#039;サブマシンガン&#039; },&lt;br /&gt;
			light_machine_gun = { other = &#039;ライトマシンガン&#039; },&lt;br /&gt;
			marksman_weapon = { other = &#039;マークスマン武器&#039; },&lt;br /&gt;
			sniper = { other = &#039;スナイパーライフル&#039; },&lt;br /&gt;
			shotgun = { other = &#039;ショットガン&#039; },&lt;br /&gt;
			pistol = { other = &#039;ピストル&#039; },&lt;br /&gt;
			thrown = { other = &#039;投てき&#039; },&lt;br /&gt;
			supply_drop = { other = &#039;物資投下&#039; },&lt;br /&gt;
			ultimate = { other = &#039;アルティメット&#039; },&lt;br /&gt;
		},&lt;br /&gt;
		ammo = {&lt;br /&gt;
			name = &#039;弾薬&#039;,&lt;br /&gt;
			light = &#039;ライトアモ&#039;,&lt;br /&gt;
			heavy = &#039;ヘビーアモ&#039;,&lt;br /&gt;
			energy = &#039;エネルギーアモ&#039;,&lt;br /&gt;
			sniper = &#039;スナイパーアモ&#039;,&lt;br /&gt;
			shotgun = &#039;ショットガンアモ&#039;,&lt;br /&gt;
			arrows = &#039;アロー&#039;,&lt;br /&gt;
			special_light = &#039;専用ライトアモ&#039;,&lt;br /&gt;
			special_heavy = &#039;専用ヘビーアモ&#039;,&lt;br /&gt;
			special_energy = &#039;専用エネルギーアモ&#039;,&lt;br /&gt;
			special_sniper = &#039;専用スナイパーアモ&#039;,&lt;br /&gt;
			special_shotgun = &#039;専用ショットガンアモ&#039;,&lt;br /&gt;
			special_arrows = &#039;専用アロー&#039;,&lt;br /&gt;
			minigun = &#039;ミニガンアモ&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		attachment = {&lt;br /&gt;
			name = &#039;アタッチメント&#039;,&lt;br /&gt;
			barrels = {&lt;br /&gt;
				name              = &#039;バレル&#039;,&lt;br /&gt;
				barrel_stabilizer = &#039;バレルスタビライザー&#039;,&lt;br /&gt;
				laser_sight       = &#039;レーザーサイト&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			extended_mag = {&lt;br /&gt;
				name = &#039;マガジン&#039;,&lt;br /&gt;
				light = &#039;拡張ライトマガジン&#039;,&lt;br /&gt;
				heavy = &#039;拡張ヘビーマガジン&#039;,&lt;br /&gt;
				energy = &#039;拡張エネルギーマガジン&#039;,&lt;br /&gt;
				sniper = &#039;拡張スナイパーマガジン&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			gears = {&lt;br /&gt;
				name             = &#039;装備品&#039;,&lt;br /&gt;
				backpack         = &#039;バックパック&#039;,&lt;br /&gt;
				body_shield      = &#039;ボディーシールド&#039;,&lt;br /&gt;
				defenses         = &#039;防御&#039;,&lt;br /&gt;
				evo_shield       = &#039;進化式ボディーシールド&#039;,&lt;br /&gt;
				helmet           = &#039;ヘルメット&#039;,&lt;br /&gt;
				knockdown_shield = &#039;ノックダウンシールド&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			optics = {&lt;br /&gt;
				name                                = &#039;スコープ&#039;,&lt;br /&gt;
				onex_hcog_classic                   = &#039;1倍HCOG\&#039;クラシック\&#039;&#039;,&lt;br /&gt;
				twox_hcog_bruiser                   = &#039;2倍HCOG\&#039;ブルーザー\&#039;&#039;,&lt;br /&gt;
				onex_reflex_holosight               = &#039;1倍ホロサイト&#039;,&lt;br /&gt;
				onex_twox_variable_reflex_holosight = &#039;1～2倍可変式ホロサイト&#039;,&lt;br /&gt;
				onex_digital_threat                 = &#039;1倍デジタルスレット&#039;,&lt;br /&gt;
				threex_hcog_ranger                  = &#039;3倍HCOG\&#039;レンジャー\&#039;&#039;,&lt;br /&gt;
				twox_fourx_variable_acog            = &#039;2～4倍可変式AOG&#039;,&lt;br /&gt;
				sixx_sniper_scope                   = &#039;6倍スナイパー&#039;,&lt;br /&gt;
				fourx_eightx_variable_sniper_scope  = &#039;4～8倍可変式スナイパー&#039;,&lt;br /&gt;
				fourx_tenx_digital_sniper_threat    = &#039;4～10倍デジタルスレット&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			shotgun_bolt = &#039;ショットガンボルト&#039;,&lt;br /&gt;
			stocks = {&lt;br /&gt;
				name     = &#039;ストック&#039;,&lt;br /&gt;
				standard = &#039;標準ストック&#039;,&lt;br /&gt;
				sniper   = &#039;スナイパーストック&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		},&lt;br /&gt;
		hopup = {&lt;br /&gt;
			name = &#039;ホップアップ&#039;,&lt;br /&gt;
			anvil_receiver = &#039;アンビルレシーバー&#039;,&lt;br /&gt;
			boosted_loader = &#039;ブーステッドローダー&#039;,&lt;br /&gt;
			deadeyes_tempo = &#039;デッドアイズテンポ&#039;,&lt;br /&gt;
			disruptor_rounds = &#039;ディスラプター弾&#039;,&lt;br /&gt;
			double_tap_trigger = &#039;ダブルタップトリガー&#039;,&lt;br /&gt;
			dual_shell = &#039;デュアルシェル&#039;,&lt;br /&gt;
			graffiti_mod = &#039;らくがきMOD&#039;,&lt;br /&gt;
			hammerpoint_rounds = &#039;ハンマーポイント弾&#039;,&lt;br /&gt;
			kinetic_feeder = &#039;キネティックフィーダー&#039;,&lt;br /&gt;
			precision_choke = &#039;プレシジョンチョーク&#039;,&lt;br /&gt;
			quickdraw_holster = &#039;クイックドローホルスター&#039;,&lt;br /&gt;
			selectfire_receiver = &#039;セレクトファイアレシーバー&#039;,&lt;br /&gt;
			shatter_caps = &#039;シャッターキャップ&#039;,&lt;br /&gt;
			skullpiercer_rifling = &#039;スカルピアサーライフリング&#039;,&lt;br /&gt;
			splatter_rounds = &#039;スプラッター弾&#039;,&lt;br /&gt;
			turbocharger = &#039;ターボチャージャー&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		legends = {&lt;br /&gt;
			name       = &#039;レジェンド&#039;,&lt;br /&gt;
			bloodhound = &#039;ブラッドハウンド&#039;,&lt;br /&gt;
			gibraltar  = &#039;ジブラルタル&#039;,&lt;br /&gt;
			lifeline   = &#039;ライフライン&#039;,&lt;br /&gt;
			pathfinder = &#039;パスファインダー&#039;,&lt;br /&gt;
			wraith     = &#039;レイス&#039;,&lt;br /&gt;
			bangalore  = &#039;バンガロール&#039;,&lt;br /&gt;
			caustic    = &#039;コースティック&#039;,&lt;br /&gt;
			mirage     = &#039;ミラージュ&#039;,&lt;br /&gt;
			octane     = &#039;オクタン&#039;,&lt;br /&gt;
			wattson    = &#039;ワットソン&#039;,&lt;br /&gt;
			crypto     = &#039;クリプト&#039;,&lt;br /&gt;
			revenant   = &#039;レヴナント&#039;,&lt;br /&gt;
			loba       = &#039;ローバ&#039;,&lt;br /&gt;
			rampart    = &#039;ランパート&#039;,&lt;br /&gt;
			horizon    = &#039;ホライゾン&#039;,&lt;br /&gt;
			fuse       = &#039;ヒューズ&#039;,&lt;br /&gt;
			valkyrie   = &#039;ヴァルキリー&#039;,&lt;br /&gt;
			seer       = &#039;シア&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		passive = {&lt;br /&gt;
			name                 = &#039;パッシブ&#039;,&lt;br /&gt;
			tracker              = &#039;トラッカー&#039;,&lt;br /&gt;
			gun_shield           = &#039;ガンシールド&#039;,&lt;br /&gt;
			combat_medic         = &#039;戦う衛生兵&#039;,&lt;br /&gt;
			combat_revive        = &#039;戦闘復活&#039;,&lt;br /&gt;
			insider_knowledge    = &#039;内部情報&#039;,&lt;br /&gt;
			voices_from_the_void = &#039;虚空からの声&#039;,&lt;br /&gt;
			double_time          = &#039;駆け足&#039;,&lt;br /&gt;
			nox_vision           = &#039;Noxビジョン&#039;,&lt;br /&gt;
			encore               = &#039;アンコール&#039;,&lt;br /&gt;
			now_you_see_me       = &#039;神出鬼没&#039;,&lt;br /&gt;
			swift_mend           = &#039;高速修復&#039;,&lt;br /&gt;
			spark_of_genius      = &#039;天才のひらめき&#039;,&lt;br /&gt;
			neurolink            = &#039;ニューロリンク&#039;,&lt;br /&gt;
			stalker              = &#039;ストーカー&#039;,&lt;br /&gt;
			eye_for_quality      = &#039;アイフォークオリティ&#039;,&lt;br /&gt;
			modded_loader        = &#039;改造ローダー&#039;,&lt;br /&gt;
			spacewalk            = &#039;スペースウォーク&#039;,&lt;br /&gt;
			grenadier            = &#039;グレネーダー&#039;,&lt;br /&gt;
			vtol_jets            = &#039;VTOLジェット&#039;,&lt;br /&gt;
			heart_seeker         = &#039;ハートシーカー&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		regen = {&lt;br /&gt;
			name                = &#039;回復&#039;,&lt;br /&gt;
			health              = &#039;体力&#039;,&lt;br /&gt;
			shield              = &#039;シールド&#039;,&lt;br /&gt;
			ultimate            = &#039;アルティメット&#039;,&lt;br /&gt;
			combo               = &#039;ミックス&#039;,&lt;br /&gt;
			syringe             = &#039;注射器&#039;,&lt;br /&gt;
			medkit              = &#039;医療キット&#039;,&lt;br /&gt;
			shield_cell         = &#039;シールドセル&#039;,&lt;br /&gt;
			shield_battery      = &#039;シールドバッテリー&#039;,&lt;br /&gt;
			phoenix_kit         = &#039;フェニックスキット&#039;,&lt;br /&gt;
			ultimate_accelerant = &#039;アルティメット促進剤&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		tactical = {&lt;br /&gt;
			name                 = &#039;戦術&#039;,&lt;br /&gt;
			eye_of_the_allfather = &#039;全能の目&#039;,&lt;br /&gt;
			dome_of_protection   = &#039;プロテクトドーム&#039;,&lt;br /&gt;
			doc_heal_drone       = &#039;D.O.C.ヒールドローン&#039;,&lt;br /&gt;
			grappling_hook       = &#039;グラップリングフック&#039;,&lt;br /&gt;
			into_the_void        = &#039;虚空へ&#039;,&lt;br /&gt;
			smoke_launcher       = &#039;スモークランチャー&#039;,&lt;br /&gt;
			nox_gas_trap         = &#039;Noxガストラップ&#039;,&lt;br /&gt;
			psyche_out           = &#039;サイクアウト&#039;,&lt;br /&gt;
			stim                 = &#039;興奮剤&#039;,&lt;br /&gt;
			perimeter_security   = &#039;周辺セキュリティ&#039;,&lt;br /&gt;
			surveillance_drone   = &#039;スパイドローン&#039;,&lt;br /&gt;
			silence              = &#039;サイレンス&#039;,&lt;br /&gt;
			burglars_best_friend = &#039;盗賊の相棒&#039;,&lt;br /&gt;
			amped_cover          = &#039;増幅バリケード&#039;,&lt;br /&gt;
			gravity_lift         = &#039;グラビティリフト&#039;,&lt;br /&gt;
			knuckle_cluster      = &#039;ナックルクラスター&#039;,&lt;br /&gt;
			missile_swarm        = &#039;ミサイルスワーム&#039;,&lt;br /&gt;
			focus_of_attention   = &#039;フォーカス・オブ・アテンション&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		ultimate = {&lt;br /&gt;
			name                    = &#039;アルティメット&#039;,&lt;br /&gt;
			beast_of_the_hunt       = &#039;ハンティングビースト&#039;,&lt;br /&gt;
			defensive_bombardment   = &#039;防衛爆撃&#039;,&lt;br /&gt;
			care_package            = &#039;ケアパッケージ&#039;,&lt;br /&gt;
			zipline_gun             = &#039;ジップラインガン&#039;,&lt;br /&gt;
			dimensiona_rift         = &#039;ディメンションリフト&#039;,&lt;br /&gt;
			rolling_thunder         = &#039;ローリングサンダー&#039;,&lt;br /&gt;
			nox_gas_grenade         = &#039;Noxガスグレネード&#039;,&lt;br /&gt;
			vanishing_act           = &#039;ファントム&#039;,&lt;br /&gt;
			life_of_the_party       = &#039;パーティーライフ&#039;,&lt;br /&gt;
			launch_pad              = &#039;ジャンプパッド&#039;,&lt;br /&gt;
			interception_pylon      = &#039;インターセプターパイロン&#039;,&lt;br /&gt;
			drone_emp               = &#039;ドローンEMP&#039;,&lt;br /&gt;
			death_totem             = &#039;デストーテム&#039;,&lt;br /&gt;
			black_market_boutique   = &#039;ブラックマーケット&#039;,&lt;br /&gt;
			emplaced_minigun_sheila = &#039;ミニガン「シーラ」&#039;,&lt;br /&gt;
			black_hole              = &#039;ブラックホール&#039;,&lt;br /&gt;
			the_motherlode          = &#039;マザーロード&#039;,&lt;br /&gt;
			skyward_dive            = &#039;スカイハイダイブ&#039;,&lt;br /&gt;
			exhibit                 = &#039;ショーケース&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		weapons = {&lt;br /&gt;
			g7_scout = {&lt;br /&gt;
				short       = &#039;G7スカウト&#039;,&lt;br /&gt;
				full        = &#039;G7スカウト&#039;,&lt;br /&gt;
				description = &#039;セミオートの狙撃手用軽量ライフル。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			alternator = {&lt;br /&gt;
				short       = &#039;オルタネーター&#039;,&lt;br /&gt;
				full        = &#039;オルタネーターSMG&#039;,&lt;br /&gt;
				description = &#039;ツインバレルのフルオートSMG。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			r99 = {&lt;br /&gt;
				short       = &#039;R-99&#039;,&lt;br /&gt;
				full        = &#039;R-99 SMG&#039;,&lt;br /&gt;
				description = &#039;高速連射が可能な自動SMG。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			r301 = {&lt;br /&gt;
				short       = &#039;R-301&#039;,&lt;br /&gt;
				full        = &#039;R-301カービン&#039;,&lt;br /&gt;
				description = &#039;フルオートで高精度。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			p2020 = {&lt;br /&gt;
				short       = &#039;P2020&#039;,&lt;br /&gt;
				full        = &#039;P2020&#039;,&lt;br /&gt;
				description = &#039;セミオートピストル。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			re45 = {&lt;br /&gt;
				short       = &#039;RE-45&#039;,&lt;br /&gt;
				full        = &#039;RE-45オート&#039;,&lt;br /&gt;
				description = &#039;フルオートピストル。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			flatline = {&lt;br /&gt;
				short       = &#039;フラットライン&#039;,&lt;br /&gt;
				full        = &#039;VK-47フラットライン&#039;,&lt;br /&gt;
				description = &#039;威力十分のフルオート銃。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			hemlok = {&lt;br /&gt;
				short       = &#039;ヘムロック&#039;,&lt;br /&gt;
				full        = &#039;ヘムロックバーストAR&#039;,&lt;br /&gt;
				description = &#039;3連バーストのアサルトライフル。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			spitfire = {&lt;br /&gt;
				short       = &#039;スピットファイア&#039;,&lt;br /&gt;
				full        = &#039;M600スピットファイア&#039;,&lt;br /&gt;
				description = &#039;フルオートのLMG。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			wingman = {&lt;br /&gt;
				short       = &#039;ウィングマン&#039;,&lt;br /&gt;
				full        = &#039;ウィングマン&#039;,&lt;br /&gt;
				description = &#039;高威力のリボルバー。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			repeater = {&lt;br /&gt;
				short       = &#039;30-30&#039;,&lt;br /&gt;
				full        = &#039;30-30リピーター&#039;,&lt;br /&gt;
				description = &#039;セミオートのヘビーリピーター。エイムでチャージした分のボーナスダメージが追加される。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			prowler = {&lt;br /&gt;
				short       = &#039;プラウラー&#039;,&lt;br /&gt;
				full        = &#039;プラウラーバーストPDW&#039;,&lt;br /&gt;
				description = &#039;5連バーストSMG。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			rampage = {&lt;br /&gt;
				short       = &#039;ランページ&#039;,&lt;br /&gt;
				full        = &#039;ランページLMG&#039;,&lt;br /&gt;
				description = &#039;火力特化のLMG。テルミットをチャージすると連射速度が上昇。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			lstar = {&lt;br /&gt;
				short       = &#039;L-スター&#039;,&lt;br /&gt;
				full        = &#039;L-スターEMG&#039;,&lt;br /&gt;
				description = &#039;プラズマエネルギーを充填したヘビーマシンガン。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			havoc = {&lt;br /&gt;
				short       = &#039;ハボック&#039;,&lt;br /&gt;
				full        = &#039;ハボックライフル&#039;,&lt;br /&gt;
				description = &#039;フルオートのチャージ式エネルギーライフル。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			devotion = {&lt;br /&gt;
				short       = &#039;ディヴォーション&#039;,&lt;br /&gt;
				full        = &#039;ディヴォーションLMG&#039;,&lt;br /&gt;
				description = &#039;フルオートのエネルギーLMG。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			volt = {&lt;br /&gt;
				short       = &#039;ボルト&#039;,&lt;br /&gt;
				full        = &#039;ボルトSMG&#039;,&lt;br /&gt;
				description = &#039;エネルギー駆動式のSMG。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			tripletake = {&lt;br /&gt;
				short       = &#039;トリプルテイク&#039;,&lt;br /&gt;
				full        = &#039;トリプルテイク&#039;,&lt;br /&gt;
				description = &#039;トリプルバレルのマークスマンライフル。チョークはエイム時弾丸の拡散を抑制する。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			mastiff = {&lt;br /&gt;
				short       = &#039;マスティフ&#039;,&lt;br /&gt;
				full        = &#039;マスティフショットガン&#039;,&lt;br /&gt;
				description = &#039;強力なセミオートのショットガン。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			eva8_auto = {&lt;br /&gt;
				short       = &#039;EVA-8&#039;,&lt;br /&gt;
				full        = &#039;EVA-8オート&#039;,&lt;br /&gt;
				description = &#039;フルオートショットガン。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			peacekeeper = {&lt;br /&gt;
				short       = &#039;ピースキーパー&#039;,&lt;br /&gt;
				full        = &#039;ピースキーパー&#039;,&lt;br /&gt;
				description = &#039;レバーアクション式ショットガン。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			mozambique = {&lt;br /&gt;
				short       = &#039;モザンビーク&#039;,&lt;br /&gt;
				full        = &#039;モザンビークショットガン&#039;,&lt;br /&gt;
				description = &#039;トリプルバレルのショットガンピストル。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			longbow = {&lt;br /&gt;
				short       = &#039;ロングボウ&#039;,&lt;br /&gt;
				full        = &#039;ロングボウDMR&#039;,&lt;br /&gt;
				description = &#039;セミオートのスナイパーライフル。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			charge_rifle = {&lt;br /&gt;
				short       = &#039;チャージライフル&#039;,&lt;br /&gt;
				full        = &#039;チャージライフル&#039;,&lt;br /&gt;
				description = &#039;チャージビーム式スナイパーライフル。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			sentinel = {&lt;br /&gt;
				short       = &#039;センチネル&#039;,&lt;br /&gt;
				full        = &#039;センチネル&#039;,&lt;br /&gt;
				description = &#039;ボルトアクション。チャージ時にダメージが増加。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			kraber = {&lt;br /&gt;
				short       = &#039;クレーバー&#039;,&lt;br /&gt;
				full        = &#039;クレーバー.50スナイパー&#039;,&lt;br /&gt;
				description = &#039;ボルトアクション式の強力なスナイパーライフル。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			bocek = {&lt;br /&gt;
				short       = &#039;ボセック&#039;,&lt;br /&gt;
				full        = &#039;ボセックコンパウンドボウ&#039;,&lt;br /&gt;
				description = &#039;溜めて撃つことで、ダメージが増加する。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			car_smg = {&lt;br /&gt;
				short       = &#039;CAR&#039;,&lt;br /&gt;
				full        = &#039;C.A.R. SMG&#039;,&lt;br /&gt;
				description = &#039;汎用型SMG。ライトアモとヘビーアモを切り替えて使用できる。ライトマガジンとヘビーマガジンの両方に対応する。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			arc_star = {&lt;br /&gt;
				short       = &#039;アークスター&#039;,&lt;br /&gt;
				full        = &#039;アークスター&#039;,&lt;br /&gt;
				description = &#039;接着後に一瞬おいて爆発する。ダメージを与え視界をかすませる。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			frag_grenade = {&lt;br /&gt;
				short       = &#039;フラググレネード&#039;,&lt;br /&gt;
				full        = &#039;フラググレネード&#039;,&lt;br /&gt;
				description = &#039;携行型爆弾。投げると信管が作動する。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			thermite_grenade = {&lt;br /&gt;
				short       = &#039;テルミットグレネード&#039;,&lt;br /&gt;
				full        = &#039;テルミットグレネード&#039;,&lt;br /&gt;
				description = &#039;横方向に炎の壁を作り出す。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		},&lt;br /&gt;
	},&lt;br /&gt;
	ko = {&lt;br /&gt;
		category = {&lt;br /&gt;
			assault_rifle = { other = &#039;어설트 라이플&#039; },&lt;br /&gt;
			sub_machine_gun = { other = &#039;기관단총&#039; },&lt;br /&gt;
			light_machine_gun = { other = &#039;경기관총&#039; },&lt;br /&gt;
			marksman_weapon = { other = &#039;마크스맨 무기&#039; },&lt;br /&gt;
			sniper = { other = &#039;스나이퍼 라이플&#039; },&lt;br /&gt;
			shotgun = { other = &#039;샷건&#039; },&lt;br /&gt;
			pistol = { other = &#039;피스톨&#039; },&lt;br /&gt;
			thrown = { other = &#039;투척&#039; },&lt;br /&gt;
			supply_drop = { other = &#039;보급품&#039; },&lt;br /&gt;
			ultimate = { other = &#039;얼티밋 스킬&#039; },&lt;br /&gt;
		},&lt;br /&gt;
		ammo = {&lt;br /&gt;
			name = &#039;탄약&#039;,&lt;br /&gt;
			light = &#039;경량 탄약&#039;,&lt;br /&gt;
			heavy = &#039;중량 탄약&#039;,&lt;br /&gt;
			energy = &#039;에너지 탄약&#039;,&lt;br /&gt;
			sniper = &#039;스나이퍼 탄약&#039;,&lt;br /&gt;
			shotgun = &#039;샷건 탄환&#039;,&lt;br /&gt;
			arrows = &#039;화살&#039;,&lt;br /&gt;
			special_light = &#039;특수 경량 탄약&#039;,&lt;br /&gt;
			special_heavy = &#039;특수 중량 탄약&#039;,&lt;br /&gt;
			special_energy = &#039;특수 에너지 탄약&#039;,&lt;br /&gt;
			special_sniper = &#039;특수 스나이퍼 탄약&#039;,&lt;br /&gt;
			special_shotgun = &#039;특수 샷건 탄환&#039;,&lt;br /&gt;
			special_arrows = &#039;특수 화살&#039;,&lt;br /&gt;
			minigun = &#039;미니건 탄약&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		attachment = {&lt;br /&gt;
			name = &#039;부착물&#039;,&lt;br /&gt;
			barrels = {&lt;br /&gt;
				name              = &#039;총신&#039;,&lt;br /&gt;
				barrel_stabilizer = &#039;총신 안정기&#039;,&lt;br /&gt;
				laser_sight       = &#039;레이저 사이트&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			extended_mag = {&lt;br /&gt;
				name = &#039;탄창&#039;,&lt;br /&gt;
				light = &#039;경량 확장 탄창&#039;,&lt;br /&gt;
				heavy = &#039;중량 확장 탄창&#039;,&lt;br /&gt;
				energy = &#039;에너지 확장 탄창&#039;,&lt;br /&gt;
				sniper = &#039;스나이퍼 확장 탄창&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			gears = {&lt;br /&gt;
				name             = &#039;기어&#039;,&lt;br /&gt;
				backpack         = &#039;백팩&#039;,&lt;br /&gt;
				body_shield      = &#039;보디 실드&#039;,&lt;br /&gt;
				defenses         = &#039;방어&#039;,&lt;br /&gt;
				evo_shield       = &#039;이보 실드&#039;,&lt;br /&gt;
				helmet           = &#039;헬멧&#039;,&lt;br /&gt;
				knockdown_shield = &#039;녹다운 실드&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			optics = {&lt;br /&gt;
				name                                = &#039;조준경&#039;,&lt;br /&gt;
				onex_hcog_classic                   = &#039;1x HCOG \&#039;클래식\&#039;&#039;,&lt;br /&gt;
				twox_hcog_bruiser                   = &#039;2x HCOG \&#039;브루저\&#039;&#039;,&lt;br /&gt;
				onex_reflex_holosight               = &#039;1x 홀로스코프&#039;,&lt;br /&gt;
				onex_twox_variable_reflex_holosight = &#039;1x-2x 가변형 홀로스코프&#039;,&lt;br /&gt;
				onex_digital_threat                 = &#039;1x 디지털 스레트&#039;,&lt;br /&gt;
				threex_hcog_ranger                  = &#039;3x HCOG \&#039;레인저\&#039;&#039;,&lt;br /&gt;
				twox_fourx_variable_acog            = &#039;2x-4x 가변형 AOG&#039;,&lt;br /&gt;
				sixx_sniper_scope                   = &#039;6x 스나이퍼&#039;,&lt;br /&gt;
				fourx_eightx_variable_sniper_scope  = &#039;4x-8x 가변형 스나이퍼&#039;,&lt;br /&gt;
				fourx_tenx_digital_sniper_threat    = &#039;4x-10x 디지털 스나이퍼 스레트&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			shotgun_bolt = &#039;샷건 볼트&#039;,&lt;br /&gt;
			stocks = {&lt;br /&gt;
				name     = &#039;개머리판&#039;,&lt;br /&gt;
				standard = &#039;일반 개머리판&#039;,&lt;br /&gt;
				sniper   = &#039;저격용 개머리판&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		},&lt;br /&gt;
		hopup = {&lt;br /&gt;
			name = &#039;사거리 연장&#039;,&lt;br /&gt;
			anvil_receiver = &#039;앤빌 리시버&#039;,&lt;br /&gt;
			boosted_loader = &#039;부스티드 장전기&#039;,&lt;br /&gt;
			deadeyes_tempo = &#039;데드아이 템포&#039;,&lt;br /&gt;
			disruptor_rounds = &#039;분쇄탄&#039;,&lt;br /&gt;
			double_tap_trigger = &#039;더블 탭 트리거&#039;,&lt;br /&gt;
			dual_shell = &#039;듀얼 셸&#039;,&lt;br /&gt;
			graffiti_mod = &#039;그래피티 모드&#039;,&lt;br /&gt;
			hammerpoint_rounds = &#039;추공탄&#039;,&lt;br /&gt;
			kinetic_feeder = &#039;키네틱 피더&#039;,&lt;br /&gt;
			precision_choke = &#039;정밀 초크&#039;,&lt;br /&gt;
			quickdraw_holster = &#039;퀵드로 홀스터&#039;,&lt;br /&gt;
			selectfire_receiver = &#039;사격 방식 선택기&#039;,&lt;br /&gt;
			shatter_caps = &#039;산탄형 촉&#039;,&lt;br /&gt;
			skullpiercer_rifling = &#039;관통형 강선&#039;,&lt;br /&gt;
			splatter_rounds = &#039;스플래터탄&#039;,&lt;br /&gt;
			turbocharger = &#039;터보차저&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		legends = {&lt;br /&gt;
			name       = &#039;레전드&#039;,&lt;br /&gt;
			bloodhound = &#039;블러드하운드&#039;,&lt;br /&gt;
			gibraltar  = &#039;지브롤터&#039;,&lt;br /&gt;
			lifeline   = &#039;라이프라인&#039;,&lt;br /&gt;
			pathfinder = &#039;패스파인더&#039;,&lt;br /&gt;
			wraith     = &#039;레이스&#039;,&lt;br /&gt;
			bangalore  = &#039;방갈로르&#039;,&lt;br /&gt;
			caustic    = &#039;코스틱&#039;,&lt;br /&gt;
			mirage     = &#039;미라지&#039;,&lt;br /&gt;
			octane     = &#039;옥테인&#039;,&lt;br /&gt;
			wattson    = &#039;왓슨&#039;,&lt;br /&gt;
			crypto     = &#039;크립토&#039;,&lt;br /&gt;
			revenant   = &#039;레버넌트&#039;,&lt;br /&gt;
			loba       = &#039;로바&#039;,&lt;br /&gt;
			rampart    = &#039;램파트&#039;,&lt;br /&gt;
			horizon    = &#039;호라이즌&#039;,&lt;br /&gt;
			fuse       = &#039;퓨즈&#039;,&lt;br /&gt;
			valkyrie   = &#039;발키리&#039;,&lt;br /&gt;
			seer       = &#039;시어&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		passive = {&lt;br /&gt;
			name                 = &#039;패시브&#039;,&lt;br /&gt;
			tracker              = &#039;추적기&#039;,&lt;br /&gt;
			gun_shield           = &#039;건 실드&#039;,&lt;br /&gt;
			combat_medic         = &#039;전투 의무병&#039;,&lt;br /&gt;
			combat_revive        = &#039;전투 회생&#039;,&lt;br /&gt;
			insider_knowledge    = &#039;내부 정보&#039;,&lt;br /&gt;
			voices_from_the_void = &#039;공허의 목소리&#039;,&lt;br /&gt;
			double_time          = &#039;더블 타임&#039;,&lt;br /&gt;
			nox_vision           = &#039;녹스 비전&#039;,&lt;br /&gt;
			encore               = &#039;앙코르!&#039;,&lt;br /&gt;
			now_you_see_me       = &#039;이제 내가 보이는가...&#039;, -- Website: &#039;이제 내가 보이는가 . . .&#039;&lt;br /&gt;
			swift_mend           = &#039;빠른 치료&#039;,&lt;br /&gt;
			spark_of_genius      = &#039;천재의 스파크&#039;,&lt;br /&gt;
			neurolink            = &#039;뉴로링크&#039;,&lt;br /&gt;
			stalker              = &#039;스토커&#039;,&lt;br /&gt;
			eye_for_quality      = &#039;고급을 보는 눈&#039;,&lt;br /&gt;
			modded_loader        = &#039;개조 장전기&#039;,&lt;br /&gt;
			spacewalk            = &#039;우주 유영&#039;,&lt;br /&gt;
			grenadier            = &#039;척탄병&#039;,&lt;br /&gt;
			vtol_jets            = &#039;VTOL 제트&#039;,&lt;br /&gt;
			heart_seeker         = &#039;하트 시커&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		regen = {&lt;br /&gt;
			name                = &#039;재생&#039;,&lt;br /&gt;
			health              = &#039;체력&#039;,&lt;br /&gt;
			shield              = &#039;실드&#039;,&lt;br /&gt;
			ultimate            = &#039;얼티밋 스킬&#039;,&lt;br /&gt;
			combo               = &#039;콤보&#039;,&lt;br /&gt;
			syringe             = &#039;주사기&#039;,&lt;br /&gt;
			medkit              = &#039;구급 키트&#039;,&lt;br /&gt;
			shield_cell         = &#039;실드 셀&#039;,&lt;br /&gt;
			shield_battery      = &#039;실드 배터리&#039;,&lt;br /&gt;
			phoenix_kit         = &#039;피닉스 키트&#039;,&lt;br /&gt;
			ultimate_accelerant = &#039;얼티밋 스킬 촉진제&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		tactical = {&lt;br /&gt;
			name                 = &#039;전술&#039;,&lt;br /&gt;
			eye_of_the_allfather = &#039;신의 눈&#039;,&lt;br /&gt;
			dome_of_protection   = &#039;보호의 돔&#039;,&lt;br /&gt;
			doc_heal_drone       = &#039;D.O.C 치유 드론&#039;,&lt;br /&gt;
			grappling_hook       = &#039;그래플링 훅&#039;,&lt;br /&gt;
			into_the_void        = &#039;공허 속으로&#039;,&lt;br /&gt;
			smoke_launcher       = &#039;스모크 런처&#039;,&lt;br /&gt;
			nox_gas_trap         = &#039;녹스 가스 트랩&#039;,&lt;br /&gt;
			psyche_out           = &#039;사이키 아웃&#039;,&lt;br /&gt;
			stim                 = &#039;자극제&#039;,&lt;br /&gt;
			perimeter_security   = &#039;주변 보안 장치&#039;, -- Website: &#039;주변 보안&#039;&lt;br /&gt;
			surveillance_drone   = &#039;감시 드론&#039;,&lt;br /&gt;
			silence              = &#039;비명 차단기&#039;,&lt;br /&gt;
			burglars_best_friend = &#039;도둑의 절친&#039;,&lt;br /&gt;
			amped_cover          = &#039;증폭 엄폐물&#039;,&lt;br /&gt;
			gravity_lift         = &#039;중력 리프트&#039;,&lt;br /&gt;
			knuckle_cluster      = &#039;너클 클러스터&#039;,&lt;br /&gt;
			missile_swarm        = &#039;미사일 스웜&#039;,&lt;br /&gt;
			focus_of_attention   = &#039;관심 집중&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		ultimate = {&lt;br /&gt;
			name                    = &#039;얼티밋 스킬&#039;,&lt;br /&gt;
			beast_of_the_hunt       = &#039;사냥의 야수&#039;,&lt;br /&gt;
			defensive_bombardment   = &#039;방어 포격&#039;,&lt;br /&gt;
			care_package            = &#039;케어 패키지&#039;,&lt;br /&gt;
			zipline_gun             = &#039;집라인 건&#039;,&lt;br /&gt;
			dimensiona_rift         = &#039;차원 균열&#039;,&lt;br /&gt;
			rolling_thunder         = &#039;롤링 선더&#039;,&lt;br /&gt;
			nox_gas_grenade         = &#039;녹스 가스 수류탄&#039;,&lt;br /&gt;
			vanishing_act           = &#039;소멸&#039;,&lt;br /&gt;
			life_of_the_party       = &#039;파티의 주인공&#039;,&lt;br /&gt;
			launch_pad              = &#039;런치 패드&#039;,&lt;br /&gt;
			interception_pylon      = &#039;인터셉션 파일런&#039;,&lt;br /&gt;
			drone_emp               = &#039;드론 EMP&#039;,&lt;br /&gt;
			death_totem             = &#039;데스 토템&#039;,&lt;br /&gt;
			black_market_boutique   = &#039;블랙 마켓 부티크&#039;,&lt;br /&gt;
			emplaced_minigun_sheila = &#039;설치형 미니건 &amp;quot;쉴라&amp;quot;&#039;,&lt;br /&gt;
			black_hole              = &#039;블랙홀&#039;,&lt;br /&gt;
			the_motherlode          = &#039;마더로드&#039;,&lt;br /&gt;
			skyward_dive            = &#039;스카이워드 다이브&#039;,&lt;br /&gt;
			exhibit                 = &#039;전시&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		weapons = {&lt;br /&gt;
			g7_scout = {&lt;br /&gt;
				short       = &#039;G7 스카우트&#039;,&lt;br /&gt;
				full        = &#039;G7 스카우트&#039;,&lt;br /&gt;
				description = &#039;세미오토 라이트 마크스맨 라이플.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			alternator = {&lt;br /&gt;
				short       = &#039;얼터네이터&#039;,&lt;br /&gt;
				full        = &#039;얼터네이터 SMG&#039;,&lt;br /&gt;
				description = &#039;이중 총신의 완전 자동 SMG.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			r99 = {&lt;br /&gt;
				short       = &#039;R-99&#039;,&lt;br /&gt;
				full        = &#039;R-99 SMG&#039;,&lt;br /&gt;
				description = &#039;속사형 자동 SMG.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			r301 = {&lt;br /&gt;
				short       = &#039;R-301&#039;,&lt;br /&gt;
				full        = &#039;R-301 카빈&#039;,&lt;br /&gt;
				description = &#039;명중률이 높은 완전 자동 총기.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			p2020 = {&lt;br /&gt;
				short       = &#039;P2020&#039;,&lt;br /&gt;
				full        = &#039;P2020&#039;,&lt;br /&gt;
				description = &#039;반자동 피스톨.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			re45 = {&lt;br /&gt;
				short       = &#039;RE-45&#039;,&lt;br /&gt;
				full        = &#039;RE-45 자동&#039;,&lt;br /&gt;
				description = &#039;완전 자동 피스톨.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			flatline = {&lt;br /&gt;
				short       = &#039;플랫라인&#039;,&lt;br /&gt;
				full        = &#039;VK-47 플랫라인&#039;,&lt;br /&gt;
				description = &#039;강력한 완전 자동 총기.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			hemlok = {&lt;br /&gt;
				short       = &#039;헴록&#039;,&lt;br /&gt;
				full        = &#039;헴록 버스트 AR&#039;,&lt;br /&gt;
				description = &#039;3발 점사식 어설트 라이플.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			spitfire = {&lt;br /&gt;
				short       = &#039;스핏파이어&#039;,&lt;br /&gt;
				full        = &#039;M600 스핏파이어&#039;,&lt;br /&gt;
				description = &#039;완전 자동 LMG.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			wingman = {&lt;br /&gt;
				short       = &#039;윙맨&#039;,&lt;br /&gt;
				full        = &#039;윙맨&#039;,&lt;br /&gt;
				description = &#039;강력한 리볼버.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			repeater = {&lt;br /&gt;
				short       = &#039;30-30&#039;,&lt;br /&gt;
				full        = &#039;30-30 리피터&#039;,&lt;br /&gt;
				description = &#039;반자동 중량 리피터입니다. ADS를 하면 대미지 보너스가 충전됩니다.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			prowler = {&lt;br /&gt;
				short       = &#039;프라울러&#039;,&lt;br /&gt;
				full        = &#039;프라울러 점사 PDW&#039;,&lt;br /&gt;
				description = &#039;5발 점사식 SMG.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			rampage = {&lt;br /&gt;
				short       = &#039;램페이지&#039;,&lt;br /&gt;
				full        = &#039;램페이지 LMG&#039;,&lt;br /&gt;
				description = &#039;테르밋으로 충전해 사격 속도를 강화할 수 있는 LMG입니다.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			lstar = {&lt;br /&gt;
				short       = &#039;L-STAR&#039;,&lt;br /&gt;
				full        = &#039;L-STAR EMG&#039;,&lt;br /&gt;
				description = &#039;플라스마로 가동되는 중량 MG.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			havoc = {&lt;br /&gt;
				short       = &#039;하복&#039;,&lt;br /&gt;
				full        = &#039;하복 라이플&#039;,&lt;br /&gt;
				description = &#039;완전 자동 에너지 충전 소총.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			devotion = {&lt;br /&gt;
				short       = &#039;디보션&#039;,&lt;br /&gt;
				full        = &#039;디보션 LMG&#039;,&lt;br /&gt;
				description = &#039;완전 자동 에너지 경기관총.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			volt = {&lt;br /&gt;
				short       = &#039;볼트&#039;,&lt;br /&gt;
				full        = &#039;볼트 SMG&#039;,&lt;br /&gt;
				description = &#039;에너지 작동신 SMG입니다.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			tripletake = {&lt;br /&gt;
				short       = &#039;트리플 테이크&#039;,&lt;br /&gt;
				full        = &#039;트리플 테이크&#039;,&lt;br /&gt;
				description = &#039;총열이 세 개인 마크스맨 라이플. 초크를 사용하면 조준 시 탄 퍼짐이 감소함.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			mastiff = {&lt;br /&gt;
				short       = &#039;마스티프&#039;,&lt;br /&gt;
				full        = &#039;마스티프 샷건&#039;,&lt;br /&gt;
				description = &#039;강력한 반자동 샷건.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			eva8_auto = {&lt;br /&gt;
				short       = &#039;EVA-8&#039;,&lt;br /&gt;
				full        = &#039;EVA-8 자동&#039;,&lt;br /&gt;
				description = &#039;완전 자동 샷건.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			peacekeeper = {&lt;br /&gt;
				short       = &#039;피스키퍼&#039;,&lt;br /&gt;
				full        = &#039;피스키퍼&#039;,&lt;br /&gt;
				description = &#039;레버 액션식 샷건.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			mozambique = {&lt;br /&gt;
				short       = &#039;모잠비크&#039;,&lt;br /&gt;
				full        = &#039;모잠비크 샷건&#039;,&lt;br /&gt;
				description = &#039;총열이 세 개인 샷건 피스톨.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			longbow = {&lt;br /&gt;
				short       = &#039;롱보우&#039;,&lt;br /&gt;
				full        = &#039;롱보우 DMR&#039;,&lt;br /&gt;
				description = &#039;반자동 스나이퍼 라이플.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			charge_rifle = {&lt;br /&gt;
				short       = &#039;차지 라이플&#039;,&lt;br /&gt;
				full        = &#039;차지 라이플&#039;,&lt;br /&gt;
				description = &#039;충전식 빔 스나이퍼 라이플입니다.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			sentinel = {&lt;br /&gt;
				short       = &#039;센티넬&#039;,&lt;br /&gt;
				full        = &#039;센티넬&#039;,&lt;br /&gt;
				description = &#039;볼트 액션 스나이퍼.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			kraber = {&lt;br /&gt;
				short       = &#039;크레이버&#039;,&lt;br /&gt;
				full        = &#039;크레이버 .50 구경 저격총&#039;,&lt;br /&gt;
				description = &#039;수동식 노리쇠를 사용하는 강력한 스나이퍼 라이플.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			bocek = {&lt;br /&gt;
				short       = &#039;보섹&#039;,&lt;br /&gt;
				full        = &#039;보섹 컴파운드 보우&#039;,&lt;br /&gt;
				description = &#039;발사 버튼을 홀드하면 위력이 증가합니다.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			car_smg = {&lt;br /&gt;
				short       = &#039;CAR&#039;,&lt;br /&gt;
				full        = &#039;C.A.R. SMG&#039;,&lt;br /&gt;
				description = &#039;경량 및 중량 탄약을 사용하는 적응형 SMG. 경량 또는 중량 탄창을 장착할 수 있음.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			arc_star = {&lt;br /&gt;
				short       = &#039;아크 스타&#039;,&lt;br /&gt;
				full        = &#039;아크 스타&#039;,&lt;br /&gt;
				description = &#039;목표 지점에 부착 후폭발. 대미지 및 시야 방해.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			frag_grenade = {&lt;br /&gt;
				short       = &#039;파편 수류탄&#039;,&lt;br /&gt;
				full        = &#039;파편 수류탄&#039;,&lt;br /&gt;
				description = &#039;폭발물. 던지면 신관 작동.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			thermite_grenade = {&lt;br /&gt;
				short       = &#039;테르밋 수류탄&#039;,&lt;br /&gt;
				full        = &#039;테르밋 수류탄&#039;,&lt;br /&gt;
				description = &#039;좌우로 번지는 불의 장벽 생성.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		},&lt;br /&gt;
	},&lt;br /&gt;
	pl = {&lt;br /&gt;
		category = {&lt;br /&gt;
			assault_rifle = {&lt;br /&gt;
				one = &#039;Karabin szturmowy&#039;,&lt;br /&gt;
				other = &#039;Karabiny szturmowe&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			sub_machine_gun = {&lt;br /&gt;
				one = &#039;Pistolet maszynowy&#039;,&lt;br /&gt;
				other = &#039;Pistolety maszynowe&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			light_machine_gun = {&lt;br /&gt;
				one = &#039;Lekki karabin maszynowy&#039;,&lt;br /&gt;
				other = &#039;Lekkie karabiny maszynowe&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			marksman_weapon = {&lt;br /&gt;
				other = &#039;Broń wyborowa&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			sniper = {&lt;br /&gt;
				one = &#039;Karabin snajperski&#039;,&lt;br /&gt;
				other = &#039;Karabiny snajperskie&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			shotgun = {&lt;br /&gt;
				one = &#039;Strzelba&#039;,&lt;br /&gt;
				other = &#039;Strzelby&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			pistol = {&lt;br /&gt;
				one = &#039;Pistolet&#039;,&lt;br /&gt;
				other = &#039;Pistolety&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			thrown = {&lt;br /&gt;
				other = &#039;Do rzucania&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			supply_drop = {&lt;br /&gt;
				one = &#039;Zrzut zaopatrzenia&#039;,&lt;br /&gt;
				other = &#039;Zrzuty zaopatrzenia&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			ultimate = {&lt;br /&gt;
				other = &#039;Zdolność specjalna&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		},&lt;br /&gt;
		ammo = {&lt;br /&gt;
			name = &#039;Amunicja&#039;,&lt;br /&gt;
			light = &#039;Lekka amunicja&#039;,&lt;br /&gt;
			heavy = &#039;Ciężka amunicja&#039;,&lt;br /&gt;
			energy = &#039;Amunicja energetyczna&#039;,&lt;br /&gt;
			sniper = &#039;Amunicja snajperska&#039;,&lt;br /&gt;
			shotgun = &#039;Naboje do strzelby&#039;,&lt;br /&gt;
			arrows = &#039;Stazały&#039;,&lt;br /&gt;
			special_light = &#039;Lekka amunicja specjalna&#039;,&lt;br /&gt;
			special_heavy = &#039;Ciężka amunicja specjalna&#039;,&lt;br /&gt;
			special_energy = &#039;Specjalna amunicja energetyczna&#039;,&lt;br /&gt;
			special_sniper = &#039;Specjalna amunicja snajperska&#039;,&lt;br /&gt;
			special_shotgun = &#039;Specjalna naboje do strzelby&#039;,&lt;br /&gt;
			special_arrows = &#039;Specjalna stazały&#039;,&lt;br /&gt;
			minigun = &#039;Minigun Ammo&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		attachment = {&lt;br /&gt;
			name = &#039;Attachment&#039;,&lt;br /&gt;
			barrels = {&lt;br /&gt;
				name              = &#039;Lufa&#039;,&lt;br /&gt;
				barrel_stabilizer = &#039;Stabilizator lufy&#039;,&lt;br /&gt;
				laser_sight       = &#039;Celownik laserowy&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			extended_mag = {&lt;br /&gt;
				name = &#039;Magazynek&#039;,&lt;br /&gt;
				light = &#039;Powiększenie lekkiego magazynku&#039;,&lt;br /&gt;
				heavy = &#039;Powiększenie ciężkiego magazynku&amp;quot;&#039;,&lt;br /&gt;
				energy = &#039;Powiększenie magazynku energetyczny&#039;,&lt;br /&gt;
				sniper = &#039;Powiększenie magazynku snajperskiego&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			gears = {&lt;br /&gt;
				name             = &#039;Sprzęt&#039;,&lt;br /&gt;
				backpack         = &#039;Plecak&#039;,&lt;br /&gt;
				body_shield      = &#039;Osłona osobista&#039;,&lt;br /&gt;
				defenses         = &#039;Obrona&#039;,&lt;br /&gt;
				evo_shield       = &#039;Ewoluująca osłona&#039;,&lt;br /&gt;
				helmet           = &#039;Hełm&#039;,&lt;br /&gt;
				knockdown_shield = &#039;Osłona leżącego&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			optics = {&lt;br /&gt;
				name                                = &#039;Celownik&#039;,&lt;br /&gt;
				onex_hcog_classic                   = &#039;1x OCH „Klasyczny”&#039;,&lt;br /&gt;
				twox_hcog_bruiser                   = &#039;2x OCH „Mocarz”&#039;,&lt;br /&gt;
				onex_reflex_holosight               = &#039;1x Holo&#039;,&lt;br /&gt;
				onex_twox_variable_reflex_holosight = &#039;1x-2x Regulowany Holo&#039;,&lt;br /&gt;
				onex_digital_threat                 = &#039;1x Cyfrowy Wykrywacz Zagrożeń&#039;,&lt;br /&gt;
				threex_hcog_ranger                  = &#039;3x OCH „Strażnik”&#039;,&lt;br /&gt;
				twox_fourx_variable_acog            = &#039;2x-4x Regulowany AOG&#039;,&lt;br /&gt;
				sixx_sniper_scope                   = &#039;6x Celownik Snajperski&#039;,&lt;br /&gt;
				fourx_eightx_variable_sniper_scope  = &#039;4x-8x Regulowany Celownik Snajperski&#039;,&lt;br /&gt;
				fourx_tenx_digital_sniper_threat    = &#039;4x-10x Snajperski Wykrywacz Zagrożeń&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			shotgun_bolt = &#039;Rygiel do strzelby&#039;,&lt;br /&gt;
			stocks = {&lt;br /&gt;
				name     = &#039;Kolba&#039;,&lt;br /&gt;
				standard = &#039;Standardowa kolba&#039;,&lt;br /&gt;
				sniper   = &#039;Kolba snajperska&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		},&lt;br /&gt;
		hopup = {&lt;br /&gt;
			name = &#039;Ulepszenie&#039;,&lt;br /&gt;
			anvil_receiver = &#039;Podajnik kowadełkowy&#039;,&lt;br /&gt;
			boosted_loader = &#039;Wzmocniony zasobnik&#039;,&lt;br /&gt;
			deadeyes_tempo = &#039;Strzeleckie tempo&#039;,&lt;br /&gt;
			disruptor_rounds = &#039;Amunicja zagłuszająca&#039;,&lt;br /&gt;
			double_tap_trigger = &#039;Spust dwustrzałowy&#039;,&lt;br /&gt;
			dual_shell = &#039;Podwójny pocisk&#039;,&lt;br /&gt;
			graffiti_mod = &#039;Modyfikacja Graffiti&#039;,&lt;br /&gt;
			hammerpoint_rounds = &#039;Pociski Hammerpoint&#039;,&lt;br /&gt;
			kinetic_feeder = &#039;Podajnik kinetyczny&#039;,&lt;br /&gt;
			precision_choke = &#039;Czok celowniczy&#039;,&lt;br /&gt;
			quickdraw_holster = &#039;Kabura szybkiego dobywania&#039;,&lt;br /&gt;
			selectfire_receiver = &#039;Przełącznik ognia&#039;,&lt;br /&gt;
			shatter_caps = &#039;Groty rozpryskowe&#039;,&lt;br /&gt;
			skullpiercer_rifling = &#039;Skullpiercer&#039;,&lt;br /&gt;
			splatter_rounds = &#039;Pociski z farbą&#039;,&lt;br /&gt;
			turbocharger = &#039;Dźwignia naciągu&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		legends = {&lt;br /&gt;
			name       = &#039;Legendę&#039;,&lt;br /&gt;
			bloodhound = &#039;Bloodhound&#039;,&lt;br /&gt;
			gibraltar  = &#039;Gibraltar&#039;,&lt;br /&gt;
			lifeline   = &#039;Lifeline&#039;,&lt;br /&gt;
			pathfinder = &#039;Pathfinder&#039;,&lt;br /&gt;
			wraith     = &#039;Wraith&#039;,&lt;br /&gt;
			bangalore  = &#039;Bangalore&#039;,&lt;br /&gt;
			caustic    = &#039;Caustic&#039;,&lt;br /&gt;
			mirage     = &#039;Mirage&#039;,&lt;br /&gt;
			octane     = &#039;Octane&#039;,&lt;br /&gt;
			wattson    = &#039;Wattson&#039;,&lt;br /&gt;
			crypto     = &#039;Crypto&#039;,&lt;br /&gt;
			revenant   = &#039;Revenant&#039;,&lt;br /&gt;
			loba       = &#039;Loba&#039;,&lt;br /&gt;
			rampart    = &#039;Rampart&#039;,&lt;br /&gt;
			horizon    = &#039;Horizon&#039;,&lt;br /&gt;
			fuse       = &#039;Fuse&#039;,&lt;br /&gt;
			valkyrie   = &#039;Walkiria&#039;,&lt;br /&gt;
			seer       = &#039;Seer&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		passive = {&lt;br /&gt;
			name                 = &#039;Zdolność pasywna&#039;,&lt;br /&gt;
			tracker              = &#039;Tropiciel&#039;,&lt;br /&gt;
			gun_shield           = &#039;Tarcza balistyczna&#039;,&lt;br /&gt;
			combat_medic         = &#039;Medyk bojowy&#039;,&lt;br /&gt;
			combat_revive        = &#039;Opatrunek bojowy&#039;,&lt;br /&gt;
			insider_knowledge    = &#039;Poufne informacje&#039;,&lt;br /&gt;
			voices_from_the_void = &#039;Głosy z Otchłani&#039;,&lt;br /&gt;
			double_time          = &#039;Szybsze tempo&#039;,&lt;br /&gt;
			nox_vision           = &#039;Obraz Nox&#039;,&lt;br /&gt;
			encore               = &#039;Bis!&#039;,&lt;br /&gt;
			now_you_see_me       = &#039;Raz mnie widać…&#039;,&lt;br /&gt;
			swift_mend           = &#039;Samoregeneracja&#039;,&lt;br /&gt;
			spark_of_genius      = &#039;Przebłysk geniuszu&#039;,&lt;br /&gt;
			neurolink            = &#039;Neurolink&#039;,&lt;br /&gt;
			stalker              = &#039;Tropiciel&#039;,&lt;br /&gt;
			eye_for_quality      = &#039;Oko do błyskotek&#039;,&lt;br /&gt;
			modded_loader        = &#039;Zmodyfikowany zasobnik&#039;,&lt;br /&gt;
			spacewalk            = &#039;Kosmiczna wędrówka&#039;,&lt;br /&gt;
			grenadier            = &#039;Grenadier&#039;,&lt;br /&gt;
			vtol_jets            = &#039;Silniki odrzutowe VTOL&#039;,&lt;br /&gt;
			heart_seeker         = &#039;Poszukiwacz serc&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		regen = {&lt;br /&gt;
			name                = &#039;Regeneracja&#039;,&lt;br /&gt;
			health              = &#039;Zdrowie&#039;,&lt;br /&gt;
			shield              = &#039;Tarcza&#039;,&lt;br /&gt;
			ultimate            = &#039;Zdolność specjalna&#039;,&lt;br /&gt;
			combo               = &#039;Kombinacja&#039;,&lt;br /&gt;
			syringe             = &#039;Strzykawka&#039;,&lt;br /&gt;
			medkit              = &#039;Apteczka&#039;,&lt;br /&gt;
			shield_cell         = &#039;Ogniwo osłony&#039;,&lt;br /&gt;
			shield_battery      = &#039;Bateria osłony&#039;,&lt;br /&gt;
			phoenix_kit         = &#039;Zestaw Feniksa&#039;,&lt;br /&gt;
			ultimate_accelerant = &#039;Specjalny akcelerator&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		tactical = {&lt;br /&gt;
			name                 = &#039;Zdolność taktyczna&#039;,&lt;br /&gt;
			eye_of_the_allfather = &#039;Oko Wszechojca&#039;,&lt;br /&gt;
			dome_of_protection   = &#039;Kopuła ochronna&#039;,&lt;br /&gt;
			doc_heal_drone       = &#039;Dron leczący D.O.C.&#039;,&lt;br /&gt;
			grappling_hook       = &#039;Hak z liną&#039;,&lt;br /&gt;
			into_the_void        = &#039;Przez otchłań&#039;,&lt;br /&gt;
			smoke_launcher       = &#039;Wyrzutnia dymu&#039;,&lt;br /&gt;
			nox_gas_trap         = &#039;Pułapka gazowa Nox&#039;,&lt;br /&gt;
			psyche_out           = &#039;Chora psychika&#039;,&lt;br /&gt;
			stim                 = &#039;Stymulant&#039;,&lt;br /&gt;
			perimeter_security   = &#039;Zapora bezpieczeństwa&#039;,&lt;br /&gt;
			surveillance_drone   = &#039;Dron monitorujący&#039;,&lt;br /&gt;
			silence              = &#039;Uciszenie&#039;,&lt;br /&gt;
			burglars_best_friend = &#039;Najlepszy przyjaciel włamywacza&#039;,&lt;br /&gt;
			amped_cover          = &#039;Osłona&#039;,&lt;br /&gt;
			gravity_lift         = &#039;Winda grawitacyjna&#039;,&lt;br /&gt;
			knuckle_cluster      = &#039;Druzgocące uderzenie&#039;,&lt;br /&gt;
			missile_swarm        = &#039;Rój pocisków&#039;,&lt;br /&gt;
			focus_of_attention   = &#039;Skupienie uwagi&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		ultimate = {&lt;br /&gt;
			name                    = &#039;Zdolność specjalna&#039;,&lt;br /&gt;
			beast_of_the_hunt       = &#039;Dziki łowca&#039;,&lt;br /&gt;
			defensive_bombardment   = &#039;Bombardowanie&#039;,&lt;br /&gt;
			care_package            = &#039;Zrzut zaopatrzenia&#039;,&lt;br /&gt;
			zipline_gun             = &#039;Działo z linką&#039;,&lt;br /&gt;
			dimensiona_rift         = &#039;Wrota wymiarów&#039;,&lt;br /&gt;
			rolling_thunder         = &#039;Piorun kulisty&#039;,&lt;br /&gt;
			nox_gas_grenade         = &#039;Granat z gazem Nox&#039;,&lt;br /&gt;
			vanishing_act           = &#039;Zniknięcie&#039;,&lt;br /&gt;
			life_of_the_party       = &#039;Dusza towarzystwa&#039;,&lt;br /&gt;
			launch_pad              = &#039;Odskocznia&#039;,&lt;br /&gt;
			interception_pylon      = &#039;Pylon przechwytujący&#039;,&lt;br /&gt;
			drone_emp               = &#039;Impuls drona&#039;,&lt;br /&gt;
			death_totem             = &#039;Totem śmierci&#039;,&lt;br /&gt;
			black_market_boutique   = &#039;Czarnorynkowy butik&#039;,&lt;br /&gt;
			emplaced_minigun_sheila = &#039;Rozstawione działko „Sheila”&#039;,&lt;br /&gt;
			black_hole              = &#039;Czarna dziura&#039;,&lt;br /&gt;
			the_motherlode          = &#039;Wielki moździerz&#039;,&lt;br /&gt;
			skyward_dive            = &#039;Wzlot ku niebiosom&#039;,&lt;br /&gt;
			exhibit                 = &#039;Wystawa&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		weapons = {&lt;br /&gt;
			g7_scout = {&lt;br /&gt;
				short       = &#039;G7 Scout&#039;,&lt;br /&gt;
				full        = &#039;G7 Scout&#039;,&lt;br /&gt;
				description = &#039;Półautomatyczny lekki karabin wyborowy.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			alternator = {&lt;br /&gt;
				short       = &#039;Alternator&#039;,&lt;br /&gt;
				full        = &#039;PM Alternator&#039;,&lt;br /&gt;
				description = &#039;Dwulufowy automatyczny pistolet maszynowy.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			r99 = {&lt;br /&gt;
				short       = &#039;R-99&#039;,&lt;br /&gt;
				full        = &#039;PM R-99&#039;,&lt;br /&gt;
				description = &#039;Szybkostrzelny automatyczny pistolet maszynowy.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			r301 = {&lt;br /&gt;
				short       = &#039;R-301&#039;,&lt;br /&gt;
				full        = &#039;Karabin R-301&#039;,&lt;br /&gt;
				description = &#039;Broń automatyczna o dużej celności.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			p2020 = {&lt;br /&gt;
				short       = &#039;P2020&#039;,&lt;br /&gt;
				full        = &#039;P2020&#039;,&lt;br /&gt;
				description = &#039;Pistolet półautomatyczny.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			re45 = {&lt;br /&gt;
				short       = &#039;RE-45&#039;,&lt;br /&gt;
				full        = &#039;RE-45 Auto&#039;,&lt;br /&gt;
				description = &#039;Pistolet automatyczny.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			flatline = {&lt;br /&gt;
				short       = &#039;Flatline&#039;,&lt;br /&gt;
				full        = &#039;VK-47 Flatline&#039;,&lt;br /&gt;
				description = &#039;Broń automatyczna o dużej sile rażenia.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			hemlok = {&lt;br /&gt;
				short       = &#039;Hemlok&#039;,&lt;br /&gt;
				full        = &#039;Karabin Hemlok&#039;,&lt;br /&gt;
				description = &#039;Karabin szturmowy strzelający serią 3 pocisków.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			spitfire = {&lt;br /&gt;
				short       = &#039;Spitfire&#039;,&lt;br /&gt;
				full        = &#039;M600 Spitfire&#039;,&lt;br /&gt;
				description = &#039;Automatyczny lekki karabin maszynowy.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			wingman = {&lt;br /&gt;
				short       = &#039;Wingman&#039;,&lt;br /&gt;
				full        = &#039;Wingman&#039;,&lt;br /&gt;
				description = &#039;Potężny rewolwer.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			repeater = {&lt;br /&gt;
				short       = &#039;30-30&#039;,&lt;br /&gt;
				full        = &#039;30-30 Repeater&#039;,&lt;br /&gt;
				description = &#039;Półautomatyczny, ciężki karabin. Celowanie zwiększa obrażenia.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			prowler = {&lt;br /&gt;
				short       = &#039;Prowler&#039;,&lt;br /&gt;
				full        = &#039;Prowler Burst PDW&#039;,&lt;br /&gt;
				description = &#039;Pistolet maszynowy strzelający serią 5 pocisków.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			rampage = {&lt;br /&gt;
				short       = &#039;Rampage&#039;,&lt;br /&gt;
				full        = &#039;LKM Rampage&#039;,&lt;br /&gt;
				description = &#039;LKM zasilany ogniem. Ładowanie granatami termitowymi zwiększa szybkostrzelność.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			lstar = {&lt;br /&gt;
				short       = &#039;L-STAR&#039;,&lt;br /&gt;
				full        = &#039;L-STAR EMG&#039;,&lt;br /&gt;
				description = &#039;Ciężki karabin maszynowy strzelający plazmą.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			havoc = {&lt;br /&gt;
				short       = &#039;HAVOC&#039;,&lt;br /&gt;
				full        = &#039;Karabin HAVOC&#039;,&lt;br /&gt;
				description = &#039;Automatyczny karabin energetyczny.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			devotion = {&lt;br /&gt;
				short       = &#039;Devotion&#039;,&lt;br /&gt;
				full        = &#039;LKM Devotion&#039;,&lt;br /&gt;
				description = &#039;Automatyczny, energetyczny LKM.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			volt = {&lt;br /&gt;
				short       = &#039;Volt&#039;,&lt;br /&gt;
				full        = &#039;PM Volt&#039;,&lt;br /&gt;
				description = &#039;Energetyczny PM.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			tripletake = {&lt;br /&gt;
				short       = &#039;Triple Take&#039;,&lt;br /&gt;
				full        = &#039;Triple Take&#039;,&lt;br /&gt;
				description = &#039;Trzylufowy karabin wyborowy. Czok zmniejsza rozrzut przy celowaniu przez przyrządy.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			mastiff = {&lt;br /&gt;
				short       = &#039;Mastiff&#039;,&lt;br /&gt;
				full        = &#039;Strzelba Mastiff&#039;,&lt;br /&gt;
				description = &#039;Potężna strzelba półautomatyczna.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			eva8_auto = {&lt;br /&gt;
				short       = &#039;EVA-8&#039;,&lt;br /&gt;
				full        = &#039;EVA-8 Auto&#039;,&lt;br /&gt;
				description = &#039;Strzelba automatyczna.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			peacekeeper = {&lt;br /&gt;
				short       = &#039;Peacekeeper&#039;,&lt;br /&gt;
				full        = &#039;Peacekeeper&#039;,&lt;br /&gt;
				description = &#039;Strzelba z mechanizmem dźwigniowym.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			mozambique = {&lt;br /&gt;
				short       = &#039;Mozambique&#039;,&lt;br /&gt;
				full        = &#039;Strzelba Mozambique&#039;,&lt;br /&gt;
				description = &#039;Trzylufowa strzelba.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			longbow = {&lt;br /&gt;
				short       = &#039;Longbow&#039;,&lt;br /&gt;
				full        = &#039;Longbow DMR&#039;,&lt;br /&gt;
				description = &#039;Półautomatyczny karabin snajperski.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			charge_rifle = {&lt;br /&gt;
				short       = &#039;Karabin Ładunkowy&#039;,&lt;br /&gt;
				full        = &#039;Karabin Ładunkowy&#039;,&lt;br /&gt;
				description = &#039;Karabin snajperski z ładowaną wiązką.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			sentinel = {&lt;br /&gt;
				short       = &#039;Sentinel&#039;,&lt;br /&gt;
				full        = &#039;Sentinel&#039;,&lt;br /&gt;
				description = &#039;Snajperski karabin powtarzalny.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			kraber = {&lt;br /&gt;
				short       = &#039;Kraber&#039;,&lt;br /&gt;
				full        = &#039;Kraber .50&#039;,&lt;br /&gt;
				description = &#039;Potężny snajperski karabin powtarzalny.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			bocek = {&lt;br /&gt;
				short       = &#039;Bocek&#039;,&lt;br /&gt;
				full        = &#039;Łuk bloczkowy Bocek&#039;,&lt;br /&gt;
				description = &#039;Przytrzymaj przycisk strzału, aby zwiększyć moc.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			car_smg = {&lt;br /&gt;
				short       = &#039;CAR&#039;,&lt;br /&gt;
				full        = &#039;PM CAR&#039;,&lt;br /&gt;
				description = &#039;PM dostosowany do strzelania zarówno lekką, jak i ciężką amunicją. Umożliwia korzystanie z lekkich lub ciężkich magazynków.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			arc_star = {&lt;br /&gt;
				short       = &#039;Gwiazda energetyczna&#039;,&lt;br /&gt;
				full        = &#039;Gwiazda energetyczna&#039;,&lt;br /&gt;
				description = &#039;Przyczepia się do celu i po chwili wybucha.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			frag_grenade = {&lt;br /&gt;
				short       = &#039;Granat odłamkowy&#039;,&lt;br /&gt;
				full        = &#039;Granat odłamkowy&#039;,&lt;br /&gt;
				description = &#039;Ładunek wybuchowy. Rzuć, by aktywować zapalnik.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			thermite_grenade = {&lt;br /&gt;
				short       = &#039;Granat termitowy&#039;,&lt;br /&gt;
				full        = &#039;Granat termitowy&#039;,&lt;br /&gt;
				description = &#039;Tworzy szeroką ścianę ognia.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		},&lt;br /&gt;
	},&lt;br /&gt;
	pt = {&lt;br /&gt;
		category = {&lt;br /&gt;
			assault_rifle = {&lt;br /&gt;
				one = &#039;Fuzil de assalto&#039;,&lt;br /&gt;
				other = &#039;Fuzis de assalto&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			sub_machine_gun = {&lt;br /&gt;
				one = &#039;Submetralhadora&#039;,&lt;br /&gt;
				other = &#039;Submetralhadoras&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			light_machine_gun = {&lt;br /&gt;
				one = &#039;Metralhadora leve&#039;,&lt;br /&gt;
				other = &#039;Metralhadoras leves&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			marksman_weapon = {&lt;br /&gt;
				one = &#039;Arma de atirador&#039;,&lt;br /&gt;
				other = &#039;Armas de atirador&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			sniper = {&lt;br /&gt;
				one = &#039;Fuzil de precisão&#039;,&lt;br /&gt;
				other = &#039;Fuzis de precisão&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			shotgun = {&lt;br /&gt;
				one = &#039;Escopeta&#039;,&lt;br /&gt;
				other = &#039;Escopetas&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			pistol = {&lt;br /&gt;
				one = &#039;Pistola&#039;,&lt;br /&gt;
				other = &#039;Pistolas&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			thrown = {&lt;br /&gt;
				other = &#039;Arremesso&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			supply_drop = {&lt;br /&gt;
				other = &#039;Entrega de suprimentos&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			ultimate = {&lt;br /&gt;
				other = &#039;Ultimate&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		},&lt;br /&gt;
		ammo = {&lt;br /&gt;
			name = &#039;Munição&#039;,&lt;br /&gt;
			light = &#039;Projéteis Leves&#039;,&lt;br /&gt;
			heavy = &#039;Projéteis Pesados&#039;,&lt;br /&gt;
			energy = &#039;Munição de Energia&#039;,&lt;br /&gt;
			sniper = &#039;Munição de Precisão&#039;,&lt;br /&gt;
			shotgun = &#039;Cartuchos de Escopeta&#039;,&lt;br /&gt;
			arrows = &#039;Flechas&#039;,&lt;br /&gt;
			special_light = &#039;Projéteis Especial Leves&#039;,&lt;br /&gt;
			special_heavy = &#039;Projéteis Especial Pesados&#039;,&lt;br /&gt;
			special_energy = &#039;Munição Especial de Energia&#039;,&lt;br /&gt;
			special_sniper = &#039;Munição Especial de Precisão&#039;,&lt;br /&gt;
			special_shotgun = &#039;Cartuchos Especiais de Escopeta&#039;,&lt;br /&gt;
			special_arrows = &#039;Especial Flechas&#039;,&lt;br /&gt;
			minigun = &#039;Minigun Ammo&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		attachment = {&lt;br /&gt;
			name = &#039;Acessório&#039;,&lt;br /&gt;
			barrels = {&lt;br /&gt;
				name              = &#039;Cano&#039;,&lt;br /&gt;
				barrel_stabilizer = &#039;Estabilizador de Cano&#039;,&lt;br /&gt;
				laser_sight       = &#039;Mira laser&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			extended_mag = {&lt;br /&gt;
				name = &#039;Carregador&#039;,&lt;br /&gt;
				light = &#039;Carregador Leve Estendido&#039;,&lt;br /&gt;
				heavy = &#039;Carregador Pesado Estendido&#039;,&lt;br /&gt;
				energy = &#039;Carregador de Energia Estendido&#039;,&lt;br /&gt;
				sniper = &#039;Carregador Estendido de Precisão&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			gears = {&lt;br /&gt;
				name             = &#039;Equipamento&#039;,&lt;br /&gt;
				backpack         = &#039;Mochila&#039;,&lt;br /&gt;
				body_shield      = &#039;Escudo Corporal&#039;,&lt;br /&gt;
				defenses         = &#039;Defesa&#039;,&lt;br /&gt;
				evo_shield       = &#039;Escudo Evo&#039;,&lt;br /&gt;
				helmet           = &#039;Capacete&#039;,&lt;br /&gt;
				knockdown_shield = &#039;Escudo de Recuo&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			optics = {&lt;br /&gt;
				name                                = &#039;Mira ótica&#039;,&lt;br /&gt;
				onex_hcog_classic                   = &#039;MOHC Classic 1x&#039;,&lt;br /&gt;
				twox_hcog_bruiser                   = &#039;MOHC Bruiser 2x&#039;,&lt;br /&gt;
				onex_reflex_holosight               = &#039;Holo 1x&#039;,&lt;br /&gt;
				onex_twox_variable_reflex_holosight = &#039;Holo Variável 1x-2x&#039;,&lt;br /&gt;
				onex_digital_threat                 = &#039;Ameaça Digital 1x&#039;,&lt;br /&gt;
				threex_hcog_ranger                  = &#039;MOHC Ranger 3x&#039;,&lt;br /&gt;
				twox_fourx_variable_acog            = &#039;MOA Variável 2x-4x&#039;,&lt;br /&gt;
				sixx_sniper_scope                   = &#039;Fuzil de Precisão 6x&#039;,&lt;br /&gt;
				fourx_eightx_variable_sniper_scope  = &#039;Fuzil de Precisão Variável 4x-8x&#039;,&lt;br /&gt;
				fourx_tenx_digital_sniper_threat    = &#039;Ameaça Digital de Precisão 4x-10x&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			shotgun_bolt = &#039;Ferrolho de Escopeta&#039;,&lt;br /&gt;
			stocks = {&lt;br /&gt;
				name     = &#039;Coronha&#039;,&lt;br /&gt;
				standard = &#039;Coronha Padrão&#039;,&lt;br /&gt;
				sniper   = &#039;Coronha de Fuzil de Precisão&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		},&lt;br /&gt;
		hopup = {&lt;br /&gt;
			name = &#039;Encaixe&#039;,&lt;br /&gt;
			anvil_receiver = &#039;Impacto Duplo&#039;,&lt;br /&gt;
			boosted_loader = &#039;Carregador Reforçado&#039;,&lt;br /&gt;
			deadeyes_tempo = &#039;Tempo do Atirador&#039;,&lt;br /&gt;
			disruptor_rounds = &#039;Munição Disruptora&#039;,&lt;br /&gt;
			double_tap_trigger = &#039;Gatilho Duplo&#039;,&lt;br /&gt;
			dual_shell = &#039;Tiro Duplo&#039;,&lt;br /&gt;
			graffiti_mod = &#039;Modificador Arte Urbana&#039;,&lt;br /&gt;
			hammerpoint_rounds = &#039;Munição de ponta de martelo&#039;,&lt;br /&gt;
			kinetic_feeder = &#039;Alimentador Cinético&#039;,&lt;br /&gt;
			precision_choke = &#039;Funil de Precisão&#039;,&lt;br /&gt;
			quickdraw_holster = &#039;Coldre de Saque Rápido&#039;,&lt;br /&gt;
			selectfire_receiver = &#039;Seletor de Disparo&#039;,&lt;br /&gt;
			shatter_caps = &#039;Cápsulas de Estilhaço&#039;,&lt;br /&gt;
			skullpiercer_rifling = &#039;Perfurador de Crânios&#039;,&lt;br /&gt;
			splatter_rounds = &#039;Respingo de Munição&#039;,&lt;br /&gt;
			turbocharger = &#039;Turbocompressor&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		legends = {&lt;br /&gt;
			name       = &#039;Lendas&#039;,&lt;br /&gt;
			bloodhound = &#039;Bloodhound&#039;,&lt;br /&gt;
			gibraltar  = &#039;Gibraltar&#039;,&lt;br /&gt;
			lifeline   = &#039;Lifeline&#039;,&lt;br /&gt;
			pathfinder = &#039;Pathfinder&#039;,&lt;br /&gt;
			wraith     = &#039;Wraith&#039;,&lt;br /&gt;
			bangalore  = &#039;Bangalore&#039;,&lt;br /&gt;
			caustic    = &#039;Caustic&#039;,&lt;br /&gt;
			mirage     = &#039;Mirage&#039;,&lt;br /&gt;
			octane     = &#039;Octane&#039;,&lt;br /&gt;
			wattson    = &#039;Wattson&#039;,&lt;br /&gt;
			crypto     = &#039;Crypto&#039;,&lt;br /&gt;
			revenant   = &#039;Revenant&#039;,&lt;br /&gt;
			loba       = &#039;Loba&#039;,&lt;br /&gt;
			rampart    = &#039;Rampart&#039;,&lt;br /&gt;
			horizon    = &#039;Horizon&#039;,&lt;br /&gt;
			fuse       = &#039;Fuse&#039;,&lt;br /&gt;
			valkyrie   = &#039;Valkyrie&#039;,&lt;br /&gt;
			seer       = &#039;Seer&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		passive = {&lt;br /&gt;
			name                 = &#039;Passiva&#039;,&lt;br /&gt;
			tracker              = &#039;Rastreador&#039;,&lt;br /&gt;
			gun_shield           = &#039;Escudo de Arma&#039;,&lt;br /&gt;
			combat_medic         = &#039;Médica de Combate&#039;,&lt;br /&gt;
			combat_revive        = &#039;Reanimação em Combate&#039;,&lt;br /&gt;
			insider_knowledge    = &#039;Fontes Internas&#039;,&lt;br /&gt;
			voices_from_the_void = &#039;Vozes do vazio&#039;,&lt;br /&gt;
			double_time          = &#039;Asas nos pés&#039;,&lt;br /&gt;
			nox_vision           = &#039;Visão Nox&#039;,&lt;br /&gt;
			encore               = &#039;Bis!&#039;,&lt;br /&gt;
			now_you_see_me       = &#039;Agora Você Me Vê...&#039;,&lt;br /&gt;
			swift_mend           = &#039;Reparo Rápido&#039;,&lt;br /&gt;
			spark_of_genius      = &#039;Carregamento Relâmpago&#039;,&lt;br /&gt;
			neurolink            = &#039;Neurolink&#039;,&lt;br /&gt;
			stalker              = &#039;Stalker&#039;,&lt;br /&gt;
			eye_for_quality      = &#039;De Olho na Qualidade&#039;,&lt;br /&gt;
			modded_loader        = &#039;Carregador Modificado&#039;,&lt;br /&gt;
			spacewalk            = &#039;Andar Espacial&#039;,&lt;br /&gt;
			grenadier            = &#039;Granadeiro&#039;,&lt;br /&gt;
			vtol_jets            = &#039;Jatos VTOL&#039;,&lt;br /&gt;
			heart_seeker         = &#039;Busca de Coração&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		regen = {&lt;br /&gt;
			name                = &#039;Regeneração&#039;,&lt;br /&gt;
			health              = &#039;Vida&#039;,&lt;br /&gt;
			shield              = &#039;Escudo&#039;,&lt;br /&gt;
			ultimate            = &#039;Suprema&#039;,&lt;br /&gt;
			combo               = &#039;Combo&#039;,&lt;br /&gt;
			syringe             = &#039;Seringa&#039;,&lt;br /&gt;
			medkit              = &#039;Kit Médico&#039;,&lt;br /&gt;
			shield_cell         = &#039;Célula de Escudo&#039;,&lt;br /&gt;
			shield_battery      = &#039;Bateria de Escudo&#039;,&lt;br /&gt;
			phoenix_kit         = &#039;Kit Fênix&#039;,&lt;br /&gt;
			ultimate_accelerant = &#039;Acelerador de Suprema&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		tactical = {&lt;br /&gt;
			name                 = &#039;Habilidade Tática&#039;,&lt;br /&gt;
			eye_of_the_allfather = &#039;Olho do Pai de Todos&#039;,&lt;br /&gt;
			dome_of_protection   = &#039;Domo de Proteção&#039;,&lt;br /&gt;
			doc_heal_drone       = &#039;Dr. Cura&#039;, -- Website: &#039;Drone Dr. Cura&#039;&lt;br /&gt;
			grappling_hook       = &#039;Gancho&#039;,&lt;br /&gt;
			into_the_void        = &#039;Adentrando o Vazio&#039;,&lt;br /&gt;
			smoke_launcher       = &#039;Lançador de Fumaça&#039;,&lt;br /&gt;
			nox_gas_trap         = &#039;Armadilha de Gás Nox&#039;,&lt;br /&gt;
			psyche_out           = &#039;Astúcia&#039;,&lt;br /&gt;
			stim                 = &#039;Estimulante&#039;,&lt;br /&gt;
			perimeter_security   = &#039;Segurança de Perímetro&#039;,&lt;br /&gt;
			surveillance_drone   = &#039;Drone de Vigilância&#039;,&lt;br /&gt;
			silence              = &#039;Silêncio&#039;,&lt;br /&gt;
			burglars_best_friend = &#039;Melhor Amigo da Ladra&#039;,&lt;br /&gt;
			amped_cover          = &#039;Cobertura Amplificada&#039;,&lt;br /&gt;
			gravity_lift         = &#039;Elevador Gravitacional&#039;,&lt;br /&gt;
			knuckle_cluster      = &#039;Bomba de Fragmentação&#039;,&lt;br /&gt;
			missile_swarm        = &#039;Enxame de Mísseis&#039;,&lt;br /&gt;
			focus_of_attention   = &#039;Foco de Atenção&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		ultimate = {&lt;br /&gt;
			name                    = &#039;Suprema&#039;,&lt;br /&gt;
			beast_of_the_hunt       = &#039;Fera da Caça&#039;,&lt;br /&gt;
			defensive_bombardment   = &#039;Bombardeio Defensivo&#039;,&lt;br /&gt;
			care_package            = &#039;Cápsula de suprimentos&#039;,&lt;br /&gt;
			zipline_gun             = &#039;Arma de Tirolesa&#039;,&lt;br /&gt;
			dimensiona_rift         = &#039;Fenda Dimensional&#039;,&lt;br /&gt;
			rolling_thunder         = &#039;Estrondo do trovão&#039;,&lt;br /&gt;
			nox_gas_grenade         = &#039;Granada de Gás Nox&#039;,&lt;br /&gt;
			vanishing_act           = &#039;Desaparecer&#039;,&lt;br /&gt;
			life_of_the_party       = &#039;Animação da Festa&#039;,&lt;br /&gt;
			launch_pad              = &#039;Suporte de Salto&#039;,&lt;br /&gt;
			interception_pylon      = &#039;Torre Interceptora&#039;,&lt;br /&gt;
			drone_emp               = &#039;PEM do Drone&#039;,&lt;br /&gt;
			death_totem             = &#039;Totem da Morte&#039;,&lt;br /&gt;
			black_market_boutique   = &#039;Butique do Mercado Negro&#039;,&lt;br /&gt;
			emplaced_minigun_sheila = &#039;Sheila - Minigun Estacionária&#039;,&lt;br /&gt;
			black_hole              = &#039;Buraco Negro&#039;,&lt;br /&gt;
			the_motherlode          = &#039;Megabomba&#039;,&lt;br /&gt;
			skyward_dive            = &#039;Salto Ascendente&#039;,&lt;br /&gt;
			exhibit                 = &#039;Exposição&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		weapons = {&lt;br /&gt;
			g7_scout = {&lt;br /&gt;
				short       = &#039;G7 Scout&#039;,&lt;br /&gt;
				full        = &#039;G7 Scout&#039;,&lt;br /&gt;
				description = &#039;Fuzil leve de atirador semiautomático.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			alternator = {&lt;br /&gt;
				short       = &#039;Alternator&#039;,&lt;br /&gt;
				full        = &#039;SM Alternator&#039;,&lt;br /&gt;
				description = &#039;Submetralhadora automática de barril duplo.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			r99 = {&lt;br /&gt;
				short       = &#039;R-99&#039;,&lt;br /&gt;
				full        = &#039;SM R-99&#039;,&lt;br /&gt;
				description = &#039;Submetralhadora de disparo rápido.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			r301 = {&lt;br /&gt;
				short       = &#039;R-301&#039;,&lt;br /&gt;
				full        = &#039;Carabina R-301&#039;,&lt;br /&gt;
				description = &#039;Totalmente automática com alta precisão.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			p2020 = {&lt;br /&gt;
				short       = &#039;P2020&#039;,&lt;br /&gt;
				full        = &#039;P2020&#039;,&lt;br /&gt;
				description = &#039;Pistola semiautomática.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			re45 = {&lt;br /&gt;
				short       = &#039;RE-45&#039;,&lt;br /&gt;
				full        = &#039;RE-45 Automática&#039;,&lt;br /&gt;
				description = &#039;Pistola automática.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			flatline = {&lt;br /&gt;
				short       = &#039;Flatline&#039;,&lt;br /&gt;
				full        = &#039;VK-47 Flatline&#039;,&lt;br /&gt;
				description = &#039;Totalmente automática com certa potência.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			hemlok = {&lt;br /&gt;
				short       = &#039;Hemlok&#039;,&lt;br /&gt;
				full        = &#039;Hemlok&#039;,&lt;br /&gt;
				description = &#039;Fuzil de assalto com rajada de 3 disparos.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			spitfire = {&lt;br /&gt;
				short       = &#039;Spitfire&#039;,&lt;br /&gt;
				full        = &#039;M600 Spitfire&#039;,&lt;br /&gt;
				description = &#039;Metralhadora leve automática.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			wingman = {&lt;br /&gt;
				short       = &#039;Wingman&#039;,&lt;br /&gt;
				full        = &#039;Wingman&#039;,&lt;br /&gt;
				description = &#039;Revólver de alta potência.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			repeater = {&lt;br /&gt;
				short       = &#039;30-30&#039;,&lt;br /&gt;
				full        = &#039;Repeater 30-30&#039;,&lt;br /&gt;
				description = &#039;Semiautomático pesado de repetição. Mire para receber um bônus de danos.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			prowler = {&lt;br /&gt;
				short       = &#039;Prowler&#039;,&lt;br /&gt;
				full        = &#039;Prowler Burst PDW&#039;,&lt;br /&gt;
				description = &#039;Submetralhadora com rajada de 5 disparos.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			rampage = {&lt;br /&gt;
				short       = &#039;Rampage&#039;,&lt;br /&gt;
				full        = &#039;Rampage LMG&#039;,&lt;br /&gt;
				description = &#039;Metralhadora leve de fogo. Carregue com Termites para aumentar a cadência de tiro.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			lstar = {&lt;br /&gt;
				short       = &#039;L-STAR&#039;,&lt;br /&gt;
				full        = &#039;L-STAR&#039;,&lt;br /&gt;
				description = &#039;Metralhadora pesada movida a plasma.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			havoc = {&lt;br /&gt;
				short       = &#039;HAVOC&#039;,&lt;br /&gt;
				full        = &#039;HAVOC&#039;,&lt;br /&gt;
				description = &#039;Fuzil automático de energia carregado.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			devotion = {&lt;br /&gt;
				short       = &#039;Devotion&#039;,&lt;br /&gt;
				full        = &#039;Devotion&#039;,&lt;br /&gt;
				description = &#039;Metralhadora leve automática de energia.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			volt = {&lt;br /&gt;
				short       = &#039;Volt&#039;,&lt;br /&gt;
				full        = &#039;SM Volt&#039;,&lt;br /&gt;
				description = &#039;Submetralhadora acionada por energia.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			tripletake = {&lt;br /&gt;
				short       = &#039;Triple Take&#039;,&lt;br /&gt;
				full        = &#039;Triple Take&#039;,&lt;br /&gt;
				description = &#039;Fuzil de precisão de cano triplo. Funil reduz dispersão ao usar a mira.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			mastiff = {&lt;br /&gt;
				short       = &#039;Mastiff&#039;,&lt;br /&gt;
				full        = &#039;Mastiff&#039;,&lt;br /&gt;
				description = &#039;Escopeta semiautomática poderosa.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			eva8_auto = {&lt;br /&gt;
				short       = &#039;EVA-8&#039;,&lt;br /&gt;
				full        = &#039;EVA-8 Automática&#039;,&lt;br /&gt;
				description = &#039;Escopeta automática.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			peacekeeper = {&lt;br /&gt;
				short       = &#039;Peacekeeper&#039;,&lt;br /&gt;
				full        = &#039;Peacekeeper&#039;,&lt;br /&gt;
				description = &#039;Escopeta com alavanca.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			mozambique = {&lt;br /&gt;
				short       = &#039;Mozambique&#039;,&lt;br /&gt;
				full        = &#039;Mozambique&#039;,&lt;br /&gt;
				description = &#039;Pistola-escopeta de cano triplo.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			longbow = {&lt;br /&gt;
				short       = &#039;Longbow&#039;,&lt;br /&gt;
				full        = &#039;Longbow&#039;,&lt;br /&gt;
				description = &#039;Fuzil de precisão semiautomático.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			charge_rifle = {&lt;br /&gt;
				short       = &#039;Rifle de Carga&#039;,&lt;br /&gt;
				full        = &#039;Rifle de Carga&#039;,&lt;br /&gt;
				description = &#039;Fuzil de precisão de energia carregada.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			sentinel = {&lt;br /&gt;
				short       = &#039;Sentinel&#039;,&lt;br /&gt;
				full        = &#039;Sentinel&#039;,&lt;br /&gt;
				description = &#039;Fuzil de precisão com ferrolho.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			kraber = {&lt;br /&gt;
				short       = &#039;Kraber&#039;,&lt;br /&gt;
				full        = &#039;Kraber Calibre .50&#039;,&lt;br /&gt;
				description = &#039;Fuzil de precisão poderoso de ferrolho.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			bocek = {&lt;br /&gt;
				short       = &#039;Bocek&#039;,&lt;br /&gt;
				full        = &#039;Arco Composto Bocek&#039;,&lt;br /&gt;
				description = &#039;Mantenha o botão de disparo para aumentar a potência.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			car_smg = {&lt;br /&gt;
				short       = &#039;MCA&#039;,&lt;br /&gt;
				full        = &#039;Submetralhadora C.A.R.&#039;,&lt;br /&gt;
				description = &#039;Submetralhadora adaptável que troca entre munição leve e pesada. Aceita carregador leve ou pesado.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			arc_star = {&lt;br /&gt;
				short       = &#039;Estrela Voltaica&#039;,&lt;br /&gt;
				full        = &#039;Estrela Voltaica&#039;,&lt;br /&gt;
				description = &#039;Cola e explode logo depois. Causa dano e embaça a visão.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			frag_grenade = {&lt;br /&gt;
				short       = &#039;Granada de Fragmentação&#039;,&lt;br /&gt;
				full        = &#039;Granada de Fragmentação&#039;,&lt;br /&gt;
				description = &#039;Explosivo. Arremesse a granada para ativar.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			thermite_grenade = {&lt;br /&gt;
				short       = &#039;Granada de Termite&#039;,&lt;br /&gt;
				full        = &#039;Granada de Termite&#039;,&lt;br /&gt;
				description = &#039;Cria uma barreira de chamas horizontal.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		},&lt;br /&gt;
	},&lt;br /&gt;
	ru = {&lt;br /&gt;
		category = {&lt;br /&gt;
			assault_rifle = {&lt;br /&gt;
				one = &#039;Штурмовая винтовка&#039;,&lt;br /&gt;
				other = &#039;Штурмовые винтовки&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			sub_machine_gun = {&lt;br /&gt;
				one = &#039;Пистолет-пулемет&#039;,&lt;br /&gt;
				other = &#039;Пистолеты-пулеметы&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			light_machine_gun = {&lt;br /&gt;
				one = &#039;Ручной пулемет&#039;,&lt;br /&gt;
				other = &#039;Ручные пулеметы&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			marksman_weapon = {&lt;br /&gt;
				one = &#039;Оружие марксмана&#039;,&lt;br /&gt;
				other = &#039;Оружия марксмана&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			sniper = {&lt;br /&gt;
				one = &#039;Снайперская винтовка&#039;,&lt;br /&gt;
				other = &#039;Снайперские винтовки&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			shotgun = {&lt;br /&gt;
				one = &#039;Дробовик&#039;,&lt;br /&gt;
				other = &#039;Дробовики&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			pistol = {&lt;br /&gt;
				one = &#039;Пистолет&#039;,&lt;br /&gt;
				other = &#039;Пистолеты&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			thrown = {&lt;br /&gt;
				one = &#039;Ценный металл&#039;,&lt;br /&gt;
				other = &#039;Ценные металлы&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			supply_drop = {&lt;br /&gt;
				one = &#039;Сброшенной припас&#039;,&lt;br /&gt;
				other = &#039;Сброшенные припасы&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			ultimate = {&lt;br /&gt;
				other = &#039;Спецумение&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		},&lt;br /&gt;
		ammo = {&lt;br /&gt;
			name = &#039;Боеприпасы&#039;,&lt;br /&gt;
			light = &#039;Легкие боеприпасы&#039;,&lt;br /&gt;
			heavy = &#039;Тяжелые боеприпасы&#039;,&lt;br /&gt;
			energy = &#039;Энергетические боеприпасы&#039;,&lt;br /&gt;
			sniper = &#039;Боеприпасы для снайперской винтовки&#039;,&lt;br /&gt;
			shotgun = &#039;Патроны для дробовика&#039;,&lt;br /&gt;
			arrows = &#039;Стрелы&#039;,&lt;br /&gt;
			special_light = &#039;Специальные легкие боеприпасы&#039;,&lt;br /&gt;
			special_heavy = &#039;Специальные тяжелые боеприпасы&#039;,&lt;br /&gt;
			special_energy = &#039;Специальные энергетические боеприпасы&#039;,&lt;br /&gt;
			special_sniper = &#039;Специальные боеприпасы для снайперской винтовки&#039;,&lt;br /&gt;
			special_shotgun = &#039;Специальные патроны для дробовика&#039;,&lt;br /&gt;
			special_arrows = &#039;Специальные стрелы&#039;,&lt;br /&gt;
			minigun = &#039;Minigun Ammo&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		attachment = {&lt;br /&gt;
			name = &#039;Модификация&#039;,&lt;br /&gt;
			barrels = {&lt;br /&gt;
				name              = &#039;Ствол&#039;,&lt;br /&gt;
				barrel_stabilizer = &#039;Ствольный стабилизатор&#039;,&lt;br /&gt;
				laser_sight       = &#039;Лазерный прицел&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			extended_mag = {&lt;br /&gt;
				name = &#039;Магазин&#039;,&lt;br /&gt;
				light = &#039;Увеличенный легкий магазин&#039;,&lt;br /&gt;
				heavy = &#039;Увеличенный тяжелый магазин&#039;,&lt;br /&gt;
				energy = &#039;Увеличенный энергетический магазин&#039;,&lt;br /&gt;
				sniper = &#039;Увеличенный магазин для снайперской винтовки&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			gears = {&lt;br /&gt;
				name             = &#039;Снаряжение&#039;,&lt;br /&gt;
				backpack         = &#039;Ранец&#039;,&lt;br /&gt;
				body_shield      = &#039;Корпусный щит&#039;,&lt;br /&gt;
				defenses         = &#039;Оборона&#039;,&lt;br /&gt;
				evo_shield       = &#039;Evo-щит&#039;,&lt;br /&gt;
				helmet           = &#039;Шлем&#039;,&lt;br /&gt;
				knockdown_shield = &#039;Нокаут-щит&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			optics = {&lt;br /&gt;
				name                                = &#039;Оптика&#039;,&lt;br /&gt;
				onex_hcog_classic                   = &#039;1x ГБОП «Классика»&#039;,&lt;br /&gt;
				twox_hcog_bruiser                   = &#039;2x ГБОП «Боец»&#039;,&lt;br /&gt;
				onex_reflex_holosight               = &#039;1x голограф.&#039;,&lt;br /&gt;
				onex_twox_variable_reflex_holosight = &#039;1x–2x регулир. голограф.&#039;,&lt;br /&gt;
				onex_digital_threat                 = &#039;1x цифр. поиск угроз&#039;,&lt;br /&gt;
				threex_hcog_ranger                  = &#039;3x ГБОП «Рейнджер»&#039;,&lt;br /&gt;
				twox_fourx_variable_acog            = &#039;2x–4x регулир. УОП&#039;,&lt;br /&gt;
				sixx_sniper_scope                   = &#039;6x снайпер&#039;,&lt;br /&gt;
				fourx_eightx_variable_sniper_scope  = &#039;4x–8x регулир. снайпер&#039;,&lt;br /&gt;
				fourx_tenx_digital_sniper_threat    = &#039;4x-10x цифр. снайп. поиск угроз&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			shotgun_bolt = &#039;Затвор для дробовика&#039;,&lt;br /&gt;
			stocks = {&lt;br /&gt;
				name     = &#039;Приклад&#039;,&lt;br /&gt;
				standard = &#039;Стандартный приклад&#039;,&lt;br /&gt;
				sniper   = &#039;Приклад для снайперской винтовки&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		},&lt;br /&gt;
		hopup = {&lt;br /&gt;
			name = &#039;Оружие&#039;,&lt;br /&gt;
			anvil_receiver = &#039;Ствольная коробка «Наковальня»&#039;,&lt;br /&gt;
			boosted_loader = &#039;Ускоритель перезардки&#039;,&lt;br /&gt;
			deadeyes_tempo = &#039;«Ритм стрелка»&#039;,&lt;br /&gt;
			disruptor_rounds = &#039;Пробивные боеприпасы&#039;,&lt;br /&gt;
			double_tap_trigger = &#039;Двойной спуск&#039;,&lt;br /&gt;
			dual_shell = &#039;Двойной патрон&#039;,&lt;br /&gt;
			graffiti_mod = &#039;Граффити-мод&#039;,&lt;br /&gt;
			hammerpoint_rounds = &#039;Молотящие боеприпасы&#039;,&lt;br /&gt;
			kinetic_feeder = &#039;Кинетическая зарядка&#039;,&lt;br /&gt;
			precision_choke = &#039;Точный чок&#039;,&lt;br /&gt;
			quickdraw_holster = &#039;Быстрая кобура&#039;,&lt;br /&gt;
			selectfire_receiver = &#039;Переключатель режимов&#039;,&lt;br /&gt;
			shatter_caps = &#039;Разрывные наконечники&#039;,&lt;br /&gt;
			skullpiercer_rifling = &#039;Нарезка «Череполом»&#039;,&lt;br /&gt;
			splatter_rounds = &#039;Красочные снаряды&#039;,&lt;br /&gt;
			turbocharger = &#039;Турбозарядник&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		legends = {&lt;br /&gt;
			name       = &#039;Легенды&#039;,&lt;br /&gt;
			bloodhound = &#039;Бладхаунд&#039;,&lt;br /&gt;
			gibraltar  = &#039;Гибралтар&#039;,&lt;br /&gt;
			lifeline   = &#039;Лайфлайн&#039;,&lt;br /&gt;
			pathfinder = &#039;Патфайндер&#039;,&lt;br /&gt;
			wraith     = &#039;Рэйф&#039;,&lt;br /&gt;
			bangalore  = &#039;Бангалор&#039;,&lt;br /&gt;
			caustic    = &#039;Каустик&#039;,&lt;br /&gt;
			mirage     = &#039;Мираж&#039;,&lt;br /&gt;
			octane     = &#039;Октейн&#039;,&lt;br /&gt;
			wattson    = &#039;Ваттсон&#039;,&lt;br /&gt;
			crypto     = &#039;Крипто&#039;,&lt;br /&gt;
			revenant   = &#039;Ревенант&#039;,&lt;br /&gt;
			loba       = &#039;Лоба&#039;,&lt;br /&gt;
			rampart    = &#039;Рампарт&#039;,&lt;br /&gt;
			horizon    = &#039;Хорайзон&#039;,&lt;br /&gt;
			fuse       = &#039;Фьюз&#039;,&lt;br /&gt;
			valkyrie   = &#039;Валькирия&#039;,&lt;br /&gt;
			seer       = &#039;Сиар&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		passive = {&lt;br /&gt;
			name                 = &#039;Пассивное умение&#039;,&lt;br /&gt;
			tracker              = &#039;Следопыт&#039;,&lt;br /&gt;
			gun_shield           = &#039;Оружейный щит&#039;,&lt;br /&gt;
			combat_medic         = &#039;Щит спасителя&#039;,&lt;br /&gt;
			combat_revive        = &#039;Полевая Реанимация&#039;,&lt;br /&gt;
			insider_knowledge    = &#039;Инфильтрация&#039;,&lt;br /&gt;
			voices_from_the_void = &#039;Голоса из Пустоты&#039;,&lt;br /&gt;
			double_time          = &#039;Ускоренный марш&#039;,&lt;br /&gt;
			nox_vision           = &#039;«Нокс» визор&#039;,&lt;br /&gt;
			encore               = &#039;На бис!&#039;,&lt;br /&gt;
			now_you_see_me       = &#039;Сейчас меня видно...&#039;,&lt;br /&gt;
			swift_mend           = &#039;Скорая поправка&#039;,&lt;br /&gt;
			spark_of_genius      = &#039;Искра гениальности&#039;,&lt;br /&gt;
			neurolink            = &#039;Нейросвязь&#039;,&lt;br /&gt;
			stalker              = &#039;Ловец&#039;,&lt;br /&gt;
			eye_for_quality      = &#039;Глаз-алмаз&#039;,&lt;br /&gt;
			modded_loader        = &#039;Модифицированная зарядка&#039;,&lt;br /&gt;
			spacewalk            = &#039;Космическая прогулка&#039;,&lt;br /&gt;
			grenadier            = &#039;Гренадер&#039;,&lt;br /&gt;
			vtol_jets            = &#039;Двигатели ВВП&#039;,&lt;br /&gt;
			heart_seeker         = &#039;Детектор сердцебиения&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		regen = {&lt;br /&gt;
			name                = &#039;Регенерация&#039;,&lt;br /&gt;
			health              = &#039;Здоровье&#039;,&lt;br /&gt;
			shield              = &#039;Щит&#039;,&lt;br /&gt;
			ultimate            = &#039;Спецумение&#039;,&lt;br /&gt;
			combo               = &#039;Комбо&#039;,&lt;br /&gt;
			syringe             = &#039;Шприц&#039;,&lt;br /&gt;
			medkit              = &#039;Аптечка&#039;,&lt;br /&gt;
			shield_cell         = &#039;Ячейка щита&#039;,&lt;br /&gt;
			shield_battery      = &#039;Аккумулятор щита&#039;,&lt;br /&gt;
			phoenix_kit         = &#039;Набор феникса&#039;,&lt;br /&gt;
			ultimate_accelerant = &#039;Спец. ускоритель&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		tactical = {&lt;br /&gt;
			name                 = &#039;Игра&#039;,&lt;br /&gt;
			eye_of_the_allfather = &#039;Око Всеотца&#039;,&lt;br /&gt;
			dome_of_protection   = &#039;Защитный купол&#039;,&lt;br /&gt;
			doc_heal_drone       = &#039;Лечащий дрон Д.О.К.&#039;,&lt;br /&gt;
			grappling_hook       = &#039;Крюк-кошка&#039;,&lt;br /&gt;
			into_the_void        = &#039;В Пустоту&#039;,&lt;br /&gt;
			smoke_launcher       = &#039;Дымовая пушка&#039;,&lt;br /&gt;
			nox_gas_trap         = &#039;Ловушка «Нокс»&#039;,&lt;br /&gt;
			psyche_out           = &#039;Психоз&#039;,&lt;br /&gt;
			stim                 = &#039;Стимулятор&#039;,&lt;br /&gt;
			perimeter_security   = &#039;Защитный периметр&#039;,&lt;br /&gt;
			surveillance_drone   = &#039;Разведывательный дрон&#039;,&lt;br /&gt;
			silence              = &#039;Немота&#039;,&lt;br /&gt;
			burglars_best_friend = &#039;Лучший друг взломщика&#039;,&lt;br /&gt;
			amped_cover          = &#039;Усиленное укрытие&#039;,&lt;br /&gt;
			gravity_lift         = &#039;Гравитационный лифт&#039;,&lt;br /&gt;
			knuckle_cluster      = &#039;Кассетный кастет&#039;,&lt;br /&gt;
			missile_swarm        = &#039;Ракетный рой&#039;,&lt;br /&gt;
			focus_of_attention   = &#039;Концентрация внимания&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		ultimate = {&lt;br /&gt;
			name                    = &#039;Спецумение&#039;,&lt;br /&gt;
			beast_of_the_hunt       = &#039;Зверский охотник&#039;,&lt;br /&gt;
			defensive_bombardment   = &#039;Бомбардировка&#039;,&lt;br /&gt;
			care_package            = &#039;Припасы&#039;,&lt;br /&gt;
			zipline_gun             = &#039;Тросомет&#039;,&lt;br /&gt;
			dimensiona_rift         = &#039;Разлом&#039;,&lt;br /&gt;
			rolling_thunder         = &#039;Раскаты грома&#039;,&lt;br /&gt;
			nox_gas_grenade         = &#039;Граната «Нокс»&#039;,&lt;br /&gt;
			vanishing_act           = &#039;Исчезновение&#039;,&lt;br /&gt;
			life_of_the_party       = &#039;Душа компании&#039;,&lt;br /&gt;
			launch_pad              = &#039;Батут&#039;,&lt;br /&gt;
			interception_pylon      = &#039;Пилон-перехватчик&#039;,&lt;br /&gt;
			drone_emp               = &#039;ЭМИ дрона&#039;,&lt;br /&gt;
			death_totem             = &#039;Тотем смерти&#039;,&lt;br /&gt;
			black_market_boutique   = &#039;Бутик чёрного рынка&#039;,&lt;br /&gt;
			emplaced_minigun_sheila = &#039;Станковый пулемет «Шейла»&#039;,&lt;br /&gt;
			black_hole              = &#039;Черная дыра&#039;,&lt;br /&gt;
			the_motherlode          = &#039;Джекпот&#039;,&lt;br /&gt;
			skyward_dive            = &#039;Небесный прыжок&#039;,&lt;br /&gt;
			exhibit                 = &#039;Экспозиция&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		weapons = {&lt;br /&gt;
			g7_scout = {&lt;br /&gt;
				short       = &#039;Разведчик G7&#039;,&lt;br /&gt;
				full        = &#039;Разведчик G7&#039;,&lt;br /&gt;
				description = &#039;Полуавтоматическая легкая марксманаская винтовка.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			alternator = {&lt;br /&gt;
				short       = &#039;Сменщик&#039;,&lt;br /&gt;
				full        = &#039;ПП «Сменщик»&#039;,&lt;br /&gt;
				description = &#039;Двуствольный автоматический пистолет-пулемет.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			r99 = {&lt;br /&gt;
				short       = &#039;R-99&#039;,&lt;br /&gt;
				full        = &#039;ПП R-99&#039;,&lt;br /&gt;
				description = &#039;Скорострельный автоматический пистолет-пулемет.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			r301 = {&lt;br /&gt;
				short       = &#039;R-301&#039;,&lt;br /&gt;
				full        = &#039;Карабин R-301&#039;,&lt;br /&gt;
				description = &#039;Полная автоматика и высокая точность стрельбы.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			p2020 = {&lt;br /&gt;
				short       = &#039;P2020&#039;,&lt;br /&gt;
				full        = &#039;P2020&#039;,&lt;br /&gt;
				description = &#039;Полуавтоматический пистолет.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			re45 = {&lt;br /&gt;
				short       = &#039;RE-45&#039;,&lt;br /&gt;
				full        = &#039;RE-45 Авто&#039;,&lt;br /&gt;
				description = &#039;Полностью автоматический пистолет.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			flatline = {&lt;br /&gt;
				short       = &#039;Флэтлайн&#039;,&lt;br /&gt;
				full        = &#039;VK-47 «Флэтлайн»&#039;,&lt;br /&gt;
				description = &#039;Полностью автоматическое оружие с большой убойной силой.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			hemlok = {&lt;br /&gt;
				short       = &#039;Хемлок&#039;,&lt;br /&gt;
				full        = &#039;ШВ «Хемлок»&#039;,&lt;br /&gt;
				description = &#039;Штурмовая винтовка, очереди по 3 патрона.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			spitfire = {&lt;br /&gt;
				short       = &#039;Спитфайр&#039;,&lt;br /&gt;
				full        = &#039;M600 «Спитфайр»&#039;,&lt;br /&gt;
				description = &#039;Полностью автоматический легкий пулемет.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			wingman = {&lt;br /&gt;
				short       = &#039;Ведомый&#039;,&lt;br /&gt;
				full        = &#039;Ведомый&#039;,&lt;br /&gt;
				description = &#039;Мощный револьвер.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			repeater = {&lt;br /&gt;
				short       = &#039;30-30&#039;,&lt;br /&gt;
				full        = &#039;Магазинная винтовка 30-30&#039;,&lt;br /&gt;
				description = &#039;Полуавтоматическая тяжелая магазинная винтовка. Перейдите в ADS и зарядите бонус к урону.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			prowler = {&lt;br /&gt;
				short       = &#039;Ищейка&#039;,&lt;br /&gt;
				full        = &#039;PDW «Ищейка»&#039;,&lt;br /&gt;
				description = &#039;Пистолет-пулемет, очереди по 5 патронов.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			rampage = {&lt;br /&gt;
				short       = &#039;«Неистовство»&#039;,&lt;br /&gt;
				full        = &#039;РП «Неистовство»&#039;,&lt;br /&gt;
				description = &#039;Ручной пулемет с огневыми зарядами. Зарядите зажигательные гранаты, чтобы повысить скорострельность.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			lstar = {&lt;br /&gt;
				short       = &#039;L-STAR&#039;,&lt;br /&gt;
				full        = &#039;ЭП L-STAR&#039;,&lt;br /&gt;
				description = &#039;Плазменный тяжелый пулемет.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			havoc = {&lt;br /&gt;
				short       = &#039;ХАОС&#039;,&lt;br /&gt;
				full        = &#039;ХАОС&#039;,&lt;br /&gt;
				description = &#039;Полностью автоматическая энергетическая винтовка.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			devotion = {&lt;br /&gt;
				short       = &#039;Преданность&#039;,&lt;br /&gt;
				full        = &#039;РП «Преданность»&#039;,&lt;br /&gt;
				description = &#039;Полностью автоматический энергетический легкий пулемет.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			volt = {&lt;br /&gt;
				short       = &#039;«Вольт»&#039;,&lt;br /&gt;
				full        = &#039;ПП «Вольт»&#039;,&lt;br /&gt;
				description = &#039;Энергетический пистолет-пулемет.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			tripletake = {&lt;br /&gt;
				short       = &#039;Тройной эффект&#039;,&lt;br /&gt;
				full        = &#039;Тройной эффект&#039;,&lt;br /&gt;
				description = &#039;Трехствольная марксманская винтовка. Установите чок, чтобы снизить разброс при прицеливании.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			mastiff = {&lt;br /&gt;
				short       = &#039;Мастифф&#039;,&lt;br /&gt;
				full        = &#039;Дробовик «Мастифф»&#039;,&lt;br /&gt;
				description = &#039;Мощный полуавтоматический дробовик.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			eva8_auto = {&lt;br /&gt;
				short       = &#039;EVA-8&#039;,&lt;br /&gt;
				full        = &#039;EVA-8 Авто&#039;,&lt;br /&gt;
				description = &#039;Полностью автоматический дробовик.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			peacekeeper = {&lt;br /&gt;
				short       = &#039;Миротворец&#039;,&lt;br /&gt;
				full        = &#039;Миротворец&#039;,&lt;br /&gt;
				description = &#039;Рычажный дробовик.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			mozambique = {&lt;br /&gt;
				short       = &#039;Мозамбик&#039;,&lt;br /&gt;
				full        = &#039;Дробовик «Мозамбик»&#039;,&lt;br /&gt;
				description = &#039;Трехствольный пистолет-дробовик.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			longbow = {&lt;br /&gt;
				short       = &#039;Длинный лук&#039;,&lt;br /&gt;
				full        = &#039;МВ «Длинный лук»&#039;,&lt;br /&gt;
				description = &#039;Полуавтоматическая снайперская винтовка.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			charge_rifle = {&lt;br /&gt;
				short       = &#039;Энерговинтовка&#039;,&lt;br /&gt;
				full        = &#039;Энерговинтовка&#039;,&lt;br /&gt;
				description = &#039;Лучевая снайперская винтовка.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			sentinel = {&lt;br /&gt;
				short       = &#039;«Страж»&#039;,&lt;br /&gt;
				full        = &#039;«Страж»&#039;,&lt;br /&gt;
				description = &#039;Снайперская винтовка со скользящим затвором.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			kraber = {&lt;br /&gt;
				short       = &#039;Крабер&#039;,&lt;br /&gt;
				full        = &#039;Крабер .50&#039;,&lt;br /&gt;
				description = &#039;Мощная снайперская винтовка со скользящим затвором.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			bocek = {&lt;br /&gt;
				short       = &#039;«Боцек»&#039;,&lt;br /&gt;
				full        = &#039;Композитный лук «Боцек»&#039;,&lt;br /&gt;
				description = &#039;Удерживайте кнопку стрельбы для увеличения мощности.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			car_smg = {&lt;br /&gt;
				short       = &#039;CAR&#039;,&lt;br /&gt;
				full        = &#039;Пистолет-пулемет C.A.R.&#039;,&lt;br /&gt;
				description = &#039;Настраиваемый пистолет-пулемет, который переключается между легкими и тяжелыми боеприпасами. Для него используются легкие или тяжелые магазины.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			arc_star = {&lt;br /&gt;
				short       = &#039;Дуговая звезда&#039;,&lt;br /&gt;
				full        = &#039;Дуговая звезда&#039;,&lt;br /&gt;
				description = &#039;Прилипает и взрывается с задержкой. Наносит урон и создает помехи.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			frag_grenade = {&lt;br /&gt;
				short       = &#039;Осколочная граната&#039;,&lt;br /&gt;
				full        = &#039;Осколочная граната&#039;,&lt;br /&gt;
				description = &#039;Взрывоопасный снаряд. Бросьте, чтобы активировать.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			thermite_grenade = {&lt;br /&gt;
				short       = &#039;Зажигательная граната&#039;,&lt;br /&gt;
				full        = &#039;Зажигательная граната&#039;,&lt;br /&gt;
				description = &#039;Создает горизонтальную стену огня.&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		},&lt;br /&gt;
	},&lt;br /&gt;
	[&#039;zh-cn&#039;] = {&lt;br /&gt;
		category = {&lt;br /&gt;
			assault_rifle = { other = &#039;突击步枪&#039; },&lt;br /&gt;
			sub_machine_gun = { other = &#039;冲锋枪&#039; },&lt;br /&gt;
			light_machine_gun = { other = &#039;轻型机关枪&#039; },&lt;br /&gt;
			marksman_weapon = { other = &#039;神枪手武器&#039; },&lt;br /&gt;
			sniper = { other = &#039;狙击步枪&#039; },&lt;br /&gt;
			shotgun = { other = &#039;霰弹枪&#039; },&lt;br /&gt;
			pistol = { other = &#039;手枪&#039; },&lt;br /&gt;
			thrown = { other = &#039;投掷&#039; },&lt;br /&gt;
			supply_drop = { other = &#039;空降补给&#039; },&lt;br /&gt;
			ultimate = { other = &#039;绝招&#039; },&lt;br /&gt;
		},&lt;br /&gt;
		ammo = {&lt;br /&gt;
			name = &#039;弹药&#039;,&lt;br /&gt;
			light = &#039;轻型弹药&#039;,&lt;br /&gt;
			heavy = &#039;重型弹药&#039;,&lt;br /&gt;
			energy = &#039;能量弹药&#039;,&lt;br /&gt;
			sniper = &#039;狙击弹药&#039;,&lt;br /&gt;
			shotgun = &#039;霰弹枪弹药&#039;,&lt;br /&gt;
			arrows = &#039;箭头&#039;,&lt;br /&gt;
			special_light = &#039;特制轻型弹药&#039;,&lt;br /&gt;
			special_heavy = &#039;特制重型弹药&#039;,&lt;br /&gt;
			special_energy = &#039;特制能量弹药&#039;,&lt;br /&gt;
			special_sniper = &#039;特制狙击弹药&#039;,&lt;br /&gt;
			special_shotgun = &#039;特制霰弹枪弹药&#039;,&lt;br /&gt;
			special_arrows = &#039;特制箭头&#039;,&lt;br /&gt;
			minigun = &#039;转轮机枪弹药&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		attachment = {&lt;br /&gt;
			name = &#039;配件&#039;,&lt;br /&gt;
			barrels = {&lt;br /&gt;
				name              = &#039;枪管&#039;,&lt;br /&gt;
				barrel_stabilizer = &#039;枪管稳定器&#039;,&lt;br /&gt;
				laser_sight       = &#039;激光瞄准镜&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			extended_mag = {&lt;br /&gt;
				name = &#039;弹匣&#039;,&lt;br /&gt;
				light = &#039;加长轻型弹匣&#039;,&lt;br /&gt;
				heavy = &#039;加长式重型弹匣&#039;,&lt;br /&gt;
				energy = &#039;加长能量弹匣&#039;,&lt;br /&gt;
				sniper = &#039;加长狙击弹匣&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			gears = {&lt;br /&gt;
				name             = &#039;装备&#039;,&lt;br /&gt;
				backpack         = &#039;背包&#039;,&lt;br /&gt;
				body_shield      = &#039;防护罩&#039;,&lt;br /&gt;
				defenses         = &#039;防御&#039;,&lt;br /&gt;
				evo_shield       = &#039;进化护罩&#039;,&lt;br /&gt;
				helmet           = &#039;头盔&#039;,&lt;br /&gt;
				knockdown_shield = &#039;击倒护盾&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			optics = {&lt;br /&gt;
				name                                = &#039;瞄准镜&#039;,&lt;br /&gt;
				onex_hcog_classic                   = &#039;单倍全息衍射式瞄准镜“经典”&#039;,&lt;br /&gt;
				twox_hcog_bruiser                   = &#039;2 倍全息衍射式瞄准镜“格斗家”&#039;,&lt;br /&gt;
				onex_reflex_holosight               = &#039;单倍幻影&#039;,&lt;br /&gt;
				onex_twox_variable_reflex_holosight = &#039;单倍至 2 倍可调节式幻影瞄准镜&#039;,&lt;br /&gt;
				onex_digital_threat                 = &#039;单倍数字化威胁&#039;,&lt;br /&gt;
				threex_hcog_ranger                  = &#039;3 倍全息衍射式瞄准镜“游侠”&#039;,&lt;br /&gt;
				twox_fourx_variable_acog            = &#039;2 倍至 4 倍可调节式高级光学瞄准镜&#039;,&lt;br /&gt;
				sixx_sniper_scope                   = &#039;6 倍狙击手&#039;,&lt;br /&gt;
				fourx_eightx_variable_sniper_scope  = &#039;4 倍至 8 倍可调节式狙击手&#039;,&lt;br /&gt;
				fourx_tenx_digital_sniper_threat    = &#039;4 倍至 10 倍数字化狙击威胁&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			shotgun_bolt = &#039;霰弹枪枪栓&#039;,&lt;br /&gt;
			stocks = {&lt;br /&gt;
				name     = &#039;枪托&#039;,&lt;br /&gt;
				standard = &#039;标准枪托&#039;,&lt;br /&gt;
				sniper   = &#039;狙击枪枪托&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		},&lt;br /&gt;
		hopup = {&lt;br /&gt;
			name = &#039;即用&#039;,&lt;br /&gt;
			anvil_receiver = &#039;铁砧接收器&#039;,&lt;br /&gt;
			boosted_loader = &#039;加强版装填器&#039;,&lt;br /&gt;
			deadeyes_tempo = &#039;神射手速度节拍&#039;,&lt;br /&gt;
			disruptor_rounds = &#039;干扰子弹&#039;,&lt;br /&gt;
			double_tap_trigger = &#039;双发扳机&#039;,&lt;br /&gt;
			dual_shell = &#039;双弹装填器&#039;,&lt;br /&gt;
			graffiti_mod = &#039;涂鸦改装&#039;,&lt;br /&gt;
			hammerpoint_rounds = &#039;锤击点子弹&#039;,&lt;br /&gt;
			kinetic_feeder = &#039;动能供弹器&#039;,&lt;br /&gt;
			precision_choke = &#039;精准收束器&#039;,&lt;br /&gt;
			quickdraw_holster = &#039;快捷枪套&#039;,&lt;br /&gt;
			selectfire_receiver = &#039;选择射击模式接收器&#039;,&lt;br /&gt;
			shatter_caps = &#039;粉碎帽&#039;,&lt;br /&gt;
			skullpiercer_rifling = &#039;穿颅器&#039;,&lt;br /&gt;
			splatter_rounds = &#039;飞溅弹&#039;,&lt;br /&gt;
			turbocharger = &#039;涡轮增压器&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		legends = {&lt;br /&gt;
			name       = &#039;英雄&#039;,&lt;br /&gt;
			bloodhound = &#039;寻血猎犬&#039;,&lt;br /&gt;
			gibraltar  = &#039;直布罗陀&#039;,&lt;br /&gt;
			lifeline   = &#039;命脉&#039;,&lt;br /&gt;
			pathfinder = &#039;探路者&#039;,&lt;br /&gt;
			wraith     = &#039;恶灵&#039;,&lt;br /&gt;
			bangalore  = &#039;班加罗尔&#039;,&lt;br /&gt;
			caustic    = &#039;侵蚀&#039;,&lt;br /&gt;
			mirage     = &#039;幻象&#039;,&lt;br /&gt;
			octane     = &#039;动力小子&#039;,&lt;br /&gt;
			wattson    = &#039;沃特森&#039;,&lt;br /&gt;
			crypto     = &#039;密客&#039;,&lt;br /&gt;
			revenant   = &#039;亡灵&#039;,&lt;br /&gt;
			loba       = &#039;罗芭&#039;,&lt;br /&gt;
			rampart    = &#039;兰伯特&#039;,&lt;br /&gt;
			horizon    = &#039;地平线&#039;,&lt;br /&gt;
			fuse       = &#039;暴雷&#039;,&lt;br /&gt;
			valkyrie   = &#039;瓦尔基里&#039;,&lt;br /&gt;
			seer       = &#039;希尔&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		passive = {&lt;br /&gt;
			name                 = &#039;被动&#039;,&lt;br /&gt;
			tracker              = &#039;追踪器&#039;,&lt;br /&gt;
			gun_shield           = &#039;枪盾&#039;,&lt;br /&gt;
			combat_medic         = &#039;战斗医疗兵&#039;,&lt;br /&gt;
			combat_revive        = &#039;战斗复活&#039;,&lt;br /&gt;
			insider_knowledge    = &#039;内部信息&#039;,&lt;br /&gt;
			voices_from_the_void = &#039;虚空之声&#039;,&lt;br /&gt;
			double_time          = &#039;加快节奏&#039;,&lt;br /&gt;
			nox_vision           = &#039;NOX视觉&#039;,&lt;br /&gt;
			encore               = &#039;再来一次！&#039;,&lt;br /&gt;
			now_you_see_me       = &#039;我在这儿呢……&#039;,&lt;br /&gt;
			swift_mend           = &#039;快速修复&#039;,&lt;br /&gt;
			spark_of_genius      = &#039;知慧火花&#039;,&lt;br /&gt;
			neurolink            = &#039;神经连接&#039;,&lt;br /&gt;
			stalker              = &#039;潜行者&#039;,&lt;br /&gt;
			eye_for_quality      = &#039;鉴宝之眼&#039;,&lt;br /&gt;
			modded_loader        = &#039;改装式装填弹夹&#039;,&lt;br /&gt;
			spacewalk            = &#039;太空漫步&#039;,&lt;br /&gt;
			grenadier            = &#039;掷弹兵&#039;,&lt;br /&gt;
			vtol_jets            = &#039;垂直起降喷射器&#039;,&lt;br /&gt;
			heart_seeker         = &#039;觅心者&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		regen = {&lt;br /&gt;
			name                = &#039;恢复&#039;,&lt;br /&gt;
			health              = &#039;生命值&#039;,&lt;br /&gt;
			shield              = &#039;护盾&#039;,&lt;br /&gt;
			ultimate            = &#039;绝招&#039;,&lt;br /&gt;
			combo               = &#039;组合&#039;,&lt;br /&gt;
			syringe             = &#039;注射器&#039;,&lt;br /&gt;
			medkit              = &#039;医疗箱&#039;,&lt;br /&gt;
			shield_cell         = &#039;小型护盾电池&#039;,&lt;br /&gt;
			shield_battery      = &#039;护盾电池&#039;,&lt;br /&gt;
			phoenix_kit         = &#039;凤凰治疗包&#039;,&lt;br /&gt;
			ultimate_accelerant = &#039;绝招加速剂&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		tactical = {&lt;br /&gt;
			name                 = &#039;战术&#039;,&lt;br /&gt;
			eye_of_the_allfather = &#039;上帝之眼&#039;,&lt;br /&gt;
			dome_of_protection   = &#039;防护穹盾&#039;,&lt;br /&gt;
			doc_heal_drone       = &#039;D.O.C治疗无人机&#039;,&lt;br /&gt;
			grappling_hook       = &#039;钩爪&#039;,&lt;br /&gt;
			into_the_void        = &#039;踏入虚空&#039;,&lt;br /&gt;
			smoke_launcher       = &#039;烟雾发射器&#039;,&lt;br /&gt;
			nox_gas_trap         = &#039;NOX毒气陷阱&#039;,&lt;br /&gt;
			psyche_out           = &#039;疯猫&#039;,&lt;br /&gt;
			stim                 = &#039;兴奋剂&#039;,&lt;br /&gt;
			perimeter_security   = &#039;边境防护&#039;,&lt;br /&gt;
			surveillance_drone   = &#039;无人侦察机&#039;,&lt;br /&gt;
			silence              = &#039;静默&#039;,&lt;br /&gt;
			burglars_best_friend = &#039;盗徒好伙伴&#039;,&lt;br /&gt;
			amped_cover          = &#039;强化掩体&#039;,&lt;br /&gt;
			gravity_lift         = &#039;重力申梯&#039;,&lt;br /&gt;
			knuckle_cluster      = &#039;集束炸弹&#039;,&lt;br /&gt;
			missile_swarm        = &#039;飞弹流星&#039;,&lt;br /&gt;
			focus_of_attention   = &#039;聚焦之眼&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		ultimate = {&lt;br /&gt;
			name                    = &#039;绝招&#039;,&lt;br /&gt;
			beast_of_the_hunt       = &#039;狩猎野兽&#039;,&lt;br /&gt;
			defensive_bombardment   = &#039;防御性轰炸&#039;,&lt;br /&gt;
			care_package            = &#039;补给仓&#039;,&lt;br /&gt;
			zipline_gun             = &#039;滑索枪&#039;,&lt;br /&gt;
			dimensiona_rift         = &#039;空间裂隙&#039;,&lt;br /&gt;
			rolling_thunder         = &#039;雷声滚滚&#039;,&lt;br /&gt;
			nox_gas_grenade         = &#039;NOX毒气手雷&#039;,&lt;br /&gt;
			vanishing_act           = &#039;消失&#039;,&lt;br /&gt;
			life_of_the_party       = &#039;派对生活&#039;,&lt;br /&gt;
			launch_pad              = &#039;发射台&#039;,&lt;br /&gt;
			interception_pylon      = &#039;拦截者塔&#039;,&lt;br /&gt;
			drone_emp               = &#039;无人机 电子脉冲&#039;,&lt;br /&gt;
			death_totem             = &#039;死亡图腾&#039;,&lt;br /&gt;
			black_market_boutique   = &#039;精品黑店市&#039;,&lt;br /&gt;
			emplaced_minigun_sheila = &#039;固定式转轮机枪“塞拉”&#039;,&lt;br /&gt;
			black_hole              = &#039;黑洞&#039;,&lt;br /&gt;
			the_motherlode          = &#039;广域轰炸&#039;,&lt;br /&gt;
			skyward_dive            = &#039;天际俯冲&#039;,&lt;br /&gt;
			exhibit                 = &#039;一览无余&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		weapons = {&lt;br /&gt;
			g7_scout = {&lt;br /&gt;
				short       = &#039;G7 侦查枪&#039;,&lt;br /&gt;
				full        = &#039;G7 侦查枪&#039;,&lt;br /&gt;
				description = &#039;半自动轻型神射手歩枪。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			alternator = {&lt;br /&gt;
				short       = &#039;转换者冲锋枪&#039;,&lt;br /&gt;
				full        = &#039;转换者冲锋枪&#039;,&lt;br /&gt;
				description = &#039;双管全自动冲锋枪。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			r99 = {&lt;br /&gt;
				short       = &#039;R-99 冲锋枪&#039;,&lt;br /&gt;
				full        = &#039;R-99 冲锋枪&#039;,&lt;br /&gt;
				description = &#039;高射速全自动冲锋枪。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			r301 = {&lt;br /&gt;
				short       = &#039;R-301 卡宾枪&#039;,&lt;br /&gt;
				full        = &#039;R-301 卡宾枪&#039;,&lt;br /&gt;
				description = &#039;全自动，精准度高。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			p2020 = {&lt;br /&gt;
				short       = &#039;P2020手枪&#039;,&lt;br /&gt;
				full        = &#039;P2020手枪&#039;,&lt;br /&gt;
				description = &#039;半自动手枪。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			re45 = {&lt;br /&gt;
				short       = &#039;RE-45 自动手枪&#039;,&lt;br /&gt;
				full        = &#039;RE-45 自动手枪&#039;,&lt;br /&gt;
				description = &#039;全自动手枪。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			flatline = {&lt;br /&gt;
				short       = &#039;平行步枪&#039;,&lt;br /&gt;
				full        = &#039;VK-47 平行步枪&#039;,&lt;br /&gt;
				description = &#039;全自动，火力强大。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			hemlok = {&lt;br /&gt;
				short       = &#039;赫姆洛克突击步枪&#039;,&lt;br /&gt;
				full        = &#039;赫姆洛克连发突击步枪&#039;,&lt;br /&gt;
				description = &#039;3 连发突击步枪。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			spitfire = {&lt;br /&gt;
				short       = &#039;喷火轻机枪&#039;,&lt;br /&gt;
				full        = &#039;M600 喷火轻机枪&#039;,&lt;br /&gt;
				description = &#039;全自动轻机枪。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			wingman = {&lt;br /&gt;
				short       = &#039;辅助手枪&#039;,&lt;br /&gt;
				full        = &#039;辅助手枪&#039;,&lt;br /&gt;
				description = &#039;强火力左轮手枪。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			repeater = {&lt;br /&gt;
				short       = &#039;30-30&#039;,&lt;br /&gt;
				full        = &#039;30-30 连发枪&#039;,&lt;br /&gt;
				description = &#039;半自动重型连发枪。开镜瞄准可获得充能伤害加成。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			prowler = {&lt;br /&gt;
				short       = &#039;猎兽冲锋枪&#039;,&lt;br /&gt;
				full        = &#039;猎兽冲锋枪&#039;,&lt;br /&gt;
				description = &#039;5 连发冲锋枪。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			rampage = {&lt;br /&gt;
				short       = &#039;暴走&#039;,&lt;br /&gt;
				full        = &#039;暴走&#039;,&lt;br /&gt;
				description = &#039;火焰动力轻机枪。用铝热剂充能以增加射速。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			lstar = {&lt;br /&gt;
				short       = &#039;L-STAR 能量机枪&#039;,&lt;br /&gt;
				full        = &#039;L-STAR 能量机枪&#039;,&lt;br /&gt;
				description = &#039;等离子驱动的重型机枪。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			havoc = {&lt;br /&gt;
				short       = &#039;哈沃克步枪&#039;,&lt;br /&gt;
				full        = &#039;哈沃克步枪&#039;,&lt;br /&gt;
				description = &#039;全自动能量步枪。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			devotion = {&lt;br /&gt;
				short       = &#039;专注轻机枪&#039;,&lt;br /&gt;
				full        = &#039;专注轻机枪&#039;,&lt;br /&gt;
				description = &#039;全自动能量轻机枪。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			volt = {&lt;br /&gt;
				short       = &#039;电能冲锋枪&#039;,&lt;br /&gt;
				full        = &#039;电能冲锋枪&#039;,&lt;br /&gt;
				description = &#039;能量驱动冲锋枪。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			tripletake = {&lt;br /&gt;
				short       = &#039;三重式狙击枪&#039;,&lt;br /&gt;
				full        = &#039;三重式狙击枪&#039;,&lt;br /&gt;
				description = &#039;三管神射手步枪。收束器可缩小开镜时产生的散布范围。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			mastiff = {&lt;br /&gt;
				short       = &#039;敖犬霰弹枪&#039;,&lt;br /&gt;
				full        = &#039;敖犬霰弹枪&#039;,&lt;br /&gt;
				description = &#039;强力的半自动霰弹枪。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			eva8_auto = {&lt;br /&gt;
				short       = &#039;EVA-8&#039;,&lt;br /&gt;
				full        = &#039;EVA-8 自动霰弹枪&#039;,&lt;br /&gt;
				description = &#039;全自动霰弹枪。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			peacekeeper = {&lt;br /&gt;
				short       = &#039;和平捍卫者霰弹枪&#039;,&lt;br /&gt;
				full        = &#039;和平捍卫者霰弹枪&#039;,&lt;br /&gt;
				description = &#039;杠杆式霰弹枪。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			mozambique = {&lt;br /&gt;
				short       = &#039;莫桑比克&#039;,&lt;br /&gt;
				full        = &#039;莫桑比克&#039;,&lt;br /&gt;
				description = &#039;三管霰弹手枪。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			longbow = {&lt;br /&gt;
				short       = &#039;长弓&#039;,&lt;br /&gt;
				full        = &#039;长弓精确步枪&#039;,&lt;br /&gt;
				description = &#039;半自动狙击步枪。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			charge_rifle = {&lt;br /&gt;
				short       = &#039;充能步枪&#039;,&lt;br /&gt;
				full        = &#039;充能步枪&#039;,&lt;br /&gt;
				description = &#039;能量充满的光束狙击步枪。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			sentinel = {&lt;br /&gt;
				short       = &#039;哨兵狙击步枪&#039;,&lt;br /&gt;
				full        = &#039;哨兵狙击步枪&#039;,&lt;br /&gt;
				description = &#039;栓动式狙击步枪。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			kraber = {&lt;br /&gt;
				short       = &#039;克雷贝尔狙击枪&#039;,&lt;br /&gt;
				full        = &#039;克雷贝尔 50口径狙击枪&#039;,&lt;br /&gt;
				description = &#039;强力的栓动式狙击步枪。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			bocek = {&lt;br /&gt;
				short       = &#039;波塞克&#039;,&lt;br /&gt;
				full        = &#039;波塞克复合弓&#039;,&lt;br /&gt;
				description = &#039;按住开火即可蓄力。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			car_smg = {&lt;br /&gt;
				short       = &#039;CAR&#039;,&lt;br /&gt;
				full        = &#039;C.A.R.冲锋枪&#039;,&lt;br /&gt;
				description = &#039;可互换轻型和重型弹药的多用途冲锋枪。使用轻型或重型弹匣。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			arc_star = {&lt;br /&gt;
				short       = &#039;电弧星&#039;,&lt;br /&gt;
				full        = &#039;电弧星&#039;,&lt;br /&gt;
				description = &#039;附着后很快会爆炸。造成伤害并模糊视野。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			frag_grenade = {&lt;br /&gt;
				short       = &#039;碎片手雷&#039;,&lt;br /&gt;
				full        = &#039;碎片手雷&#039;,&lt;br /&gt;
				description = &#039;军用爆炸物。拔掉引信后投掷。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			thermite_grenade = {&lt;br /&gt;
				short       = &#039;铝热剂手雷&#039;,&lt;br /&gt;
				full        = &#039;铝热剂手雷&#039;,&lt;br /&gt;
				description = &#039;可以制造一道火墙。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		},&lt;br /&gt;
	},&lt;br /&gt;
	[&#039;zh-tw&#039;] = {&lt;br /&gt;
		category = {&lt;br /&gt;
			assault_rifle = { other = &#039;突擊步槍&#039; },&lt;br /&gt;
			sub_machine_gun = { other = &#039;衝鋒槍&#039; },&lt;br /&gt;
			light_machine_gun = { other = &#039;輕機槍&#039; },&lt;br /&gt;
			marksman_weapon = { other = &#039;射手武器&#039; },&lt;br /&gt;
			sniper = { other = &#039;狙擊槍&#039; },&lt;br /&gt;
			shotgun = { other = &#039;霰彈槍&#039; },&lt;br /&gt;
			pistol = { other = &#039;手槍&#039; },&lt;br /&gt;
			thrown = { other = &#039;投擲&#039; },&lt;br /&gt;
			supply_drop = { other = &#039;空降補給&#039; },&lt;br /&gt;
			ultimate = { other = &#039;絕招&#039; },&lt;br /&gt;
		},&lt;br /&gt;
		ammo = {&lt;br /&gt;
			name = &#039;彈藥&#039;,&lt;br /&gt;
			light = &#039;輕型彈藥&#039;,&lt;br /&gt;
			heavy = &#039;重型彈藥&#039;,&lt;br /&gt;
			energy = &#039;能量彈藥&#039;,&lt;br /&gt;
			sniper = &#039;狙擊槍彈藥&#039;,&lt;br /&gt;
			shotgun = &#039;霰彈槍彈藥&#039;,&lt;br /&gt;
			arrows = &#039;箭矢&#039;,&lt;br /&gt;
			special_light = &#039;特殊輕型彈藥&#039;,&lt;br /&gt;
			special_heavy = &#039;特殊重型彈藥&#039;,&lt;br /&gt;
			special_energy = &#039;特殊能量彈藥&#039;,&lt;br /&gt;
			special_sniper = &#039;特殊狙擊槍彈藥&#039;,&lt;br /&gt;
			special_shotgun = &#039;特殊霰彈槍彈藥&#039;,&lt;br /&gt;
			special_arrows = &#039;特殊箭矢&#039;,&lt;br /&gt;
			minigun = &#039;Minigun Ammo&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		attachment = {&lt;br /&gt;
			name = &#039;附掛&#039;,&lt;br /&gt;
			barrels = {&lt;br /&gt;
				name              = &#039;槍管&#039;,&lt;br /&gt;
				barrel_stabilizer = &#039;槍管穩定器&#039;,&lt;br /&gt;
				laser_sight       = &#039;雷射瞄準鏡&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			extended_mag = {&lt;br /&gt;
				name = &#039;輔助器&#039;,&lt;br /&gt;
				light = &#039;輕型擴充彈匣&#039;,&lt;br /&gt;
				heavy = &#039;重型擴充彈匣&#039;,&lt;br /&gt;
				energy = &#039;能量擴充彈匣&#039;,&lt;br /&gt;
				sniper = &#039;狙擊槍擴充彈匣&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			gears = {&lt;br /&gt;
				name             = &#039;裝備&#039;,&lt;br /&gt;
				backpack         = &#039;背包&#039;,&lt;br /&gt;
				body_shield      = &#039;護甲&#039;,&lt;br /&gt;
				defenses         = &#039;防禦&#039;,&lt;br /&gt;
				evo_shield       = &#039;進化防護罩&#039;,&lt;br /&gt;
				helmet           = &#039;頭盔&#039;,&lt;br /&gt;
				knockdown_shield = &#039;擊倒護盾&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			optics = {&lt;br /&gt;
				name                                = &#039;視鏡&#039;,&lt;br /&gt;
				onex_hcog_classic                   = &#039;1x 全像進階戰鬥視鏡「經典」&#039;,&lt;br /&gt;
				twox_hcog_bruiser                   = &#039;2x 全像進階戰鬥視鏡「搏鬥者」&#039;,&lt;br /&gt;
				onex_reflex_holosight               = &#039;1x 投影&#039;,&lt;br /&gt;
				onex_twox_variable_reflex_holosight = &#039;1x-2x 可調整投影&#039;,&lt;br /&gt;
				onex_digital_threat                 = &#039;1x 數位威脅&#039;,&lt;br /&gt;
				threex_hcog_ranger                  = &#039;3x 全像進階戰鬥視鏡「遊俠」&#039;,&lt;br /&gt;
				twox_fourx_variable_acog            = &#039;2x-4x 可調整進階視鏡&#039;,&lt;br /&gt;
				sixx_sniper_scope                   = &#039;6x 狙擊&#039;,&lt;br /&gt;
				fourx_eightx_variable_sniper_scope  = &#039;4x-8x 可調整狙擊&#039;,&lt;br /&gt;
				fourx_tenx_digital_sniper_threat    = &#039;4x-10x 數位狙擊威脅&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			shotgun_bolt = &#039;霰彈槍槍栓&#039;,&lt;br /&gt;
			stocks = {&lt;br /&gt;
				name     = &#039;槍托&#039;,&lt;br /&gt;
				standard = &#039;標準槍托&#039;,&lt;br /&gt;
				sniper   = &#039;狙擊槍托&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		},&lt;br /&gt;
		hopup = {&lt;br /&gt;
			name = &#039;槍托&#039;,&lt;br /&gt;
			anvil_receiver = &#039;鐵砧機匣&#039;,&lt;br /&gt;
			boosted_loader = &#039;強化版裝填器&#039;,&lt;br /&gt;
			deadeyes_tempo = &#039;死眼節奏&#039;,&lt;br /&gt;
			disruptor_rounds = &#039;干擾器彈藥&#039;,&lt;br /&gt;
			double_tap_trigger = &#039;雙擊扳機&#039;,&lt;br /&gt;
			dual_shell = &#039;雙發裝填器&#039;,&lt;br /&gt;
			graffiti_mod = &#039;塗鴉模組&#039;,&lt;br /&gt;
			hammerpoint_rounds = &#039;椎點彈藥&#039;,&lt;br /&gt;
			kinetic_feeder = &#039;動能供應器&#039;,&lt;br /&gt;
			precision_choke = &#039;精準束流器&#039;,&lt;br /&gt;
			quickdraw_holster = &#039;快拔槍套&#039;,&lt;br /&gt;
			selectfire_receiver = &#039;選射機匣&#039;,&lt;br /&gt;
			shatter_caps = &#039;粉碎蓋&#039;,&lt;br /&gt;
			skullpiercer_rifling = &#039;穿顱者膛線&#039;,&lt;br /&gt;
			splatter_rounds = &#039;噴濺彈藥&#039;,&lt;br /&gt;
			turbocharger = &#039;渦輪增壓器&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		legends = {&lt;br /&gt;
			name       = &#039;英雄&#039;,&lt;br /&gt;
			bloodhound = &#039;尋血犬&#039;,&lt;br /&gt;
			gibraltar  = &#039;直布羅陀&#039;,&lt;br /&gt;
			lifeline   = &#039;生命線&#039;,&lt;br /&gt;
			pathfinder = &#039;探路者&#039;,&lt;br /&gt;
			wraith     = &#039;惡靈&#039;,&lt;br /&gt;
			bangalore  = &#039;邦加羅爾&#039;,&lt;br /&gt;
			caustic    = &#039;腐蝕&#039;,&lt;br /&gt;
			mirage     = &#039;幻象&#039;,&lt;br /&gt;
			octane     = &#039;辛烷&#039;,&lt;br /&gt;
			wattson    = &#039;華森&#039;,&lt;br /&gt;
			crypto     = &#039;暗碼士&#039;,&lt;br /&gt;
			revenant   = &#039;亡靈&#039;,&lt;br /&gt;
			loba       = &#039;蘿芭&#039;,&lt;br /&gt;
			rampart    = &#039;蕾帕特&#039;,&lt;br /&gt;
			horizon    = &#039;天際線&#039;,&lt;br /&gt;
			fuse       = &#039;轟哥&#039;,&lt;br /&gt;
			valkyrie   = &#039;瓦爾基里&#039;,&lt;br /&gt;
			seer       = &#039;席爾&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		passive = {&lt;br /&gt;
			name                 = &#039;被動&#039;,&lt;br /&gt;
			tracker              = &#039;追蹤器&#039;,&lt;br /&gt;
			gun_shield           = &#039;槍盾&#039;,&lt;br /&gt;
			combat_medic         = &#039;戰鬥醫療兵&#039;,&lt;br /&gt;
			combat_revive        = &#039;戰鬥復活&#039;,&lt;br /&gt;
			insider_knowledge    = &#039;內線情報&#039;,&lt;br /&gt;
			voices_from_the_void = &#039;魔音傳腦&#039;,&lt;br /&gt;
			double_time          = &#039;疾步&#039;,&lt;br /&gt;
			nox_vision           = &#039;夜神視線&#039;,&lt;br /&gt;
			encore               = &#039;安可！&#039;,&lt;br /&gt;
			now_you_see_me       = &#039;無影無蹤……&#039;,&lt;br /&gt;
			swift_mend           = &#039;快速修復&#039;,&lt;br /&gt;
			spark_of_genius      = &#039;天才火花&#039;,&lt;br /&gt;
			neurolink            = &#039;神經連結&#039;,&lt;br /&gt;
			stalker              = &#039;潛行者&#039;,&lt;br /&gt;
			eye_for_quality      = &#039;識貨&#039;,&lt;br /&gt;
			modded_loader        = &#039;改裝填裝器&#039;,&lt;br /&gt;
			spacewalk            = &#039;太空漫步&#039;,&lt;br /&gt;
			grenadier            = &#039;擲彈兵&#039;,&lt;br /&gt;
			vtol_jets            = &#039;垂直起降噴射器&#039;,&lt;br /&gt;
			heart_seeker         = &#039;尋心者&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		regen = {&lt;br /&gt;
			name                = &#039;恢復&#039;,&lt;br /&gt;
			health              = &#039;醫療用品&#039;,&lt;br /&gt;
			shield              = &#039;防護罩&#039;,&lt;br /&gt;
			ultimate            = &#039;絕招&#039;,&lt;br /&gt;
			combo               = &#039;複合&#039;,&lt;br /&gt;
			syringe             = &#039;注射器&#039;,&lt;br /&gt;
			medkit              = &#039;醫療箱&#039;,&lt;br /&gt;
			shield_cell         = &#039;小型防護罩電池&#039;,&lt;br /&gt;
			shield_battery      = &#039;大型防護罩電池&#039;,&lt;br /&gt;
			phoenix_kit         = &#039;鳳凰治療包&#039;,&lt;br /&gt;
			ultimate_accelerant = &#039;絕招促進劑&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		tactical = {&lt;br /&gt;
			name                 = &#039;戰術&#039;,&lt;br /&gt;
			eye_of_the_allfather = &#039;眾神之父之眼&#039;, -- Website: &#039;上帝之眼&#039;&lt;br /&gt;
			dome_of_protection   = &#039;保護圓頂&#039;,&lt;br /&gt;
			doc_heal_drone       = &#039;D.O.C 治療機器人&#039;,&lt;br /&gt;
			grappling_hook       = &#039;鉤爪&#039;,&lt;br /&gt;
			into_the_void        = &#039;踏入虛空&#039;,&lt;br /&gt;
			smoke_launcher       = &#039;煙霧發射器&#039;,&lt;br /&gt;
			nox_gas_trap         = &#039;夜神毒氣陷阱&#039;,&lt;br /&gt;
			psyche_out           = &#039;瘋貓&#039;,&lt;br /&gt;
			stim                 = &#039;興奮藥劑&#039;,&lt;br /&gt;
			perimeter_security   = &#039;邊界安全&#039;,&lt;br /&gt;
			surveillance_drone   = &#039;監視無人機&#039;,&lt;br /&gt;
			silence              = &#039;沈默&#039;,&lt;br /&gt;
			burglars_best_friend = &#039;盜賊之友&#039;,&lt;br /&gt;
			amped_cover          = &#039;強化掩護&#039;,&lt;br /&gt;
			gravity_lift         = &#039;引力貨梯&#039;,&lt;br /&gt;
			knuckle_cluster      = &#039;集束拳&#039;,&lt;br /&gt;
			missile_swarm        = &#039;飛彈天降&#039;,&lt;br /&gt;
			focus_of_attention   = &#039;注意焦點&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		ultimate = {&lt;br /&gt;
			name                    = &#039;絕招&#039;,&lt;br /&gt;
			beast_of_the_hunt       = &#039;狩獵野獸&#039;,&lt;br /&gt;
			defensive_bombardment   = &#039;防禦性轟炸&#039;,&lt;br /&gt;
			care_package            = &#039;照護艙&#039;,&lt;br /&gt;
			zipline_gun             = &#039;滑索槍&#039;,&lt;br /&gt;
			dimensiona_rift         = &#039;維度裂縫&#039;,&lt;br /&gt;
			rolling_thunder         = &#039;雷聲滾滾&#039;,&lt;br /&gt;
			nox_gas_grenade         = &#039;夜神毒氣手榴彈&#039;,&lt;br /&gt;
			vanishing_act           = &#039;消失表演&#039;,&lt;br /&gt;
			life_of_the_party       = &#039;派對焦點&#039;,&lt;br /&gt;
			launch_pad              = &#039;發射平台&#039;,&lt;br /&gt;
			interception_pylon      = &#039;攔截塔&#039;,&lt;br /&gt;
			drone_emp               = &#039;無人機電磁脈衝&#039;, -- Website: &#039;無人機 EMP&#039;&lt;br /&gt;
			death_totem             = &#039;死亡圖騰&#039;,&lt;br /&gt;
			black_market_boutique   = &#039;精品黑市&#039;,&lt;br /&gt;
			emplaced_minigun_sheila = &#039;定點迷你砲「席拉」&#039;,&lt;br /&gt;
			black_hole              = &#039;黑洞&#039;,&lt;br /&gt;
			the_motherlode          = &#039;龐然巨彈&#039;,&lt;br /&gt;
			skyward_dive            = &#039;天際俯衝&#039;,&lt;br /&gt;
			exhibit                 = &#039;盛大展演&#039;,&lt;br /&gt;
		},&lt;br /&gt;
		weapons = {&lt;br /&gt;
			g7_scout = {&lt;br /&gt;
				short       = &#039;G7 斥侯&#039;,&lt;br /&gt;
				full        = &#039;G7 斥侯&#039;,&lt;br /&gt;
				description = &#039;半自動輕型射手步槍。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			alternator = {&lt;br /&gt;
				short       = &#039;轉換者衝鋒槍&#039;,&lt;br /&gt;
				full        = &#039;轉換者衝鋒槍&#039;,&lt;br /&gt;
				description = &#039;雙管全自動衝鋒槍。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			r99 = {&lt;br /&gt;
				short       = &#039;R-99&#039;,&lt;br /&gt;
				full        = &#039;R-99 衝鋒槍&#039;,&lt;br /&gt;
				description = &#039;高射速自動衝鋒槍。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			r301 = {&lt;br /&gt;
				short       = &#039;R-301&#039;,&lt;br /&gt;
				full        = &#039;R-301 卡賓槍&#039;,&lt;br /&gt;
				description = &#039;全自動且具備高準確度。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			p2020 = {&lt;br /&gt;
				short       = &#039;P2020&#039;,&lt;br /&gt;
				full        = &#039;P2020&#039;,&lt;br /&gt;
				description = &#039;半自動手槍。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			re45 = {&lt;br /&gt;
				short       = &#039;RE-45&#039;,&lt;br /&gt;
				full        = &#039;RE-45 自動&#039;,&lt;br /&gt;
				description = &#039;全自動手槍。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			flatline = {&lt;br /&gt;
				short       = &#039;平行步槍&#039;,&lt;br /&gt;
				full        = &#039;VK-47 平行步槍&#039;,&lt;br /&gt;
				description = &#039;火力強大且為全自動。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			hemlok = {&lt;br /&gt;
				short       = &#039;汗洛&#039;,&lt;br /&gt;
				full        = &#039;汗洛連發突擊步槍&#039;,&lt;br /&gt;
				description = &#039;3 連發突擊步槍。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			spitfire = {&lt;br /&gt;
				short       = &#039;噴火槍&#039;,&lt;br /&gt;
				full        = &#039;M600 噴火槍&#039;,&lt;br /&gt;
				description = &#039;全自動輕機槍。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			wingman = {&lt;br /&gt;
				short       = &#039;小幫手&#039;,&lt;br /&gt;
				full        = &#039;小幫手&#039;,&lt;br /&gt;
				description = &#039;強力左輪手槍。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			repeater = {&lt;br /&gt;
				short       = &#039;30-30&#039;,&lt;br /&gt;
				full        = &#039;30-30 連發槍&#039;,&lt;br /&gt;
				description = &#039;半自動重型連發槍。瞄準來獲得充能傷害加成。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			prowler = {&lt;br /&gt;
				short       = &#039;獵獸&#039;,&lt;br /&gt;
				full        = &#039;獵獸連發個人防衛武器&#039;,&lt;br /&gt;
				description = &#039;5 連發衝鋒槍。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			rampage = {&lt;br /&gt;
				short       = &#039;狂暴&#039;,&lt;br /&gt;
				full        = &#039;狂暴輕機槍&#039;,&lt;br /&gt;
				description = &#039;火力輕機槍。用鋁熱劑充能來增加射速。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			lstar = {&lt;br /&gt;
				short       = &#039;L-STAR&#039;,&lt;br /&gt;
				full        = &#039;L-STAR 電磁機槍&#039;,&lt;br /&gt;
				description = &#039;使用電漿的重機槍。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			havoc = {&lt;br /&gt;
				short       = &#039;哈博克&#039;,&lt;br /&gt;
				full        = &#039;哈博克步槍&#039;,&lt;br /&gt;
				description = &#039;全自動充能步槍。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			devotion = {&lt;br /&gt;
				short       = &#039;專注輕機槍&#039;,&lt;br /&gt;
				full        = &#039;專注輕機槍&#039;,&lt;br /&gt;
				description = &#039;全自動能量輕機槍。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			volt = {&lt;br /&gt;
				short       = &#039;電能&#039;,&lt;br /&gt;
				full        = &#039;電能衝鋒槍&#039;,&lt;br /&gt;
				description = &#039;能源驅動衝鋒槍。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			tripletake = {&lt;br /&gt;
				short       = &#039;三重擊&#039;,&lt;br /&gt;
				full        = &#039;三重擊&#039;,&lt;br /&gt;
				description = &#039;三槍管射手步槍。束流器可降低瞄準時的分散率。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			mastiff = {&lt;br /&gt;
				short       = &#039;獒犬霰彈槍&#039;,&lt;br /&gt;
				full        = &#039;獒犬霰彈槍&#039;,&lt;br /&gt;
				description = &#039;強大的半自動霰彈槍。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			eva8_auto = {&lt;br /&gt;
				short       = &#039;EVA-8&#039;,&lt;br /&gt;
				full        = &#039;EVA-8 自動&#039;,&lt;br /&gt;
				description = &#039;全自動霰彈槍。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			peacekeeper = {&lt;br /&gt;
				short       = &#039;和平使者&#039;,&lt;br /&gt;
				full        = &#039;和平使者&#039;,&lt;br /&gt;
				description = &#039;桿動式霰彈槍。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			mozambique = {&lt;br /&gt;
				short       = &#039;莫三比克&#039;,&lt;br /&gt;
				full        = &#039;莫三比克霰彈槍&#039;,&lt;br /&gt;
				description = &#039;三槍管霰彈手槍。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			longbow = {&lt;br /&gt;
				short       = &#039;長弓&#039;,&lt;br /&gt;
				full        = &#039;長弓 DMR&#039;,&lt;br /&gt;
				description = &#039;半自動狙擊步槍。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			charge_rifle = {&lt;br /&gt;
				short       = &#039;電能步槍&#039;,&lt;br /&gt;
				full        = &#039;電能步槍&#039;,&lt;br /&gt;
				description = &#039;電能光束狙擊槍&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			sentinel = {&lt;br /&gt;
				short       = &#039;哨兵&#039;,&lt;br /&gt;
				full        = &#039;哨兵&#039;,&lt;br /&gt;
				description = &#039;栓動式狙擊步槍。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			kraber = {&lt;br /&gt;
				short       = &#039;克萊博&#039;,&lt;br /&gt;
				full        = &#039;克萊博 50 口徑狙擊槍&#039;,&lt;br /&gt;
				description = &#039;強大的栓動狙擊槍。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			bocek = {&lt;br /&gt;
				short       = &#039;博切克&#039;,&lt;br /&gt;
				full        = &#039;博切克複合弓&#039;,&lt;br /&gt;
				description = &#039;按住射撃來提聲火力。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			car_smg = {&lt;br /&gt;
				short       = &#039;CAR&#039;,&lt;br /&gt;
				full        = &#039;C.A.R. 衝鋒槍&#039;,&lt;br /&gt;
				description = &#039;能切換使用輕型和重型彈藥的多用途衝鋒槍。使用輕型或重型彈匣。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			arc_star = {&lt;br /&gt;
				short       = &#039;電弧星&#039;,&lt;br /&gt;
				full        = &#039;電弧星&#039;,&lt;br /&gt;
				description = &#039;會沾黏並在短暫延遲後爆炸。造成傷害並混淆視線。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			frag_grenade = {&lt;br /&gt;
				short       = &#039;破片手榴彈&#039;,&lt;br /&gt;
				full        = &#039;破片手榴彈&#039;,&lt;br /&gt;
				description = &#039;重火力炸藥。投擲來引燃導火線。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			thermite_grenade = {&lt;br /&gt;
				short       = &#039;鋁熱劑手榴彈&#039;,&lt;br /&gt;
				full        = &#039;鋁熱劑手榴彈&#039;,&lt;br /&gt;
				description = &#039;創造一片火焰障壁。&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		},&lt;br /&gt;
	},&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
return configuration&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%95%E3%82%A1%E3%82%A4%E3%83%AB:Attachments_%E3%83%AC%E3%83%BC%E3%82%B6%E3%83%BC%E3%82%B5%E3%82%A4%E3%83%88.png&amp;diff=4421</id>
		<title>ファイル:Attachments レーザーサイト.png</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%95%E3%82%A1%E3%82%A4%E3%83%AB:Attachments_%E3%83%AC%E3%83%BC%E3%82%B6%E3%83%BC%E3%82%B5%E3%82%A4%E3%83%88.png&amp;diff=4421"/>
		<updated>2022-08-12T05:34:27Z</updated>

		<summary type="html">&lt;p&gt;Mntone: == 概要 ==
{{RespawnImage}}

Category:ホップアップ&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 概要 ==&lt;br /&gt;
{{RespawnImage}}&lt;br /&gt;
&lt;br /&gt;
[[Category:ホップアップ]]&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%95%E3%82%A1%E3%82%A4%E3%83%AB:Ammo_%E5%B0%82%E7%94%A8%E3%83%A9%E3%82%A4%E3%83%88%E3%82%A2%E3%83%A2.png&amp;diff=4420</id>
		<title>ファイル:Ammo 専用ライトアモ.png</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%95%E3%82%A1%E3%82%A4%E3%83%AB:Ammo_%E5%B0%82%E7%94%A8%E3%83%A9%E3%82%A4%E3%83%88%E3%82%A2%E3%83%A2.png&amp;diff=4420"/>
		<updated>2022-08-12T05:27:22Z</updated>

		<summary type="html">&lt;p&gt;Mntone: Mntone が ファイル:Ammo 専用ライトアモ.png の新しいバージョンをアップロードしました&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 概要 ==&lt;br /&gt;
{{RespawnImage}}&lt;br /&gt;
&lt;br /&gt;
[[Category:専用ライトアモ]]&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%95%E3%82%A1%E3%82%A4%E3%83%AB:Ammo_%E5%B0%82%E7%94%A8%E3%83%98%E3%83%93%E3%83%BC%E3%82%A2%E3%83%A2.png&amp;diff=4419</id>
		<title>ファイル:Ammo 専用ヘビーアモ.png</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%95%E3%82%A1%E3%82%A4%E3%83%AB:Ammo_%E5%B0%82%E7%94%A8%E3%83%98%E3%83%93%E3%83%BC%E3%82%A2%E3%83%A2.png&amp;diff=4419"/>
		<updated>2022-08-12T05:27:13Z</updated>

		<summary type="html">&lt;p&gt;Mntone: Mntone が ファイル:Ammo 専用ヘビーアモ.png の新しいバージョンをアップロードしました&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 概要 ==&lt;br /&gt;
{{RespawnImage}}&lt;br /&gt;
&lt;br /&gt;
[[Category:専用ヘビーアモ]]&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%95%E3%82%A1%E3%82%A4%E3%83%AB:Ammo_%E5%B0%82%E7%94%A8%E3%82%A8%E3%83%8D%E3%83%AB%E3%82%AE%E3%83%BC%E3%82%A2%E3%83%A2.png&amp;diff=4418</id>
		<title>ファイル:Ammo 専用エネルギーアモ.png</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%95%E3%82%A1%E3%82%A4%E3%83%AB:Ammo_%E5%B0%82%E7%94%A8%E3%82%A8%E3%83%8D%E3%83%AB%E3%82%AE%E3%83%BC%E3%82%A2%E3%83%A2.png&amp;diff=4418"/>
		<updated>2022-08-12T05:27:03Z</updated>

		<summary type="html">&lt;p&gt;Mntone: Mntone が ファイル:Ammo 専用エネルギーアモ.png の新しいバージョンをアップロードしました&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 概要 ==&lt;br /&gt;
{{RespawnImage}}&lt;br /&gt;
&lt;br /&gt;
[[Category:専用エネルギーアモ]]&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%95%E3%82%A1%E3%82%A4%E3%83%AB:Ammo_%E5%B0%82%E7%94%A8%E3%82%B7%E3%83%A7%E3%83%83%E3%83%88%E3%82%AC%E3%83%B3%E3%82%A2%E3%83%A2.png&amp;diff=4417</id>
		<title>ファイル:Ammo 専用ショットガンアモ.png</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%95%E3%82%A1%E3%82%A4%E3%83%AB:Ammo_%E5%B0%82%E7%94%A8%E3%82%B7%E3%83%A7%E3%83%83%E3%83%88%E3%82%AC%E3%83%B3%E3%82%A2%E3%83%A2.png&amp;diff=4417"/>
		<updated>2022-08-12T05:26:52Z</updated>

		<summary type="html">&lt;p&gt;Mntone: Mntone が ファイル:Ammo 専用ショットガンアモ.png の新しいバージョンをアップロードしました&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 概要 ==&lt;br /&gt;
{{RespawnImage}}&lt;br /&gt;
&lt;br /&gt;
[[Category:専用ショットガンアモ]]&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%95%E3%82%A1%E3%82%A4%E3%83%AB:Ammo_%E5%B0%82%E7%94%A8%E3%82%B9%E3%83%8A%E3%82%A4%E3%83%91%E3%83%BC%E3%82%A2%E3%83%A2.png&amp;diff=4416</id>
		<title>ファイル:Ammo 専用スナイパーアモ.png</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%95%E3%82%A1%E3%82%A4%E3%83%AB:Ammo_%E5%B0%82%E7%94%A8%E3%82%B9%E3%83%8A%E3%82%A4%E3%83%91%E3%83%BC%E3%82%A2%E3%83%A2.png&amp;diff=4416"/>
		<updated>2022-08-12T05:26:39Z</updated>

		<summary type="html">&lt;p&gt;Mntone: Mntone が ファイル:Ammo 専用スナイパーアモ.png の新しいバージョンをアップロードしました&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 概要 ==&lt;br /&gt;
{{RespawnImage}}&lt;br /&gt;
&lt;br /&gt;
[[Category:専用スナイパーアモ]]&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%95%E3%82%A1%E3%82%A4%E3%83%AB:Ammo_%E5%B0%82%E7%94%A8%E3%82%A2%E3%83%AD%E3%83%BC.png&amp;diff=4415</id>
		<title>ファイル:Ammo 専用アロー.png</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%95%E3%82%A1%E3%82%A4%E3%83%AB:Ammo_%E5%B0%82%E7%94%A8%E3%82%A2%E3%83%AD%E3%83%BC.png&amp;diff=4415"/>
		<updated>2022-08-12T05:21:29Z</updated>

		<summary type="html">&lt;p&gt;Mntone: Mntone が ファイル:Ammo 専用アロー.png の新しいバージョンをアップロードしました&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 概要 ==&lt;br /&gt;
{{RespawnImage}}&lt;br /&gt;
&lt;br /&gt;
[[Category:専用アロー]]&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%95%E3%82%A1%E3%82%A4%E3%83%AB:Ammo_%E5%B0%82%E7%94%A8%E3%82%A2%E3%83%AD%E3%83%BC.png&amp;diff=4414</id>
		<title>ファイル:Ammo 専用アロー.png</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%95%E3%82%A1%E3%82%A4%E3%83%AB:Ammo_%E5%B0%82%E7%94%A8%E3%82%A2%E3%83%AD%E3%83%BC.png&amp;diff=4414"/>
		<updated>2022-08-12T05:19:23Z</updated>

		<summary type="html">&lt;p&gt;Mntone: == 概要 ==
{{RespawnImage}}

Category:専用アロー&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 概要 ==&lt;br /&gt;
{{RespawnImage}}&lt;br /&gt;
&lt;br /&gt;
[[Category:専用アロー]]&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=MediaWiki:Sitenotice&amp;diff=4413</id>
		<title>MediaWiki:Sitenotice</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=MediaWiki:Sitenotice&amp;diff=4413"/>
		<updated>2022-08-12T03:50:34Z</updated>

		<summary type="html">&lt;p&gt;Mntone: 編集者に関するメッセージを削除&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MessageBox|1=現在、[[File:Perks_Fortified.png|16px|link=|alt=鉄壁|class=image-perk image-perk-size16]] 鉄壁ヘッドショットには対応済みです。&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:gray&amp;quot;&amp;gt;&amp;lt;small&amp;gt;鉄壁HSは通常HSと同じダメージになります。LMG及びDMR、チャージライフル、ハンマーポイント弾を除き、すべてのダメージ値が一致していることを確認しています。&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;|level=success|style=display:inline-block;margin-right:.5em;max-width:540px;text-align:left;vertical-align:top|mark=🌟}}&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%A2%E3%82%B8%E3%83%A5%E3%83%BC%E3%83%AB:Stat/Weapon&amp;diff=4412</id>
		<title>モジュール:Stat/Weapon</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%A2%E3%82%B8%E3%83%A5%E3%83%BC%E3%83%AB:Stat/Weapon&amp;diff=4412"/>
		<updated>2022-08-10T07:05:06Z</updated>

		<summary type="html">&lt;p&gt;Mntone: ハンテッドのアタッチメント設定を反映&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;local p = {}&lt;br /&gt;
&lt;br /&gt;
local aw = require(&#039;Module:Utility/Library&#039;)&lt;br /&gt;
&lt;br /&gt;
-- Assault Rifle&lt;br /&gt;
local assault_rifle = {&lt;br /&gt;
	category                    = &amp;quot;assault_rifle&amp;quot;,&lt;br /&gt;
	release                     = os.time { year = 2019, month = 2, day = 5, hour = 5 },&lt;br /&gt;
	&lt;br /&gt;
	damage_near_distance        =  1000,&lt;br /&gt;
	damage_far_distance         =  2500,&lt;br /&gt;
	damage_very_far_distance    =  5000,&lt;br /&gt;
	damage_head_distance        = 11828, -- 300m&lt;br /&gt;
	damage_head_scale           =     1.75,&lt;br /&gt;
	damage_legs_scale           =     0.75,&lt;br /&gt;
	&lt;br /&gt;
	move_speed                  = 0.5,&lt;br /&gt;
	projectile_drag_coefficient = 0.0025,&lt;br /&gt;
	projectile_gravity_scale    = 1.3,&lt;br /&gt;
	bolt_zero_distance          = 1968.5, -- 50m&lt;br /&gt;
	projectile_lifetime         = 5.0,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip               = 3.0,&lt;br /&gt;
		stand_hip_run           = 6.6,&lt;br /&gt;
		stand_hip_sprint        = 8.4,&lt;br /&gt;
		crouch_hip              = 2.4,&lt;br /&gt;
		air_hip                 = 8.4,&lt;br /&gt;
		&lt;br /&gt;
		stand_ads               = 0,&lt;br /&gt;
		crouch_ads              = 0,&lt;br /&gt;
		air_ads                 = 6.0,&lt;br /&gt;
		&lt;br /&gt;
		moving_increase_rate    = 3,&lt;br /&gt;
		moving_decay_rate       = 10.5,&lt;br /&gt;
		kick_on_fire = {&lt;br /&gt;
			stand_hip           = 0.2,&lt;br /&gt;
			crouch_hip          = 0.2,&lt;br /&gt;
			air_hip             = 0.2,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads           = 0,&lt;br /&gt;
			crouch_ads          = 0,&lt;br /&gt;
			air_ads             = 0,&lt;br /&gt;
		},&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip           = 2.0,&lt;br /&gt;
			crouch_hip          = 1.5,&lt;br /&gt;
			air_hip             = 3.0,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads           = 0,&lt;br /&gt;
			crouch_ads          = 0,&lt;br /&gt;
			air_ads             = 0,&lt;br /&gt;
		},&lt;br /&gt;
		decay_delay             = 0.25,&lt;br /&gt;
		decay_rate              = 10.0,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		draw     = 0.6,&lt;br /&gt;
		holster  = 0.55,&lt;br /&gt;
		upper    = 0.5,&lt;br /&gt;
		lower    = 0.4,&lt;br /&gt;
		zoom_in  = 0.27,&lt;br /&gt;
		zoom_out = 0.23,&lt;br /&gt;
		hcog_classic       = { zoom_in = 0.29, zoom_out = 0.25 },&lt;br /&gt;
		hcog_bruiser       = { zoom_in = 0.29, zoom_out = 0.25 },&lt;br /&gt;
		holosight          = { zoom_in = 0.29, zoom_out = 0.25 },&lt;br /&gt;
		holosight_variable = { zoom_in = 0.29, zoom_out = 0.25 },&lt;br /&gt;
		hcog_ranged        = { zoom_in = 0.34, zoom_out = 0.29 },&lt;br /&gt;
		aog_variable       = { zoom_in = 0.36, zoom_out = 0.3  },&lt;br /&gt;
	},&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;VK-47フラットライン&amp;quot;] = aw.mergeTable(assault_rifle, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;フラットライン&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;heavy&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;heavy&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 550, 750, 1000, 1350 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 18,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 18,&lt;br /&gt;
	damage_far_value      = 18,&lt;br /&gt;
	damage_very_far_value = 18,&lt;br /&gt;
	firerate = 10,&lt;br /&gt;
	is_semi_auto = false,&lt;br /&gt;
	magazine = { 20, 25, 28, 30 },&lt;br /&gt;
	magazine_mobile = { 22, 27, 31, 34 },&lt;br /&gt;
	projectile_speed = 26000,&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 2.4,&lt;br /&gt;
		reloadempty = 3.1,&lt;br /&gt;
		deployfirst = 1.25,&lt;br /&gt;
	},&lt;br /&gt;
	altfire = {&lt;br /&gt;
		is_semi_auto = true,&lt;br /&gt;
	},&lt;br /&gt;
	anvil_receiver = {&lt;br /&gt;
		ammo_per_shot = 2,&lt;br /&gt;
		damage = {&lt;br /&gt;
			base = 43,&lt;br /&gt;
		},&lt;br /&gt;
		damage_near_distance     = 1000,&lt;br /&gt;
		damage_near_value        = 43,&lt;br /&gt;
		damage_far_distance      = 2500,&lt;br /&gt;
		damage_far_value         = 43,&lt;br /&gt;
		damage_very_far_distance = 5000,&lt;br /&gt;
		damage_very_far_value    = 43,&lt;br /&gt;
		damage_head_distance     = 11828, -- 300m&lt;br /&gt;
		damage_head_scale        = 1.75,&lt;br /&gt;
		damage_legs_scale        = 0.9,&lt;br /&gt;
		firerate = 2.9,&lt;br /&gt;
		is_semi_auto = true,&lt;br /&gt;
		spread = {&lt;br /&gt;
			stand_hip            = 6.5,&lt;br /&gt;
			stand_hip_run        = 8.5,&lt;br /&gt;
			stand_hip_sprint     = 9.5,&lt;br /&gt;
			crouch_hip           = 5.0,&lt;br /&gt;
			air_hip              = 9.5,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads            = 0.0,&lt;br /&gt;
			crouch_ads           = 0.0,&lt;br /&gt;
			air_ads              = 6.0,&lt;br /&gt;
			&lt;br /&gt;
			moving_increase_rate = 20,&lt;br /&gt;
			moving_decay_rate    = 25,&lt;br /&gt;
			kick_on_fire = {&lt;br /&gt;
				stand_hip        = 0.75,&lt;br /&gt;
				crouch_hip       = 0.75,&lt;br /&gt;
				air_hip          = 0.75,&lt;br /&gt;
				&lt;br /&gt;
				stand_ads        = 0.0,&lt;br /&gt;
				crouch_ads       = 0.0,&lt;br /&gt;
				air_ads          = 0.0,&lt;br /&gt;
			},&lt;br /&gt;
			max_kick = {&lt;br /&gt;
				stand_hip        = 9.0,&lt;br /&gt;
				crouch_hip       = 6.0,&lt;br /&gt;
				air_hip          = 9.0,&lt;br /&gt;
				&lt;br /&gt;
				stand_ads        = 0,&lt;br /&gt;
				crouch_ads       = 0,&lt;br /&gt;
				air_ads          = 0,&lt;br /&gt;
			},&lt;br /&gt;
			decay_delay          = 0.325,&lt;br /&gt;
			decay_rate           = 12.0,&lt;br /&gt;
		},&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;ヘムロックバーストAR&amp;quot;] = aw.mergeTable(assault_rifle, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;ヘムロック&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;heavy&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;heavy&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = true,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	burst_count = 3,&lt;br /&gt;
	burst_delay = 0.28,&lt;br /&gt;
	cost = { 450, 600, 800, 1100 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 20,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 20,&lt;br /&gt;
	damage_far_value      = 20,&lt;br /&gt;
	damage_very_far_value = 20,&lt;br /&gt;
	firerate = 15.5,&lt;br /&gt;
	is_semi_auto = true,&lt;br /&gt;
	magazine = { 18, 24, 27, 30 },&lt;br /&gt;
	magazine_mobile = { 21, 27, 30, 36 },&lt;br /&gt;
	projectile_speed = 27500,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip        = 3.6,&lt;br /&gt;
		stand_hip_run    = 7.15,&lt;br /&gt;
		stand_hip_sprint = 8.4,&lt;br /&gt;
		crouch_hip       = 3.0,&lt;br /&gt;
		air_hip          = 8.4,&lt;br /&gt;
		kick_on_fire = {&lt;br /&gt;
			stand_hip    = 0.45,&lt;br /&gt;
			crouch_hip   = 0.45,&lt;br /&gt;
			air_hip      = 0.45,&lt;br /&gt;
		},&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip    = 3.75,&lt;br /&gt;
			crouch_hip   = 3.0,&lt;br /&gt;
			air_hip      = 5.0,&lt;br /&gt;
		},&lt;br /&gt;
		decay_delay      = 0.21,&lt;br /&gt;
		decay_rate       = 14.0,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 2.4,&lt;br /&gt;
		reloadempty = 2.85,&lt;br /&gt;
		deployfirst = 1.25,&lt;br /&gt;
	},&lt;br /&gt;
	altfire = {&lt;br /&gt;
		burst_count  = 0,&lt;br /&gt;
		burst_delay  = 0,&lt;br /&gt;
		is_semi_auto = true,&lt;br /&gt;
		firerate     = 6.4,&lt;br /&gt;
	},&lt;br /&gt;
	boosted_loader = {&lt;br /&gt;
		magazine = { 24, 30, 33, 36 },&lt;br /&gt;
		reloadfast = 1.75,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;R-301カービン&amp;quot;] = aw.mergeTable(assault_rifle, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;R-301&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;light&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;light&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = true,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 600, 800, 1150, 1500 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 14,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 14,&lt;br /&gt;
	damage_far_value      = 14,&lt;br /&gt;
	damage_very_far_value = 14,&lt;br /&gt;
	firerate = 13.5,&lt;br /&gt;
 	is_semi_auto = false,&lt;br /&gt;
	magazine = { 18, 20, 25, 28 },&lt;br /&gt;
	magazine_mobile = { 20, 22, 28, 32 },&lt;br /&gt;
	projectile_speed = 29000,&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 2.4,&lt;br /&gt;
		reloadempty = 3.2,&lt;br /&gt;
		deployfirst = 1.1,&lt;br /&gt;
	},&lt;br /&gt;
	altfire = {&lt;br /&gt;
		is_semi_auto = true,&lt;br /&gt;
	},&lt;br /&gt;
	anvil_receiver = {&lt;br /&gt;
		ammo_per_shot = 2,&lt;br /&gt;
		damage = {&lt;br /&gt;
			base = 35,&lt;br /&gt;
		},&lt;br /&gt;
		damage_near_distance     = 1000,&lt;br /&gt;
		damage_near_value        = 35,&lt;br /&gt;
		damage_far_distance      = 2500,&lt;br /&gt;
		damage_far_value         = 35,&lt;br /&gt;
		damage_very_far_distance = 5000,&lt;br /&gt;
		damage_very_far_value    = 35,&lt;br /&gt;
		damage_head_distance     = 11828, -- 300m&lt;br /&gt;
		damage_head_scale        = 1.75,&lt;br /&gt;
		damage_legs_scale        = 0.9,&lt;br /&gt;
		firerate = 3.5,&lt;br /&gt;
		spread = {&lt;br /&gt;
			stand_hip            = 6.5,&lt;br /&gt;
			stand_hip_run        = 8.5,&lt;br /&gt;
			stand_hip_sprint     = 9.5,&lt;br /&gt;
			crouch_hip           = 5.0,&lt;br /&gt;
			air_hip              = 9.5,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads            = 0.0,&lt;br /&gt;
			crouch_ads           = 0.0,&lt;br /&gt;
			air_ads              = 6.0,&lt;br /&gt;
			&lt;br /&gt;
			moving_increase_rate = 20,&lt;br /&gt;
			moving_decay_rate    = 25,&lt;br /&gt;
			kick_on_fire = {&lt;br /&gt;
				stand_hip        = 0.65,&lt;br /&gt;
				crouch_hip       = 0.65,&lt;br /&gt;
				air_hip          = 0.65,&lt;br /&gt;
				&lt;br /&gt;
				stand_ads        = 0.0,&lt;br /&gt;
				crouch_ads       = 0.0,&lt;br /&gt;
				air_ads          = 0.0,&lt;br /&gt;
			},&lt;br /&gt;
			max_kick = {&lt;br /&gt;
				stand_hip        = 9.0,&lt;br /&gt;
				crouch_hip       = 6.0,&lt;br /&gt;
				air_hip          = 9.0,&lt;br /&gt;
				&lt;br /&gt;
				stand_ads        = 0,&lt;br /&gt;
				crouch_ads       = 0,&lt;br /&gt;
				air_ads          = 0,&lt;br /&gt;
			},&lt;br /&gt;
			decay_delay          = 0.275,&lt;br /&gt;
			decay_rate           = 12.0,&lt;br /&gt;
		},&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;ハボックライフル&amp;quot;] = aw.mergeTable(assault_rifle, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;ハボック&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;energy&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;energy&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 400, 600, 850, 1250 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 18,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 18,&lt;br /&gt;
	damage_far_value      = 18,&lt;br /&gt;
	damage_very_far_value = 18,&lt;br /&gt;
	firerate = 11.2,&lt;br /&gt;
 	is_semi_auto = false,&lt;br /&gt;
	magazine = { 24, 28, 32, 36 },&lt;br /&gt;
	magazine_mobile = { 26, 30, 34, 38 },&lt;br /&gt;
	projectile_drag_coefficient = 0,&lt;br /&gt;
	projectile_gravity_scale    = 1.15,&lt;br /&gt;
	projectile_speed            = 30500,&lt;br /&gt;
	raise = 0.42,&lt;br /&gt;
	release = os.time { year = 2019, month = 4, day = 17, hour = 3 },&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 3.2,&lt;br /&gt;
		reloadempty = 3.2,&lt;br /&gt;
		deployfirst = 1.5,&lt;br /&gt;
	},&lt;br /&gt;
	selectfire_receiver = {&lt;br /&gt;
		ammo_per_shot = 4,&lt;br /&gt;
		damage = {&lt;br /&gt;
			base    = 60,&lt;br /&gt;
		},&lt;br /&gt;
		damage_near_distance     = 2952, --  (75m) &amp;lt;= 1377 (35m)&lt;br /&gt;
		damage_near_value        =   60, -- &amp;lt;= 55&lt;br /&gt;
		damage_far_distance      = 4921, -- (125m) &amp;lt;= 2952 (75m)&lt;br /&gt;
		damage_far_value         =   50, -- &amp;lt;= 45&lt;br /&gt;
		damage_very_far_distance = 9842, -- (250m)&lt;br /&gt;
		damage_very_far_value    =   15,&lt;br /&gt;
		damage_head_distance     = 5905, -- (150m)&lt;br /&gt;
		damage_head_scale        =    1.5,&lt;br /&gt;
		damage_legs_scale        =    1,&lt;br /&gt;
		firerate = 1.8,&lt;br /&gt;
	 	is_semi_auto = true,&lt;br /&gt;
		raise = 0.6,&lt;br /&gt;
	},&lt;br /&gt;
	turbocharger = {&lt;br /&gt;
		raise = 0.01,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
-- Sub Machine Gun&lt;br /&gt;
local submachine_gun = {&lt;br /&gt;
	category                    = &amp;quot;sub_machine_gun&amp;quot;,&lt;br /&gt;
	release                     = os.time { year = 2019, month = 2, day = 5, hour = 5 },&lt;br /&gt;
	&lt;br /&gt;
	damage_near_distance        =  900,&lt;br /&gt;
	damage_far_distance         = 1500,&lt;br /&gt;
	damage_very_far_distance    = 3500,&lt;br /&gt;
	damage_head_distance        = 1500,&lt;br /&gt;
	damage_head_scale           =    1.5,&lt;br /&gt;
	damage_legs_scale           =    0.8,&lt;br /&gt;
	&lt;br /&gt;
	move_speed                  = 0.85,&lt;br /&gt;
	projectile_drag_coefficient = 0.0025,&lt;br /&gt;
	projectile_gravity_scale    = 1.15,&lt;br /&gt;
	bolt_zero_distance          = 1378.0, -- 35m&lt;br /&gt;
	projectile_lifetime         = 3.0,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip               = 2.0,&lt;br /&gt;
		stand_hip_run           = 3.0,&lt;br /&gt;
		stand_hip_sprint        = 5.0,&lt;br /&gt;
		crouch_hip              = 1.6,&lt;br /&gt;
		air_hip                 = 7.0,&lt;br /&gt;
		&lt;br /&gt;
		stand_ads               = 0.35,&lt;br /&gt;
		crouch_ads              = 0.25,&lt;br /&gt;
		air_ads                 = 5.0,&lt;br /&gt;
		&lt;br /&gt;
		moving_increase_rate    = 3,&lt;br /&gt;
		moving_decay_rate       = 10.5,&lt;br /&gt;
		kick_on_fire = {&lt;br /&gt;
			stand_hip           = 0.18,&lt;br /&gt;
			crouch_hip          = 0.18,&lt;br /&gt;
			air_hip             = 0.18,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads           = 0,&lt;br /&gt;
			crouch_ads          = 0,&lt;br /&gt;
			air_ads             = 0,&lt;br /&gt;
		},&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip           = 2.0,&lt;br /&gt;
			crouch_hip          = 1.5,&lt;br /&gt;
			air_hip             = 3.0,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads           = 0,&lt;br /&gt;
			crouch_ads          = 0,&lt;br /&gt;
			air_ads             = 0,&lt;br /&gt;
		},&lt;br /&gt;
		decay_delay             = 0.15,&lt;br /&gt;
		decay_rate              = 12.0,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		draw     = 0.35,&lt;br /&gt;
		holster  = 0.3,&lt;br /&gt;
		upper    = 0.3,&lt;br /&gt;
		lower    = 0.25,&lt;br /&gt;
		zoom_in  = 0.22,&lt;br /&gt;
		zoom_out = 0.2,&lt;br /&gt;
		hcog_classic       = { zoom_in = 0.24, zoom_out = 0.22 },&lt;br /&gt;
		hcog_bruiser       = { zoom_in = 0.24, zoom_out = 0.22 },&lt;br /&gt;
		holosight          = { zoom_in = 0.24, zoom_out = 0.22 },&lt;br /&gt;
		holosight_variable = { zoom_in = 0.24, zoom_out = 0.22 },&lt;br /&gt;
		threat             = { zoom_in = 0.24, zoom_out = 0.22 },&lt;br /&gt;
		--hcog_ranged        = { zoom_in = 0.27, zoom_out = 0.23 },&lt;br /&gt;
		--aog_variable       = { zoom_in = 0.27, zoom_out = 0.23 },&lt;br /&gt;
	},&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;オルタネーターSMG&amp;quot;] = aw.mergeTable(submachine_gun, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;オルタネーター&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;light&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;light&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = true,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = true,&lt;br /&gt;
		disruptor_rounds_only = true,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 400, 550, 800, 1100 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 16,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 16,&lt;br /&gt;
	damage_far_value      = 16,&lt;br /&gt;
	damage_very_far_value = 16,&lt;br /&gt;
	firerate = 10,&lt;br /&gt;
	is_semi_auto = false,&lt;br /&gt;
	magazine = { 19, 22, 25, 27 },&lt;br /&gt;
	magazine_mobile = { 21, 25, 29, 32 },&lt;br /&gt;
	magazine_reserve = 218,&lt;br /&gt;
	projectile_speed = 19500,&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 1.9,&lt;br /&gt;
		reloadempty = 2.23,&lt;br /&gt;
		deployfirst = 1.2,&lt;br /&gt;
	},&lt;br /&gt;
	disruptor_rounds = {&lt;br /&gt;
		damage_shield_scale = 1.4,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;プラウラーバーストPDW&amp;quot;] = aw.mergeTable(submachine_gun, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;プラウラー&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	category = &amp;quot;sub_machine_gun&amp;quot;,&lt;br /&gt;
	ammo = &amp;quot;heavy&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;heavy&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	burst_count = 5,&lt;br /&gt;
	burst_delay = 0.24,&lt;br /&gt;
	cost = { 450, 550, 800, 1100 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 14,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 14,&lt;br /&gt;
	damage_far_value      = 14,&lt;br /&gt;
	damage_very_far_value = 14,&lt;br /&gt;
	firerate = 21,&lt;br /&gt;
	is_semi_auto = true,&lt;br /&gt;
	magazine = { 20, 25, 30, 35 },&lt;br /&gt;
	magazine_mobile = { 25, 30, 35, 40 },&lt;br /&gt;
	magazine_reserve = 210,&lt;br /&gt;
	projectile_speed = 18000,&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 2,&lt;br /&gt;
		reloadempty = 2.6,&lt;br /&gt;
		deployfirst = 1.4,&lt;br /&gt;
	},&lt;br /&gt;
	selectfire_receiver = {&lt;br /&gt;
		burst_count = 0,&lt;br /&gt;
		burst_delay = 0,&lt;br /&gt;
		firerate = 13.25,&lt;br /&gt;
		is_semi_auto = false,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;R-99 SMG&amp;quot;] = aw.mergeTable(submachine_gun, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;R-99&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;light&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;light&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = true,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 450, 600, 900, 1200 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 11,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 11,&lt;br /&gt;
	damage_far_value      = 11,&lt;br /&gt;
	damage_very_far_value = 11,&lt;br /&gt;
	firerate = 18,&lt;br /&gt;
	is_semi_auto = false,&lt;br /&gt;
	magazine = { 20, 22, 24, 27 },&lt;br /&gt;
	magazine_mobile = { 22, 25, 28, 32 },&lt;br /&gt;
	projectile_speed = 21000,&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 1.8,&lt;br /&gt;
		reloadempty = 2.45,&lt;br /&gt;
		deployfirst = 1,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;ボルトSMG&amp;quot;] = aw.mergeTable(submachine_gun, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;ボルト&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;energy&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;special_energy&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = true,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 550, 700, 950, 1250 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 15,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 15,&lt;br /&gt;
	damage_far_value      = 15,&lt;br /&gt;
	damage_very_far_value = 15,&lt;br /&gt;
	damage_near_distance  = 800,&lt;br /&gt;
	firerate = 12,&lt;br /&gt;
	is_semi_auto = false,&lt;br /&gt;
	magazine = 28,--{ 19, 21, 23, 26 },&lt;br /&gt;
	magazine_mobile = 34,&lt;br /&gt;
	magazine_reserve = 210,&lt;br /&gt;
	projectile_drag_coefficient = 0,&lt;br /&gt;
	projectile_gravity_scale    = 0.8,&lt;br /&gt;
	projectile_speed            = 23500,&lt;br /&gt;
	release = os.time { year = 2020, month = 8, day = 18, hour = 14 },&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip        = 4.125,&lt;br /&gt;
		stand_hip_run    = 4.875,&lt;br /&gt;
		stand_hip_sprint = 5.25,&lt;br /&gt;
		crouch_hip       = 3.0,&lt;br /&gt;
		air_hip          = 5.625,&lt;br /&gt;
		&lt;br /&gt;
		moving_increase_rate = 3,&lt;br /&gt;
		moving_decay_rate    = 11.5,&lt;br /&gt;
		kick_on_fire = {&lt;br /&gt;
			stand_hip    = 0.15,&lt;br /&gt;
			crouch_hip   = 0.12,&lt;br /&gt;
			air_hip      = 0.2,&lt;br /&gt;
		},&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip    = 2.0,&lt;br /&gt;
			crouch_hip   = 1.5,&lt;br /&gt;
			air_hip      = 3.0,&lt;br /&gt;
		},&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 2,&lt;br /&gt;
		reloadempty = 2.25,&lt;br /&gt;
		deployfirst = 1,&lt;br /&gt;
		draw        = 0.4,&lt;br /&gt;
		holster     = 0.5,&lt;br /&gt;
		upper       = 0.3,&lt;br /&gt;
		lower       = 0.25,&lt;br /&gt;
		zoom_in     = 0.2,&lt;br /&gt;
		zoom_out    = 0.15,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;C.A.R. SMG&amp;quot;] = aw.mergeTable(submachine_gun, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;CAR&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;heavy&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 550, 750, 1000, 1350 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 13,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 13,&lt;br /&gt;
	damage_far_value      = 13,&lt;br /&gt;
	damage_very_far_value = 13,&lt;br /&gt;
	damage_near_distance  = 800,&lt;br /&gt;
	firerate = 15.5,&lt;br /&gt;
	is_semi_auto = false,&lt;br /&gt;
	magazine = { 20, 22, 24, 27 },&lt;br /&gt;
	projectile_speed            = 18500,&lt;br /&gt;
	release = os.time { year = 2021, month = 11, day = 2, hour = 2 },&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 1.7,&lt;br /&gt;
		reloadempty = 2.13,&lt;br /&gt;
		deployfirst = 1.1,&lt;br /&gt;
		draw        = 0.4,&lt;br /&gt;
		holster     = 0.3,&lt;br /&gt;
		upper       = 0.3,&lt;br /&gt;
		lower       = 0.25,&lt;br /&gt;
		zoom_in     = 0.2,&lt;br /&gt;
		zoom_out    = 0.2,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
-- Marksman Weapon&lt;br /&gt;
local marksman_weapon = aw.mergeTable(assault_rifle, {&lt;br /&gt;
	category                    = &amp;quot;marksman_weapon&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	damage_head_distance        = 17716, -- 450m&lt;br /&gt;
	&lt;br /&gt;
	is_semi_auto                = true,&lt;br /&gt;
	move_speed                  = 0.425,&lt;br /&gt;
	projectile_drag_coefficient = 0.0033,&lt;br /&gt;
	projectile_gravity_scale    = 1.4,&lt;br /&gt;
	spread = {&lt;br /&gt;
		kick_on_fire = {&lt;br /&gt;
			stand_hip           = 0.75,&lt;br /&gt;
			crouch_hip          = 0.75,&lt;br /&gt;
			air_hip             = 0.75,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads           = 0,&lt;br /&gt;
			crouch_ads          = 0,&lt;br /&gt;
			air_ads             = 0,&lt;br /&gt;
		},&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip           = 3.5,&lt;br /&gt;
			crouch_hip          = 3.0,&lt;br /&gt;
			air_hip             = 4.5,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads           = 0,&lt;br /&gt;
			crouch_ads          = 0,&lt;br /&gt;
			air_ads             = 0,&lt;br /&gt;
		},&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		draw     = 0.6,&lt;br /&gt;
		holster  = 0.5,&lt;br /&gt;
		upper    = 0.4,&lt;br /&gt;
		lower    = 0.35,&lt;br /&gt;
		zoom_in  = 0.3,&lt;br /&gt;
		zoom_out = 0.26,&lt;br /&gt;
		hcog_classic       = { zoom_in = 0.29, zoom_out = 0.25 },&lt;br /&gt;
		hcog_bruiser       = { zoom_in = 0.29, zoom_out = 0.25 },&lt;br /&gt;
		holosight          = { zoom_in = 0.29, zoom_out = 0.25 },&lt;br /&gt;
		holosight_variable = { zoom_in = 0.29, zoom_out = 0.25 },&lt;br /&gt;
		hcog_ranged        = { zoom_in = 0.34, zoom_out = 0.29 },&lt;br /&gt;
		aog_variable       = { zoom_in = 0.36, zoom_out = 0.3  },&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;G7スカウト&amp;quot;] = aw.mergeTable(marksman_weapon, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;G7スカウト&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;light&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;light&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = true,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 400, 650, 950, 1150 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 34,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 34,&lt;br /&gt;
	damage_far_value      = 34,&lt;br /&gt;
	damage_very_far_value = 34,&lt;br /&gt;
	damage_head_scale     = 2,&lt;br /&gt;
	firerate = 4,&lt;br /&gt;
	magazine = { 10, 15, 18, 20 },&lt;br /&gt;
	magazine_mobile = { 14, 20, 22, 24 },&lt;br /&gt;
	magazine_reserve = 140,&lt;br /&gt;
	projectile_speed = 30000,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip            = 3.0,&lt;br /&gt;
		stand_hip_run        = 6.25,&lt;br /&gt;
		stand_hip_sprint     = 7.5,&lt;br /&gt;
		crouch_hip           = 2.25,&lt;br /&gt;
		air_hip              = 7.0,&lt;br /&gt;
		moving_increase_rate = 20,&lt;br /&gt;
		moving_decay_rate    = 20,&lt;br /&gt;
		decay_rate           = 5,&lt;br /&gt;
		decay_delay          = 16.25,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		deployfirst = 1.42,&lt;br /&gt;
		draw        = 0.6,&lt;br /&gt;
		holster     = 0.5,&lt;br /&gt;
		upper       = 0.4,&lt;br /&gt;
		lower       = 0.35,&lt;br /&gt;
		reload      = 2.4,&lt;br /&gt;
		reloadempty = 3,&lt;br /&gt;
		zoom_in     = 0.32,&lt;br /&gt;
		zoom_out    = 0.25,&lt;br /&gt;
		hcog_classic       = { zoom_in = 0.35, zoom_out = 0.28 },&lt;br /&gt;
		hcog_bruiser       = { zoom_in = 0.35, zoom_out = 0.28 },&lt;br /&gt;
		holosight          = { zoom_in = 0.35, zoom_out = 0.28 },&lt;br /&gt;
		holosight_variable = { zoom_in = 0.35, zoom_out = 0.28 },&lt;br /&gt;
		hcog_ranged        = { zoom_in = 0.42, zoom_out = 0.35 },&lt;br /&gt;
		aog_variable       = { zoom_in = 0.42, zoom_out = 0.35 },&lt;br /&gt;
	},&lt;br /&gt;
	double_tap_trigger = {&lt;br /&gt;
		burst_count = 2,&lt;br /&gt;
		burst_delay = 0.375,&lt;br /&gt;
		firerate    = 10,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;トリプルテイク&amp;quot;] = aw.mergeTable(marksman_weapon, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;トリプルテイク&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;energy&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;energy&amp;quot;,&lt;br /&gt;
	ammo_per_shot = 3,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	charge = 1.1,&lt;br /&gt;
	charge_cooldown       = 0.75,&lt;br /&gt;
	charge_cooldown_delay = 0.75,&lt;br /&gt;
	charge_levels = 4,&lt;br /&gt;
	cost = { 500, 800, 1050, 1350 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 21,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 21,&lt;br /&gt;
	damage_far_value      = 21,&lt;br /&gt;
	damage_very_far_value = 21,&lt;br /&gt;
	damage_legs_scale     = 0.9,&lt;br /&gt;
	firerate = 1.3,&lt;br /&gt;
	magazine = { 18, 21, 24, 27 },&lt;br /&gt;
	magazine_mobile = { 21, 24, 27, 33 },&lt;br /&gt;
	--magazine_reserve = 63,&lt;br /&gt;
	pellet = 3,&lt;br /&gt;
	projectile_drag_coefficient = 0,&lt;br /&gt;
	projectile_speed = 32000,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip            = 4.0,&lt;br /&gt;
		stand_hip_run        = 6.0,&lt;br /&gt;
		stand_hip_sprint     = 7.0,&lt;br /&gt;
		crouch_hip           = 3.0,&lt;br /&gt;
		air_hip              = 8.0,&lt;br /&gt;
		&lt;br /&gt;
		stand_ads            = 0,&lt;br /&gt;
		crouch_ads           = 0,&lt;br /&gt;
		air_ads              = 4,&lt;br /&gt;
		&lt;br /&gt;
		moving_increase_rate = 20,&lt;br /&gt;
		moving_decay_rate    = 20,&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip        = 7,&lt;br /&gt;
			crouch_hip       = 5,&lt;br /&gt;
			air_hip          = 9,&lt;br /&gt;
		},&lt;br /&gt;
		decay_rate           = 10,&lt;br /&gt;
		decay_delay          = 0.1,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 2.6,&lt;br /&gt;
		reloadempty = 3.4,&lt;br /&gt;
		deployfirst = 1.5,&lt;br /&gt;
		draw        = 0.65,&lt;br /&gt;
		holster     = 0.55,&lt;br /&gt;
		upper       = 0.5,&lt;br /&gt;
		lower       = 0.4,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;30-30リピーター&amp;quot;] = aw.mergeTable(marksman_weapon, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;30-30&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;heavy&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;heavy&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	charge = 0.35,&lt;br /&gt;
	charge_additional_scale = 0.36,&lt;br /&gt;
	charge_cooldown         = 0.01,&lt;br /&gt;
	charge_cooldown_delay   = 0,&lt;br /&gt;
	charge_delay            = 0.3,&lt;br /&gt;
	charge_levels           = 2,&lt;br /&gt;
	cost = { 400, 550, 850, 1050 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 42,&lt;br /&gt;
		charged = 57,&lt;br /&gt;
		skullpiercer_rifling = 2.1,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 42,&lt;br /&gt;
	damage_far_value      = 42,&lt;br /&gt;
	damage_very_far_value = 42,&lt;br /&gt;
	damage_legs_scale     = 0.85,&lt;br /&gt;
	firerate = 3.85,&lt;br /&gt;
	magazine = { 6, 8, 10, 12 },&lt;br /&gt;
	magazine_mobile = { 10, 12, 14, 16 },&lt;br /&gt;
	projectile_speed = 29000,&lt;br /&gt;
	rechamber = 0.685,&lt;br /&gt;
	release = os.time { year = 2021, month = 2, day = 3, hour = 3 },&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip            = 2.15,&lt;br /&gt;
		stand_hip_run        = 4.45,&lt;br /&gt;
		stand_hip_sprint     = 4.95,&lt;br /&gt;
		crouch_hip           = 1.9,&lt;br /&gt;
		air_hip              = 6.0,&lt;br /&gt;
		moving_increase_rate = 20,&lt;br /&gt;
		moving_decay_rate    = 25,&lt;br /&gt;
		decay_rate           = 2.55,&lt;br /&gt;
		decay_delay          = 0.26,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 0.33,&lt;br /&gt;
		reloadempty = 0.75,&lt;br /&gt;
		reload_segment_loop = 0.4,&lt;br /&gt;
		reload_segment_end  = 0.45,&lt;br /&gt;
		reload_segment_one  = 0.6,&lt;br /&gt;
		deployfirst = 1.4,&lt;br /&gt;
		zoom_in     = 0.31,&lt;br /&gt;
		zoom_out    = 0.28,&lt;br /&gt;
	},&lt;br /&gt;
	skullpiercer_rifling = {&lt;br /&gt;
		damage_head_scale = 2.1,&lt;br /&gt;
	},&lt;br /&gt;
	dual_shell = {&lt;br /&gt;
		ammo_size_segmented_reload = 2,&lt;br /&gt;
	},&lt;br /&gt;
	shatter_caps = {&lt;br /&gt;
		charge = 0,&lt;br /&gt;
		charge_additional_scale = 0,&lt;br /&gt;
		charge_levels           = 0,&lt;br /&gt;
		damage = {&lt;br /&gt;
			base = 7,&lt;br /&gt;
		},&lt;br /&gt;
		damage_near_value     = 7,&lt;br /&gt;
		damage_far_value      = 7,&lt;br /&gt;
		damage_very_far_value = 7,&lt;br /&gt;
		damage_head_scale     = 1.25,&lt;br /&gt;
		damage_legs_scale     = 1,&lt;br /&gt;
		move_speed = 0.9,&lt;br /&gt;
		pellet = 7,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;ボセックコンパウンドボウ&amp;quot;] = aw.mergeTable(marksman_weapon, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;ボセック&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;special_arrows&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = false,&lt;br /&gt;
		stock = false,&lt;br /&gt;
	},&lt;br /&gt;
	charge = 0.54,&lt;br /&gt;
	charge_minimum = 0.081, -- 15%&lt;br /&gt;
	charge_cooldown       = 0.21,&lt;br /&gt;
	charge_cooldown_delay = 0.1,&lt;br /&gt;
	charge_levels = 6,&lt;br /&gt;
	charge_levels_available = { 2, 3, 4, 5 },&lt;br /&gt;
	charge_rates            = { 0, 0.1, 0.2, 0.35, 0.5, 1 },&lt;br /&gt;
	charge_minrate          = 0.15,&lt;br /&gt;
	cost = { 500, 650, 850, 1100 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 25,&lt;br /&gt;
		--charged = 60,&lt;br /&gt;
		charged = 70,&lt;br /&gt;
		headshot_charged = 1.75,&lt;br /&gt;
		legshot_charged = 0.9,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 25,&lt;br /&gt;
	damage_far_value      = 25,&lt;br /&gt;
	damage_very_far_value = 25,&lt;br /&gt;
	damage_head_distance  = 11828, -- 300m&lt;br /&gt;
	damage_head_scale     = 1.25,&lt;br /&gt;
	firerate = 3,&lt;br /&gt;
	magazine = math.huge,&lt;br /&gt;
	magazine_reserve = 80,&lt;br /&gt;
	move_speed = 0.85,&lt;br /&gt;
	move_speed_charged = 0.5,&lt;br /&gt;
	projectile_gravity_scale_charged = 1.5,&lt;br /&gt;
	projectile_speed                 = 10000,&lt;br /&gt;
	projectile_speed_charged         = 28000,&lt;br /&gt;
	release = os.time { year = 2021, month = 5, day = 5, hour = 2 },&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip            = 0.5,&lt;br /&gt;
		stand_hip_run        = 0.5,&lt;br /&gt;
		stand_hip_sprint     = 4.0,&lt;br /&gt;
		crouch_hip           = 2.25,&lt;br /&gt;
		air_hip              = 3.5,&lt;br /&gt;
		&lt;br /&gt;
		stand_ads            = 0.0,&lt;br /&gt;
		crouch_ads           = 0.0,&lt;br /&gt;
		air_ads              = 3.5,&lt;br /&gt;
		&lt;br /&gt;
		moving_increase_rate = 3,&lt;br /&gt;
		moving_decay_rate    = 10.5,&lt;br /&gt;
		kick_on_fire = {&lt;br /&gt;
			stand_hip        = 0,&lt;br /&gt;
			crouch_hip       = 0,&lt;br /&gt;
			air_hip          = 0,&lt;br /&gt;
		},&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip        = 4,&lt;br /&gt;
			crouch_hip       = 4,&lt;br /&gt;
			air_hip          = 8,&lt;br /&gt;
		},&lt;br /&gt;
		decay_rate           = 12,&lt;br /&gt;
		decay_delay          = 0.15,&lt;br /&gt;
	},&lt;br /&gt;
	spread_charged = aw.mergeTable(marksman_weapon.spread, {&lt;br /&gt;
		stand_hip            = 1.65,&lt;br /&gt;
		stand_hip_run        = 2.0,&lt;br /&gt;
		stand_hip_sprint     = 2.5,&lt;br /&gt;
		crouch_hip           = 1.15,&lt;br /&gt;
		air_hip              = 3.5,&lt;br /&gt;
		&lt;br /&gt;
		stand_ads            = 0.0,&lt;br /&gt;
		crouch_ads           = 0.0,&lt;br /&gt;
		air_ads              = 3.5,&lt;br /&gt;
		&lt;br /&gt;
		moving_increase_rate = 3,&lt;br /&gt;
		moving_decay_rate    = 10.5,&lt;br /&gt;
		kick_on_fire = {&lt;br /&gt;
			stand_hip        = 0,&lt;br /&gt;
			crouch_hip       = 0,&lt;br /&gt;
			air_hip          = 0,&lt;br /&gt;
		},&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip        = 4,&lt;br /&gt;
			crouch_hip       = 4,&lt;br /&gt;
			air_hip          = 8,&lt;br /&gt;
		},&lt;br /&gt;
		decay_rate           = 12,&lt;br /&gt;
		decay_delay          = 0.15,&lt;br /&gt;
	}),&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 2.15,&lt;br /&gt;
		reloadempty = 3,&lt;br /&gt;
		deployfirst = 2,&lt;br /&gt;
		draw        = 1,&lt;br /&gt;
		holster     = 0.5,&lt;br /&gt;
		upper       = 0.5,&lt;br /&gt;
		lower       = 0.4,&lt;br /&gt;
		zoom_in     = 0.5,&lt;br /&gt;
		zoom_out    = 0.5,&lt;br /&gt;
		hcog_classic       = { zoom_in = 0.5,  zoom_out = 0.5  },&lt;br /&gt;
		hcog_bruiser       = { zoom_in = 0.5,  zoom_out = 0.5  },&lt;br /&gt;
		holosight          = { zoom_in = 0.5,  zoom_out = 0.5  },&lt;br /&gt;
		holosight_variable = { zoom_in = 0.5,  zoom_out = 0.5  },&lt;br /&gt;
		hcog_ranged        = { zoom_in = 0.5,  zoom_out = 0.5  },&lt;br /&gt;
	},&lt;br /&gt;
	charge_lvl1 = { -- 10%&lt;br /&gt;
		damage_near_value     = 25,&lt;br /&gt;
		damage_far_value      = 25,&lt;br /&gt;
		damage_very_far_value = 25,&lt;br /&gt;
		move_speed            = 0.82,&lt;br /&gt;
	},&lt;br /&gt;
	charge_lvl2 = { -- 20%&lt;br /&gt;
		damage_near_value     = 32,&lt;br /&gt;
		damage_far_value      = 32,&lt;br /&gt;
		damage_very_far_value = 32,&lt;br /&gt;
		move_speed            = 0.78,&lt;br /&gt;
	},&lt;br /&gt;
	charge_lvl3 = { -- 35%&lt;br /&gt;
		damage_near_value     = 37,&lt;br /&gt;
		damage_far_value      = 37,&lt;br /&gt;
		damage_very_far_value = 37,&lt;br /&gt;
		move_speed            = 0.73,&lt;br /&gt;
	},&lt;br /&gt;
	charge_lvl4 = { -- 50%&lt;br /&gt;
		damage_near_value     = 44,&lt;br /&gt;
		damage_far_value      = 44,&lt;br /&gt;
		damage_very_far_value = 44,&lt;br /&gt;
		move_speed            = 0.66,&lt;br /&gt;
	},&lt;br /&gt;
	charge_lvl5 = { -- 100%&lt;br /&gt;
		damage_near_value     = 60,&lt;br /&gt;
		damage_far_value      = 60,&lt;br /&gt;
		damage_very_far_value = 60,&lt;br /&gt;
		damage_head_scale     = 1.75,&lt;br /&gt;
		damage_legs_scale     = 0.9,&lt;br /&gt;
		move_speed            = 0.5,&lt;br /&gt;
	},&lt;br /&gt;
	deadeyes_tempo = {&lt;br /&gt;
		charge = 0.38,&lt;br /&gt;
		charge_minimum = 0.057,&lt;br /&gt;
		firerate_maximum_count = 2,&lt;br /&gt;
	},&lt;br /&gt;
	shatter_caps = {&lt;br /&gt;
		charge_levels_available = { 0, 3, 5 },&lt;br /&gt;
		damage = {&lt;br /&gt;
			base = 6,&lt;br /&gt;
			charged = 12,&lt;br /&gt;
			legshot_charged = 1,&lt;br /&gt;
		},&lt;br /&gt;
		damage_near_value     = 5,&lt;br /&gt;
		damage_far_value      = 5,&lt;br /&gt;
		damage_very_far_value = 5,&lt;br /&gt;
		damage_head_scale     = 1.25,&lt;br /&gt;
		damage_legs_scale     = 0.8,&lt;br /&gt;
		pellet = 7,&lt;br /&gt;
		projectile_speed_charged = 16000,&lt;br /&gt;
		charge_lvl3 = { -- 35%&lt;br /&gt;
			damage_near_value     = 8,&lt;br /&gt;
			damage_far_value      = 8,&lt;br /&gt;
			damage_very_far_value = 8,&lt;br /&gt;
		},&lt;br /&gt;
		charge_lvl5 = { -- 100%&lt;br /&gt;
			damage_near_value     = 11,&lt;br /&gt;
			damage_far_value      = 11,&lt;br /&gt;
			damage_very_far_value = 11,&lt;br /&gt;
			damage_head_scale     = 1.25,&lt;br /&gt;
			damage_legs_scale     = 1,&lt;br /&gt;
			move_speed            = 0.5,&lt;br /&gt;
		},&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
-- Light Machine Gun&lt;br /&gt;
local lightmachine_gun = {&lt;br /&gt;
	category                    = &amp;quot;light_machine_gun&amp;quot;,&lt;br /&gt;
	release                     = os.time { year = 2019, month = 2, day = 5, hour = 5 },&lt;br /&gt;
	&lt;br /&gt;
	damage_near_distance        = 1500,&lt;br /&gt;
	damage_far_distance         = 2500,&lt;br /&gt;
	damage_very_far_distance    = 5000,&lt;br /&gt;
	damage_head_distance        = 2250,&lt;br /&gt;
	damage_head_scale           =    1.5,&lt;br /&gt;
	damage_legs_scale           =    0.85,&lt;br /&gt;
	&lt;br /&gt;
	move_speed                  = 0.4,&lt;br /&gt;
	projectile_drag_coefficient = 0,&lt;br /&gt;
	projectile_gravity_scale    = 1.4,&lt;br /&gt;
	bolt_zero_distance          = 1968.5, -- 50m&lt;br /&gt;
	projectile_lifetime         = 5.0,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip               = 2.5,&lt;br /&gt;
		stand_hip_run           = 3.0,&lt;br /&gt;
		stand_hip_sprint        = 3.5,&lt;br /&gt;
		crouch_hip              = 1.75,&lt;br /&gt;
		air_hip                 = 5.0,&lt;br /&gt;
		&lt;br /&gt;
		stand_ads               = 0,&lt;br /&gt;
		crouch_ads              = 0,&lt;br /&gt;
		air_ads                 = 6.0,&lt;br /&gt;
		&lt;br /&gt;
		moving_increase_rate    = 3,&lt;br /&gt;
		moving_decay_rate       = 10.5,&lt;br /&gt;
		kick_on_fire = {&lt;br /&gt;
			stand_hip           = 0.25,&lt;br /&gt;
			crouch_hip          = 0.25,&lt;br /&gt;
			air_hip             = 0.25,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads           = 0,&lt;br /&gt;
			crouch_ads          = 0,&lt;br /&gt;
			air_ads             = 0,&lt;br /&gt;
		},&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip           = 3.5,&lt;br /&gt;
			crouch_hip          = 2.5,&lt;br /&gt;
			air_hip             = 4.0,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads           = 0,&lt;br /&gt;
			crouch_ads          = 0,&lt;br /&gt;
			air_ads             = 0,&lt;br /&gt;
		},&lt;br /&gt;
		decay_delay             = 0.3,&lt;br /&gt;
		decay_rate              = 12,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		draw     = 0.8,&lt;br /&gt;
		holster  = 0.75,&lt;br /&gt;
		upper    = 0.65,&lt;br /&gt;
		lower    = 0.6,&lt;br /&gt;
		zoom_in  = 0.34,&lt;br /&gt;
		zoom_out = 0.3,&lt;br /&gt;
		hcog_classic       = { zoom_in = 0.36, zoom_out = 0.32 },&lt;br /&gt;
		hcog_bruiser       = { zoom_in = 0.36, zoom_out = 0.32 },&lt;br /&gt;
		holosight          = { zoom_in = 0.36, zoom_out = 0.32 },&lt;br /&gt;
		holosight_variable = { zoom_in = 0.36, zoom_out = 0.32 },&lt;br /&gt;
		hcog_ranged        = { zoom_in = 0.42, zoom_out = 0.36 },&lt;br /&gt;
		aog_variable       = { zoom_in = 0.42, zoom_out = 0.36 },&lt;br /&gt;
	},&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;ディヴォーションLMG&amp;quot;] = aw.mergeTable(lightmachine_gun, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;ディヴォーション&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;energy&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;energy&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = true,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 450, 650, 1000, 1500 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 15,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 15,&lt;br /&gt;
	damage_far_value      = 15,&lt;br /&gt;
	damage_very_far_value = 15,&lt;br /&gt;
	firerate                  = 5,&lt;br /&gt;
	firerate_maximum          = 15,&lt;br /&gt;
	firerate_maximum_duration = 1.75,&lt;br /&gt;
	firerate_maximum_count    = 17,&lt;br /&gt;
	is_semi_auto = false,&lt;br /&gt;
	magazine = { 36, 40, 44, 48 },&lt;br /&gt;
	magazine_mobile = { 40, 44, 48, 52 },&lt;br /&gt;
	projectile_speed = 33500,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_ads  = 0.1,&lt;br /&gt;
		crouch_ads = 0.05,&lt;br /&gt;
		air_ads    = 6.0,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 3.2,&lt;br /&gt;
		reloadempty = 4.1,&lt;br /&gt;
		deployfirst = 1.45,&lt;br /&gt;
	},&lt;br /&gt;
	turbocharger = {&lt;br /&gt;
		firerate                  = 6.8,&lt;br /&gt;
		firerate_maximum_duration = 0.85,&lt;br /&gt;
		firerate_maximum_count    = 9,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;M600スピットファイア&amp;quot;] = aw.mergeTable(lightmachine_gun, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;スピットファイア&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;light&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;special_heavy&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 600, 800, 1050, 1400 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 18,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 18,&lt;br /&gt;
	damage_far_value      = 18,&lt;br /&gt;
	damage_very_far_value = 18,&lt;br /&gt;
	firerate = 9,&lt;br /&gt;
	is_semi_auto = false,&lt;br /&gt;
	magazine = { 35, 40, 45, 50 },&lt;br /&gt;
	magazine_mobile = 60,&lt;br /&gt;
	magazine_reserve = 245,&lt;br /&gt;
	projectile_drag_coefficient = 0.0033,&lt;br /&gt;
	projectile_speed            = 27500,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip        = 2.5, --4.5,&lt;br /&gt;
		stand_hip_run    = 3.0, --6.0,&lt;br /&gt;
		stand_hip_sprint = 3.5, --7.5,&lt;br /&gt;
		crouch_hip       = 1.75, --2.75,&lt;br /&gt;
		air_hip          = 5.0, --7.5,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 3.4,&lt;br /&gt;
		reloadempty = 4.2,&lt;br /&gt;
		deployfirst = 1.45,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;ランページLMG&amp;quot;] = aw.mergeTable(lightmachine_gun, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;ランページ&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;special_heavy&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = true,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 28,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 28,&lt;br /&gt;
	damage_far_value      = 28,&lt;br /&gt;
	damage_very_far_value = 28,&lt;br /&gt;
	damage_head_distance  = 2250,&lt;br /&gt;
	damage_head_scale     = 1.5,&lt;br /&gt;
	firerate = 5,&lt;br /&gt;
	firerate_revvedup = 6.5,&lt;br /&gt;
	is_semi_auto = false,&lt;br /&gt;
	magazine = { 28, 32, 34, 40 },&lt;br /&gt;
	magazine_reserve = 180,&lt;br /&gt;
	projectile_speed = 26500,&lt;br /&gt;
	release = os.time { year = 2021, month = 8, day = 4, hour = 2 },&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 3.1,&lt;br /&gt;
		reloadempty = 4,&lt;br /&gt;
		deployfirst = 1.45,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;L-スターEMG&amp;quot;] = aw.mergeTable(lightmachine_gun, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;L-スター&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;energy&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;energy&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = false,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 600, 750, 950, 1250 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 17,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 17,&lt;br /&gt;
	damage_far_value      = 17,&lt;br /&gt;
	damage_very_far_value = 17,&lt;br /&gt;
	firerate = 10,&lt;br /&gt;
	is_semi_auto = false,&lt;br /&gt;
	magazine = math.huge,&lt;br /&gt;
	overheat = { 2, 2.2, 2.4, 2.6 },&lt;br /&gt;
	overheat_mobile = { 2.4, 2.55, 2.7, 3.2 },&lt;br /&gt;
	projectile_gravity_scale    = 0.5,&lt;br /&gt;
	projectile_speed            = 22000,&lt;br /&gt;
	release = os.time { year = 2019, month = 7, day = 3, hour = 2 },&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip        = 2.5,&lt;br /&gt;
		stand_hip_run    = 3.0,&lt;br /&gt;
		stand_hip_sprint = 4.0,&lt;br /&gt;
		crouch_hip       = 2.25,&lt;br /&gt;
		air_hip          = 5.0,&lt;br /&gt;
		kick_on_fire = {&lt;br /&gt;
			stand_hip    = 0.2,&lt;br /&gt;
			crouch_hip   = 0.2,&lt;br /&gt;
			air_hip      = 0.2,&lt;br /&gt;
		},&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip    = 1.5,&lt;br /&gt;
			crouch_hip   = 2.75,&lt;br /&gt;
			air_hip      = 4.0,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads    = 0,&lt;br /&gt;
			crouch_ads   = 0,&lt;br /&gt;
			air_ads      = 0,&lt;br /&gt;
		},&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		reload                  = 3.26,&lt;br /&gt;
		reloadempty             = 3.26,&lt;br /&gt;
		cooldown                = 1.19,&lt;br /&gt;
		cooldown_delay          = 0.08,&lt;br /&gt;
		deployfirst             = 1.45,&lt;br /&gt;
		overheat_cooldown       = 3.63,&lt;br /&gt;
		overheat_cooldown_delay = 0.06,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
-- Sniper&lt;br /&gt;
local sniper = {&lt;br /&gt;
	category                    = &amp;quot;sniper&amp;quot;,&lt;br /&gt;
	release                     = os.time { year = 2019, month = 2, day = 5, hour = 5 },&lt;br /&gt;
	&lt;br /&gt;
	damage_near_distance        =  1500,&lt;br /&gt;
	damage_far_distance         =  2500,&lt;br /&gt;
	damage_very_far_distance    =  5000,&lt;br /&gt;
	damage_head_distance        = 29528, -- 750m&lt;br /&gt;
	damage_head_scale           =    2,&lt;br /&gt;
	damage_legs_scale           =    0.9,&lt;br /&gt;
	&lt;br /&gt;
	is_semi_auto                = true,&lt;br /&gt;
	move_speed                  = 0.35,&lt;br /&gt;
	projectile_drag_coefficient = 0.0033,&lt;br /&gt;
	projectile_gravity_scale    = 1.4,&lt;br /&gt;
	bolt_zero_distance          = 1968.5, -- 50m&lt;br /&gt;
	projectile_lifetime         = 6.0,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip               = 8,&lt;br /&gt;
		stand_hip_run           = 10,&lt;br /&gt;
		stand_hip_sprint        = 11,&lt;br /&gt;
		crouch_hip              = 6,&lt;br /&gt;
		air_hip                 = 10,&lt;br /&gt;
		&lt;br /&gt;
		stand_ads               = 0,&lt;br /&gt;
		crouch_ads              = 0,&lt;br /&gt;
		air_ads                 = 6,&lt;br /&gt;
		kick_on_fire = {&lt;br /&gt;
			stand_hip           = 1,&lt;br /&gt;
			crouch_hip          = 1,&lt;br /&gt;
			air_hip             = 1,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads           = 0,&lt;br /&gt;
			crouch_ads          = 0,&lt;br /&gt;
			air_ads             = 0,&lt;br /&gt;
		},&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip           = 12,&lt;br /&gt;
			crouch_hip          = 10,&lt;br /&gt;
			air_hip             = 12,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads           = 0,&lt;br /&gt;
			crouch_ads          = 0,&lt;br /&gt;
			air_ads             = 0,&lt;br /&gt;
		},&lt;br /&gt;
		decay_delay             = 0.1,&lt;br /&gt;
		decay_rate              = 4,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		draw     = 0.7,&lt;br /&gt;
		holster  = 0.6,&lt;br /&gt;
		upper    = 0.55,&lt;br /&gt;
		lower    = 0.5,&lt;br /&gt;
		zoom_in  = 0.34,&lt;br /&gt;
		zoom_out = 0.31,&lt;br /&gt;
		hcog_classic       = { zoom_in = 0.37, zoom_out = 0.33 },&lt;br /&gt;
		hcog_bruiser       = { zoom_in = 0.37, zoom_out = 0.33 },&lt;br /&gt;
		holosight          = { zoom_in = 0.37, zoom_out = 0.33 },&lt;br /&gt;
		holosight_variable = { zoom_in = 0.37, zoom_out = 0.33 },&lt;br /&gt;
		hcog_ranged        = { zoom_in = 0.43, zoom_out = 0.37 },&lt;br /&gt;
		aog_variable       = { zoom_in = 0.43, zoom_out = 0.37 },&lt;br /&gt;
		sniper             = { zoom_in = 0.48, zoom_out = 0.42 },&lt;br /&gt;
		sniper_variable    = { zoom_in = 0.51, zoom_out = 0.45 },&lt;br /&gt;
		sniper_threat      = { zoom_in = 0.53, zoom_out = 0.47 },&lt;br /&gt;
	},&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;ロングボウDMR&amp;quot;] = aw.mergeTable(sniper, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;ロングボウ&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;sniper&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;sniper&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = true,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 300, 500, 750, 1100 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 55,&lt;br /&gt;
		skullpiercer_rifling = 2.5,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 55,&lt;br /&gt;
	damage_far_value      = 55,&lt;br /&gt;
	damage_very_far_value = 55,&lt;br /&gt;
	damage_head_scale     = 2.15,&lt;br /&gt;
	damage_legs_scale     = 0.8,&lt;br /&gt;
	firerate = 1.3,&lt;br /&gt;
	magazine = { 6, 8, 10, 12 },&lt;br /&gt;
	magazine_mobile = { 8, 10, 12, 14 },&lt;br /&gt;
	projectile_drag_coefficient = 0,&lt;br /&gt;
	projectile_speed            = 30500,&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 2.66,&lt;br /&gt;
		reloadempty = 3.66,&lt;br /&gt;
		deployfirst = 1.6,&lt;br /&gt;
	},&lt;br /&gt;
	skullpiercer_rifling = {&lt;br /&gt;
		damage_head_scale = 2.5,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
local kraber = aw.mergeTable(sniper, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;クレーバー&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;special_sniper&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;special_sniper&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = false,&lt;br /&gt;
		stock = false,&lt;br /&gt;
	},&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 140,&lt;br /&gt;
		round = true,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 140,&lt;br /&gt;
	damage_far_value      = 140,&lt;br /&gt;
	damage_very_far_value = 140,&lt;br /&gt;
	damage_head_scale     = 2,&lt;br /&gt;
	damage_legs_scale     = 0.8,&lt;br /&gt;
	firerate = 1.2,&lt;br /&gt;
	magazine = 4,&lt;br /&gt;
	magazine_mobile = 5,&lt;br /&gt;
	magazine_reserve = 8,&lt;br /&gt;
	projectile_speed = 29500,&lt;br /&gt;
	rechamber = 1.6,&lt;br /&gt;
	time = {&lt;br /&gt;
		reload       = 3.2,&lt;br /&gt;
		reloadempty  = 4.3,&lt;br /&gt;
		deployfirst  = 1.5,&lt;br /&gt;
		draw         = 1.2,&lt;br /&gt;
		holster      = 0.8,&lt;br /&gt;
		upper        = 0.8,&lt;br /&gt;
		lower        = 0.55,&lt;br /&gt;
		zoom_in      = 0.58,&lt;br /&gt;
		zoom_out     = 0.55,&lt;br /&gt;
		aog_variable = { zoom_in = 0.43, zoom_out = 0.37 },&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
kraber.time.hcog_classic       = nil&lt;br /&gt;
kraber.time.hcog_bruiser       = nil&lt;br /&gt;
kraber.time.holosight          = nil&lt;br /&gt;
kraber.time.holosight_variable = nil&lt;br /&gt;
kraber.time.hcog_ranged        = nil&lt;br /&gt;
kraber.time.sniper             = nil&lt;br /&gt;
kraber.time.sniper_variable    = nil&lt;br /&gt;
kraber.time.sniper_threat      = nil&lt;br /&gt;
p[&amp;quot;クレーバー.50スナイパー&amp;quot;] = kraber&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;センチネル&amp;quot;] = aw.mergeTable(sniper, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;センチネル&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;sniper&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;sniper&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 400, 650, 950, 1300 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 70,&lt;br /&gt;
		amped = 88,&lt;br /&gt;
		round = true,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 70,&lt;br /&gt;
	damage_far_value      = 70,&lt;br /&gt;
	damage_very_far_value = 70,&lt;br /&gt;
	firerate = 3.1,&lt;br /&gt;
	magazine = { 4, 5, 6, 7 },&lt;br /&gt;
	magazine_mobile = { 6, 7, 8, 9 },&lt;br /&gt;
	projectile_drag_coefficient = 0,&lt;br /&gt;
	projectile_speed = 31000,&lt;br /&gt;
	rechamber = 1.6,&lt;br /&gt;
	release = os.time { year = 2020, month = 2, day = 5, hour = 4 },&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 3,&lt;br /&gt;
		reloadempty = 4,&lt;br /&gt;
		deployfirst = 1.6,&lt;br /&gt;
		draw        = 1,&lt;br /&gt;
		holster     = 0.7,&lt;br /&gt;
		upper       = 0.65,&lt;br /&gt;
		lower       = 0.55,&lt;br /&gt;
		zoom_in     = 0.31,&lt;br /&gt;
		zoom_out    = 0.28,&lt;br /&gt;
	},&lt;br /&gt;
	energized = {&lt;br /&gt;
		damage_near_value     = 88,&lt;br /&gt;
		damage_far_value      = 88,&lt;br /&gt;
		damage_very_far_value = 88,&lt;br /&gt;
	},&lt;br /&gt;
	deadeyes_tempo = {&lt;br /&gt;
		firerate_maximum_count = 2,&lt;br /&gt;
		rechamber = 1.25,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;チャージライフル&amp;quot;] = aw.mergeTable(sniper, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;チャーライ&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;sniper&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;sniper&amp;quot;,&lt;br /&gt;
	ammo_per_shot = 2,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = false,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 600, 750, 900, 1300 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 45,&lt;br /&gt;
		beam = {&lt;br /&gt;
			base = 3,&lt;br /&gt;
			ticks = 15,&lt;br /&gt;
		},&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_distance     =  3937, -- (100m)&lt;br /&gt;
	damage_near_value        =    45,&lt;br /&gt;
	damage_far_distance      =  5906, -- (150m)&lt;br /&gt;
	damage_far_value         =    45,&lt;br /&gt;
	damage_very_far_distance = 15748, -- (400m)&lt;br /&gt;
	damage_very_far_value    =    15,&lt;br /&gt;
	damage_head_distance     = 11811, -- (300m)&lt;br /&gt;
	damage_head_scale        =     1.25,&lt;br /&gt;
	damage_legs_scale        =     1,&lt;br /&gt;
	firerate = 0.95,&lt;br /&gt;
	magazine = 8,&lt;br /&gt;
	magazine_mobile = 10,&lt;br /&gt;
	projectile_drag_coefficient = 0,&lt;br /&gt;
	projectile_speed            = math.huge,&lt;br /&gt;
	release = os.time { year = 2019, month = 10, day = 2, hour = 2 },&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip        = 4.0,&lt;br /&gt;
		stand_hip_run    = 5.5,&lt;br /&gt;
		stand_hip_sprint = 6.0,&lt;br /&gt;
		crouch_hip       = 3.25,&lt;br /&gt;
		air_hip          = 6.0,&lt;br /&gt;
		stand_ads        = 0.0,&lt;br /&gt;
		crouch_ads       = 0.0,&lt;br /&gt;
		air_ads          = 0.0,&lt;br /&gt;
	},&lt;br /&gt;
	sustained_discharge_duration        = 0.48,&lt;br /&gt;
	sustained_discharge_pulse_frequency = 0.033,&lt;br /&gt;
	sustained_laser_range               = 64000, -- 1625.6m&lt;br /&gt;
	sustained_laser_damage_scale        = 0.067,&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 4,&lt;br /&gt;
		reloadempty = 5.1,&lt;br /&gt;
		deployfirst = 0.8,&lt;br /&gt;
		draw        = 0.8,&lt;br /&gt;
		holster     = 0.5,&lt;br /&gt;
		upper       = 0.7,&lt;br /&gt;
		lower       = 0.4,&lt;br /&gt;
		zoom_in     = 0.31,&lt;br /&gt;
		zoom_out    = 0.28,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
-- Shotgun&lt;br /&gt;
local shotgun = {&lt;br /&gt;
	category                    = &amp;quot;shotgun&amp;quot;,&lt;br /&gt;
	release                     = os.time { year = 2019, month = 2, day = 5, hour = 5 },&lt;br /&gt;
	&lt;br /&gt;
	damage_head_distance        = 1500,&lt;br /&gt;
	damage_head_scale           =    1.25,&lt;br /&gt;
	damage_legs_scale           =    1,&lt;br /&gt;
	&lt;br /&gt;
	is_semi_auto                = true,&lt;br /&gt;
	move_speed                  = 0.9,&lt;br /&gt;
	projectile_drag_coefficient = 0.001,&lt;br /&gt;
	projectile_gravity_scale    = 1,&lt;br /&gt;
	bolt_zero_distance          = 984.3, -- 25m&lt;br /&gt;
	projectile_lifetime         = 1.0,&lt;br /&gt;
	projectile_speed            = 16000,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip               = 0,&lt;br /&gt;
		stand_hip_run           = 0,&lt;br /&gt;
		stand_hip_sprint        = 0,&lt;br /&gt;
		crouch_hip              = 0,&lt;br /&gt;
		air_hip                 = 0,&lt;br /&gt;
		&lt;br /&gt;
		stand_ads               = 0,&lt;br /&gt;
		crouch_ads              = 0,&lt;br /&gt;
		air_ads                 = 0,&lt;br /&gt;
		&lt;br /&gt;
		moving_increase_rate    = 0,&lt;br /&gt;
		moving_decay_rate       = 0,&lt;br /&gt;
		kick_on_fire = {&lt;br /&gt;
			stand_hip           = 0,&lt;br /&gt;
			crouch_hip          = 0,&lt;br /&gt;
			air_hip             = 0,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads           = 0,&lt;br /&gt;
			crouch_ads          = 0,&lt;br /&gt;
			air_ads             = 0,&lt;br /&gt;
		},&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip           = 0,&lt;br /&gt;
			crouch_hip          = 0,&lt;br /&gt;
			air_hip             = 0,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads           = 0,&lt;br /&gt;
			crouch_ads          = 0,&lt;br /&gt;
			air_ads             = 0,&lt;br /&gt;
		},&lt;br /&gt;
		decay_delay             = 0,&lt;br /&gt;
		decay_rate              = 0,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		draw     = 0.45,&lt;br /&gt;
		holster  = 0.4,&lt;br /&gt;
		upper    = 0.3,&lt;br /&gt;
		lower    = 0.25,&lt;br /&gt;
		zoom_in  = 0.22,&lt;br /&gt;
		zoom_out = 0.2,&lt;br /&gt;
		hcog_classic       = { zoom_in = 0.24, zoom_out = 0.22 },&lt;br /&gt;
		hcog_bruiser       = { zoom_in = 0.24, zoom_out = 0.22 },&lt;br /&gt;
		holosight          = { zoom_in = 0.24, zoom_out = 0.22 },&lt;br /&gt;
		holosight_variable = { zoom_in = 0.24, zoom_out = 0.22 },&lt;br /&gt;
		threat             = { zoom_in = 0.24, zoom_out = 0.22 },&lt;br /&gt;
	},&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;EVA-8オート&amp;quot;] = aw.mergeTable(shotgun, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;EVA-8&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;shotgun&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;shotgun&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 150, 300, 550, 850 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 6,&lt;br /&gt;
		round = true,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_distance = 250,&lt;br /&gt;
	damage_near_value    =   6,&lt;br /&gt;
	damage_far_distance  = 850,&lt;br /&gt;
	damage_far_value     =   6,&lt;br /&gt;
	damage_legs_scale    =   1,&lt;br /&gt;
	firerate = { 2, 2.1, 2.15, 2.2 },&lt;br /&gt;
	is_semi_auto = false,&lt;br /&gt;
	magazine = 8,&lt;br /&gt;
	magazine_mobile = 10,&lt;br /&gt;
	pellet = 9,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip        = 1.3,&lt;br /&gt;
		stand_hip_run    = 1.3,&lt;br /&gt;
		stand_hip_sprint = 1.3,&lt;br /&gt;
		stand_ads        = 1.3,&lt;br /&gt;
		crouch_hip       = 1.3,&lt;br /&gt;
		crouch_ads       = 1.3,&lt;br /&gt;
		air_hip          = 1.3,&lt;br /&gt;
		air_ads          = 1.3,&lt;br /&gt;
		decay_rate       = 500,&lt;br /&gt;
		decay_delay      = 0,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 2.75,&lt;br /&gt;
		reloadempty = 3,&lt;br /&gt;
		deployfirst = 1.35,&lt;br /&gt;
	},&lt;br /&gt;
	double_tap_trigger = {&lt;br /&gt;
		burst_count  = 2,&lt;br /&gt;
		burst_delay  = { 0.8, 0.74, 0.7, 0.66 },&lt;br /&gt;
		firerate     = 6,&lt;br /&gt;
		is_semi_auto = true,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;マスティフショットガン&amp;quot;] = aw.mergeTable(shotgun, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;マスティフ&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;special_shotgun&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;shotgun&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = false,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 350, 500, 750, 1050 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 14,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_distance = 450,&lt;br /&gt;
	damage_near_value    =  14,&lt;br /&gt;
	damage_far_distance  = 850,&lt;br /&gt;
	damage_far_value     =  14,&lt;br /&gt;
	damage_legs_scale    =   1.0,&lt;br /&gt;
	firerate = 1.2,--{ 1.1, 1.21, 1.265, 1.32 },&lt;br /&gt;
	magazine = 4,&lt;br /&gt;
	magazine_mobile = 8,&lt;br /&gt;
	magazine_reserve = 28,&lt;br /&gt;
	pellet = 8,&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 1.03,&lt;br /&gt;
		reloadempty = 1.7,&lt;br /&gt;
		reload_segment_loop = 0.51,&lt;br /&gt;
		reload_segment_end  = 0.55,&lt;br /&gt;
		reload_segment_one  = 1.03,&lt;br /&gt;
		deployfirst = 1.25,&lt;br /&gt;
		draw        = 0.8,&lt;br /&gt;
	},&lt;br /&gt;
	dual_shell = {&lt;br /&gt;
		ammo_size_segmented_reload = 2,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;ピースキーパー&amp;quot;] = aw.mergeTable(shotgun, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;ピースキーパー&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;shotgun&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;shotgun&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = false,&lt;br /&gt;
	},&lt;br /&gt;
	charge = 1.25,&lt;br /&gt;
	charge_cooldown       = 0.5,&lt;br /&gt;
	charge_cooldown_delay = 0.1,&lt;br /&gt;
	charge_levels = 4,&lt;br /&gt;
	cost = { 350, 500, 750, 1050 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 9,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_distance =  100,&lt;br /&gt;
	damage_near_value    =    9,&lt;br /&gt;
	damage_far_distance  =  750,&lt;br /&gt;
	damage_far_value     =    9,&lt;br /&gt;
	damage_head_distance = 3940, -- 100m&lt;br /&gt;
	firerate = 4,&lt;br /&gt;
	magazine = 5,&lt;br /&gt;
	magazine_mobile = 7,&lt;br /&gt;
	magazine_reserve = 20,&lt;br /&gt;
	pellet = 11,&lt;br /&gt;
	rechamber = { 1.1, 1.0175, 0.957, 0.924 },&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip            = 2.8,&lt;br /&gt;
		stand_hip_run        = 2.8,&lt;br /&gt;
		stand_hip_sprint     = 2.8,&lt;br /&gt;
		stand_ads            = 2.8,&lt;br /&gt;
		crouch_hip           = 2.8,&lt;br /&gt;
		crouch_ads           = 2.8,&lt;br /&gt;
		air_hip              = 2.8,&lt;br /&gt;
		air_ads              = 2.8,&lt;br /&gt;
		moving_increase_rate = 5.5,&lt;br /&gt;
		moving_decay_rate    = 12,&lt;br /&gt;
		decay_delay          = 0.07,&lt;br /&gt;
		decay_rate           = 2.5,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 2.5,&lt;br /&gt;
		reloadempty = 3.5,&lt;br /&gt;
		deployfirst = 1.4,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
-- Pistol&lt;br /&gt;
local pistol = {&lt;br /&gt;
	category                    = &amp;quot;pistol&amp;quot;,&lt;br /&gt;
	release                     = os.time { year = 2019, month = 2, day = 5, hour = 5 },&lt;br /&gt;
	&lt;br /&gt;
	damage_near_distance        =  700,&lt;br /&gt;
	damage_far_distance         = 1200,&lt;br /&gt;
	damage_very_far_distance    = 1700,&lt;br /&gt;
	damage_head_distance        = 1500,&lt;br /&gt;
	damage_head_scale           =    1.5,&lt;br /&gt;
	damage_legs_scale           =    0.9,&lt;br /&gt;
	&lt;br /&gt;
	move_speed                  = 1,&lt;br /&gt;
	projectile_drag_coefficient = 0.0025,&lt;br /&gt;
	projectile_gravity_scale    = 1,&lt;br /&gt;
	bolt_zero_distance          = 1378.0, -- 35m&lt;br /&gt;
	projectile_lifetime         = 2.0,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip               = 2.2,&lt;br /&gt;
		stand_hip_run           = 5.0,&lt;br /&gt;
		stand_hip_sprint        = 6.5,&lt;br /&gt;
		crouch_hip              = 1.5,&lt;br /&gt;
		air_hip                 = 8.0,&lt;br /&gt;
		&lt;br /&gt;
		stand_ads               = 0,&lt;br /&gt;
		crouch_ads              = 0,&lt;br /&gt;
		air_ads                 = 2,&lt;br /&gt;
		&lt;br /&gt;
		moving_increase_rate    = 5.5,&lt;br /&gt;
		moving_decay_rate       = 12,&lt;br /&gt;
		kick_on_fire = {&lt;br /&gt;
			stand_hip           = 0,&lt;br /&gt;
			crouch_hip          = 0,&lt;br /&gt;
			air_hip             = 0,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads           = 0,&lt;br /&gt;
			crouch_ads          = 0,&lt;br /&gt;
			air_ads             = 0,&lt;br /&gt;
		},&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip           = 3.5,&lt;br /&gt;
			crouch_hip          = 3.0,&lt;br /&gt;
			air_hip             = 4.5,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads           = 0,&lt;br /&gt;
			crouch_ads          = 0,&lt;br /&gt;
			air_ads             = 0,&lt;br /&gt;
		},&lt;br /&gt;
		decay_delay             = 0.07,&lt;br /&gt;
		decay_rate              = 2.5,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		draw     = 0.225,&lt;br /&gt;
		holster  = 0.18,&lt;br /&gt;
		upper    = 0.225,&lt;br /&gt;
		lower    = 0.18,&lt;br /&gt;
		zoom_in  = 0.18,&lt;br /&gt;
		zoom_out = 0.16,&lt;br /&gt;
		hcog_classic       = { zoom_in = 0.22, zoom_out = 0.2 },&lt;br /&gt;
		hcog_bruiser       = { zoom_in = 0.22, zoom_out = 0.2 },&lt;br /&gt;
		holosight          = { zoom_in = 0.22, zoom_out = 0.2 },&lt;br /&gt;
		holosight_variable = { zoom_in = 0.22, zoom_out = 0.2 },&lt;br /&gt;
		threat             = { zoom_in = 0.22, zoom_out = 0.2 },&lt;br /&gt;
	},&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;モザンビークショットガン&amp;quot;] = aw.mergeTable(pistol, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;モザンビーク&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	category = &amp;quot;shotgun&amp;quot;,&lt;br /&gt;
	ammo = &amp;quot;shotgun&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = false,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 0, 100, 300, 800 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 15,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_distance     =  500,&lt;br /&gt;
	damage_near_value        =   15,&lt;br /&gt;
	damage_far_distance      = 1000,&lt;br /&gt;
	damage_far_value         =   15,&lt;br /&gt;
	damage_very_far_distance = 1500,&lt;br /&gt;
	damage_very_far_value    =   15,&lt;br /&gt;
	damage_head_scale        =   1.25,&lt;br /&gt;
	damage_legs_scale        =   1,&lt;br /&gt;
	firerate = { 2.2, 2.53, 2.75, 2.97 },&lt;br /&gt;
	is_semi_auto = false,&lt;br /&gt;
	magazine = 6,&lt;br /&gt;
	magazine_mobile = 7,&lt;br /&gt;
	pellet = 3,&lt;br /&gt;
	projectile_drag_coefficient = 0.001,&lt;br /&gt;
	projectile_speed = 10000,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip        = 3.0,&lt;br /&gt;
		stand_hip_run    = 3.0,&lt;br /&gt;
		stand_hip_sprint = 3.0,&lt;br /&gt;
		stand_ads        = 3.0,&lt;br /&gt;
		crouch_hip       = 3.0,&lt;br /&gt;
		crouch_ads       = 3.0,&lt;br /&gt;
		air_hip          = 3.0,&lt;br /&gt;
		air_ads          = 3.0,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 2.1,&lt;br /&gt;
		reloadempty = 2.6,&lt;br /&gt;
		deployfirst = 1,&lt;br /&gt;
	},&lt;br /&gt;
	april_fools = {&lt;br /&gt;
		damage_near_value     = 19,&lt;br /&gt;
		damage_far_value      = 19,&lt;br /&gt;
		damage_very_far_value = 19,&lt;br /&gt;
		magazine = 9,&lt;br /&gt;
	},&lt;br /&gt;
	hammerpoint_rounds = {&lt;br /&gt;
		damage_unshielded_scale = 1.35,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;RE-45オート&amp;quot;] = aw.mergeTable(pistol, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;RE-45&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;light&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;light&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = true,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = false,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 150, 250, 450, 850 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 12,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 12,&lt;br /&gt;
	damage_far_value      = 12,&lt;br /&gt;
	damage_very_far_value = 12,&lt;br /&gt;
	firerate = 13,&lt;br /&gt;
	is_semi_auto = false,&lt;br /&gt;
	magazine = { 16, 19, 22, 25 },&lt;br /&gt;
	magazine_mobile = { 18, 22, 25, 28 },&lt;br /&gt;
	move_speed = 0.95,&lt;br /&gt;
	projectile_speed = 19500,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip        = 3.0,&lt;br /&gt;
		stand_hip_run    = 3.6,&lt;br /&gt;
		stand_hip_sprint = 5.0,&lt;br /&gt;
		crouch_hip       = 1.6,&lt;br /&gt;
		air_hip          = 7.0,&lt;br /&gt;
		kick_on_fire = {&lt;br /&gt;
			stand_hip    = 0.3,&lt;br /&gt;
			crouch_hip   = 0.3,&lt;br /&gt;
			air_hip      = 0.3,&lt;br /&gt;
		},&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip    = 2.0,&lt;br /&gt;
			crouch_hip   = 1.5,&lt;br /&gt;
			air_hip      = 3.0,&lt;br /&gt;
		},&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 1.5,&lt;br /&gt;
		reloadempty = 1.95,&lt;br /&gt;
		deployfirst = 1.1,&lt;br /&gt;
		draw        = 0.315,&lt;br /&gt;
		holster     = 0.27,&lt;br /&gt;
		upper       = 0.27,&lt;br /&gt;
		lower       = 0.225,&lt;br /&gt;
	},&lt;br /&gt;
	disruptor_rounds = {&lt;br /&gt;
		damage_shield_scale = 1.7,&lt;br /&gt;
	},&lt;br /&gt;
	hammerpoint_rounds = {&lt;br /&gt;
		damage_unshielded_scale = 1.35,&lt;br /&gt;
	},&lt;br /&gt;
	quickdraw_holster = {&lt;br /&gt;
		spread = {&lt;br /&gt;
			stand_hip     = 1.125,   -- -25%&lt;br /&gt;
			stand_hip_run = 1.62,    -- -10%&lt;br /&gt;
		},&lt;br /&gt;
		time = {&lt;br /&gt;
			lower         = 0.1575,  -- -30%&lt;br /&gt;
			upper         = 0.189,   -- -30%&lt;br /&gt;
			draw          = 0.20475, -- -35%&lt;br /&gt;
			holster       = 0.1755,  -- -35%&lt;br /&gt;
		},&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;P2020&amp;quot;] = aw.mergeTable(pistol, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;P2020&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;light&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;light&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = false,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 0, 50, 200, 700 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 18,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 18,&lt;br /&gt;
	damage_far_value      = 18,&lt;br /&gt;
	damage_very_far_value = 18,&lt;br /&gt;
	firerate = 7,&lt;br /&gt;
	is_semi_auto = true,&lt;br /&gt;
	magazine = { 14, 16, 18, 21 },&lt;br /&gt;
	magazine_mobile = { 18, 20, 22, 26 },&lt;br /&gt;
	projectile_speed = 18500,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip               = 4.4,&lt;br /&gt;
		stand_hip_run           = 10.0,&lt;br /&gt;
		stand_hip_sprint        = 13.0,&lt;br /&gt;
		crouch_hip              = 3.0,&lt;br /&gt;
		air_hip                 = 16.0,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 1.25,&lt;br /&gt;
		reloadempty = 1.25,&lt;br /&gt;
		deployfirst = 1.1,&lt;br /&gt;
	},&lt;br /&gt;
	april_fools = {&lt;br /&gt;
		damage_near_value     = 24,&lt;br /&gt;
		damage_far_value      = 24,&lt;br /&gt;
		damage_very_far_value = 24,&lt;br /&gt;
		magazine = 25, -- ++7&lt;br /&gt;
	},&lt;br /&gt;
	hammerpoint_rounds = {&lt;br /&gt;
		damage_unshielded_scale = 1.5,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;ウィングマン&amp;quot;] = aw.mergeTable(pistol, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;ウィングマン&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;sniper&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;heavy&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = false,&lt;br /&gt;
	},&lt;br /&gt;
	boosted_loader = {&lt;br /&gt;
		magazine = { 8, 9, 10, 11 },&lt;br /&gt;
		reloadfast = 1.4,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 500, 650, 850, 1100 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 45,&lt;br /&gt;
		skullpiercer_rifling = 2.5,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_distance     =   800,&lt;br /&gt;
	damage_near_value        =    45,&lt;br /&gt;
	damage_far_distance      =  1300,&lt;br /&gt;
	damage_far_value         =    45,&lt;br /&gt;
	damage_very_far_distance =  1800,&lt;br /&gt;
	damage_very_far_value    =    45,&lt;br /&gt;
	damage_head_distance     = 10000,&lt;br /&gt;
	damage_head_scale        =     2.15,&lt;br /&gt;
	firerate = 2.6,&lt;br /&gt;
	is_semi_auto = true,&lt;br /&gt;
	magazine = { 6, 7, 8, 9 },&lt;br /&gt;
	magazine_mobile = { 8, 9, 10, 12 },&lt;br /&gt;
	projectile_speed = 18000,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip        = 2.4,&lt;br /&gt;
		stand_hip_run    = 3.0,&lt;br /&gt;
		stand_hip_sprint = 4.0,&lt;br /&gt;
		crouch_hip       = 1.5,&lt;br /&gt;
		air_hip          = 6.0,&lt;br /&gt;
		kick_on_fire = {&lt;br /&gt;
			stand_hip    = 2.5,&lt;br /&gt;
			crouch_hip   = 2.0,&lt;br /&gt;
			air_hip      = 3.0,&lt;br /&gt;
		},&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip    = 4.5,&lt;br /&gt;
			crouch_hip   = 3.0,&lt;br /&gt;
			air_hip      = 4.5,&lt;br /&gt;
		},&lt;br /&gt;
		decay_rate       = 11.0,&lt;br /&gt;
		decay_delay      = 0.26,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 2.1,&lt;br /&gt;
		reloadempty = 2.1,&lt;br /&gt;
		deployfirst = 1.45,&lt;br /&gt;
		draw        = 0.4,&lt;br /&gt;
		holster     = 0.36,&lt;br /&gt;
		upper       = 0.315,&lt;br /&gt;
		lower       = 0.27,&lt;br /&gt;
	},&lt;br /&gt;
	skullpiercer_rifling = {&lt;br /&gt;
		damage_head_scale = 2.5,&lt;br /&gt;
	},&lt;br /&gt;
	quickdraw_holster = {&lt;br /&gt;
		spread = {&lt;br /&gt;
			stand_hip     = 1.8,     -- -25%&lt;br /&gt;
			stand_hip_run = 2.7,     -- -10%&lt;br /&gt;
		},&lt;br /&gt;
		time = {&lt;br /&gt;
			lower         = 0.2025,  -- -25%&lt;br /&gt;
			upper         = 0.23625, -- -25%&lt;br /&gt;
			draw          = 0.28,    -- -30%&lt;br /&gt;
			holster       = 0.252,   -- -30%&lt;br /&gt;
		},&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;ミニガン「シーラ」&amp;quot;] = {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;ミニガン&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	category = &amp;quot;ultimate&amp;quot;,&lt;br /&gt;
	ammo = &amp;quot;minigun&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = false,&lt;br /&gt;
		stock = false,&lt;br /&gt;
	},&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 14,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_distance     = 1500,&lt;br /&gt;
	damage_near_value        =   14,&lt;br /&gt;
	damage_far_distance      = 2500,&lt;br /&gt;
	damage_far_value         =   14,&lt;br /&gt;
	damage_very_far_distance = 4000,&lt;br /&gt;
	damage_very_far_value    =   14,&lt;br /&gt;
	damage_head_scale        =    2,&lt;br /&gt;
	damage_legs_scale        =    1,&lt;br /&gt;
	firerate = 20,&lt;br /&gt;
	is_semi_auto = false,&lt;br /&gt;
	magazine = 150,&lt;br /&gt;
	magazine_reserve = math.huge,&lt;br /&gt;
	move_speed                  = 0.4,&lt;br /&gt;
	projectile_drag_coefficient = 0,&lt;br /&gt;
	projectile_gravity_scale    = 1.0,&lt;br /&gt;
	bolt_zero_distance          = 2750,&lt;br /&gt;
	projectile_lifetime         = 5.0,&lt;br /&gt;
	projectile_speed            = 25000,&lt;br /&gt;
	raise = 1.25,&lt;br /&gt;
	release = os.time { year = 2020, month = 8, day = 18, hour = 14 },&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip        = 3.0,&lt;br /&gt;
		stand_hip_run    = 3.0,&lt;br /&gt;
		stand_hip_sprint = 4.0,&lt;br /&gt;
		crouch_hip       = 3.0,&lt;br /&gt;
		air_hip          = 11.0,&lt;br /&gt;
		&lt;br /&gt;
		stand_ads        = 3,&lt;br /&gt;
		crouch_ads       = 3,&lt;br /&gt;
		air_ads          = 6,&lt;br /&gt;
		&lt;br /&gt;
		kick_on_fire = {&lt;br /&gt;
			stand_hip    = 0.0,&lt;br /&gt;
			crouch_hip   = 0.0,&lt;br /&gt;
			air_hip      = 0.0,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads    = -0.18,&lt;br /&gt;
			crouch_ads   = -0.18,&lt;br /&gt;
			air_ads      = 0.0,&lt;br /&gt;
		},&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip    = 8.0,&lt;br /&gt;
			crouch_hip   = 8.0,&lt;br /&gt;
			air_hip      = 8.0,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads    = -2.5, -- &amp;quot;spread_max_kick_stand_ads&amp;quot;: &amp;quot;0.0&amp;quot;, &amp;quot;spread_min_kick&amp;quot;: &amp;quot;-2.5&amp;quot;&lt;br /&gt;
			crouch_ads   = -2.5, -- &amp;quot;spread_max_kick_crouch_ads&amp;quot;: &amp;quot;0.0&amp;quot;, &amp;quot;spread_min_kick&amp;quot;: &amp;quot;-2.5&amp;quot;&lt;br /&gt;
			air_ads      = 0.0,&lt;br /&gt;
		},&lt;br /&gt;
		decay_rate       = 3.0,&lt;br /&gt;
		decay_delay      = 0.1,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 8.667,&lt;br /&gt;
		reloadempty = 8.667,&lt;br /&gt;
		deployfirst = 1.86,&lt;br /&gt;
		draw        = 1.2,&lt;br /&gt;
		holster     = 0.6,&lt;br /&gt;
		upper       = 0.75,&lt;br /&gt;
		lower       = 0.35,&lt;br /&gt;
		zoom_in     = 1.25,&lt;br /&gt;
		zoom_out    = 1,&lt;br /&gt;
	},&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
return p&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%A1%E3%82%A4%E3%83%B3%E3%83%9A%E3%83%BC%E3%82%B8&amp;diff=4411</id>
		<title>メインページ</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%A1%E3%82%A4%E3%83%B3%E3%83%9A%E3%83%BC%E3%82%B8&amp;diff=4411"/>
		<updated>2022-08-10T06:45:11Z</updated>

		<summary type="html">&lt;p&gt;Mntone: ハンテッドの更新履歴を修正&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__数値からみた Apex の世界を分析するため専用のサイト。&lt;br /&gt;
&lt;br /&gt;
* ここに書いてある内容は必ずしもゲーム内と一致するとは限りません。自己責任でお使いください。&lt;br /&gt;
* 情報の共有については「[https://creativecommons.org/licenses/by-nc-sa/4.0/deed.ja CC BY-NC-SA 4.0]」の範囲内で可能です。&lt;br /&gt;
&lt;br /&gt;
== 直近の変更点 ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-flexrow-container&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-mainpage infobox-mainpage-column2&amp;quot;&amp;gt;&lt;br /&gt;
=== ハンテッド ===&lt;br /&gt;
日本時間 8月10日に実装!&lt;br /&gt;
&lt;br /&gt;
【詳細】[https://www.ea.com/games/apex-legends/news/hunted-patch-notes?setLocale=en-us ハンテッド パッチノート]&lt;br /&gt;
&lt;br /&gt;
==== 調整された武器 ====&lt;br /&gt;
* SMG / AR / ピストル&lt;br /&gt;
** 腰だめ拡散の増加 (詳細は各武器ページに)&lt;br /&gt;
* [[EVA-8オート]]&lt;br /&gt;
** リコイルの改善&lt;br /&gt;
** {{Attachment|標準ストック}} {{Common|標準ストック}}に対応&lt;br /&gt;
** ペレット数: 9 → 8&lt;br /&gt;
** 射撃レート: 2.0 → 2.3&lt;br /&gt;
** 1片のダメージ: 6 → 7&lt;br /&gt;
** {{Attachment|ショットガンボルト|2}} {{Rare|青ボルト}}の効果: +15% → +20%&lt;br /&gt;
** {{Attachment|ショットガンボルト|3}} {{Epic|紫ボルト}}の効果: +20% → +30%&lt;br /&gt;
* [[ボセックコンパウンドボウ]] / [[ランページLMG]]&lt;br /&gt;
** 物資投下武器化に伴い全盛期の性能に変更&lt;br /&gt;
* [[ボルトSMG]]&lt;br /&gt;
** 通常武器化により基礎ダメージ: 17 → 15&lt;br /&gt;
* [[C.A.R. SMG]]&lt;br /&gt;
** {{Attachment|バレルスタビライザー}} {{Common|バレルスタビライザー}}に非対応&lt;br /&gt;
** 腰だめ拡散性能をほかのSMGと統一&lt;br /&gt;
* [[G7スカウト]]&lt;br /&gt;
** 武器化に伴い以下のように変更&lt;br /&gt;
*** 基礎ダメージ: 36 → 34&lt;br /&gt;
*** ヘッドショット倍率: 2.0 → 1.75&lt;br /&gt;
*** {{Hopup|ダブルタップトリガー}} {{Epic|ダブルタップトリガー}}のバースト遅延: 0.375 → 0.4 秒&lt;br /&gt;
* [[L-スターEMG]]&lt;br /&gt;
** 弾速の増加&lt;br /&gt;
** 仮想的な装弾数: 20 - {{Common|22}} - {{Rare|24}} - {{Epic|26}}&lt;br /&gt;
**: → 24 - {{Common|26}} - {{Rare|28}} - {{Epic|30}}&lt;br /&gt;
** 肉に対するヒット演出 (赤い閃光) の削除&lt;br /&gt;
* [[RE-45オート]]&lt;br /&gt;
** FOV: 70° → 60°&lt;br /&gt;
** ADS移動速度: -5% → 0%&lt;br /&gt;
* [[ウィングマン]]&lt;br /&gt;
** {{AmmoC|スナイパーアモ}}化&lt;br /&gt;
** {{Hopup|スカルピアサーライフリング}} {{Legendary|スカルピアサーライフリング}}の再追加: 2.25 → 2.5 倍&lt;br /&gt;
* {{AmmoC|スナイパーアモ}}&lt;br /&gt;
** 1スタック: 12 → 14 弾&lt;br /&gt;
** 1スロット: 24 → 28 弾&lt;br /&gt;
* [[M600スピットファイア]]&lt;br /&gt;
** 垂直方向の反動の増加&lt;br /&gt;
** {{AmmoC|ライトアモ}}化&lt;br /&gt;
* [[30-30リピーター]]&lt;br /&gt;
** {{Hopup|デュアルシェル}} {{Epic|デュアルシェル}}の内臓&lt;br /&gt;
** {{Hopup|スカルピアサーライフリング}} {{Legendary|スカルピアサーライフリング}}の対応: 2.1 倍&lt;br /&gt;
* [[マスティフショットガン]]&lt;br /&gt;
** 弾丸のヒットサイズ増加の減少&lt;br /&gt;
** 射撃レート: 1.2 → 1.1&lt;br /&gt;
** {{Hopup|デュアルシェル}} {{Epic|デュアルシェル}}の削除&lt;br /&gt;
* [[センチネル]]&lt;br /&gt;
** {{Hopup|デッドアイズテンポ}} {{Epic|デッドアイズテンポ}}の内臓&lt;br /&gt;
* [[ロングボウDMR]]&lt;br /&gt;
** {{Hopup|スカルピアサーライフリング}} {{Legendary|スカルピアサーライフリング}}の再追加: 2.5 倍&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-mainpage infobox-mainpage-column2&amp;quot;&amp;gt;&lt;br /&gt;
=== 救世主 ===&lt;br /&gt;
日本時間 5月11日に実装!&lt;br /&gt;
&lt;br /&gt;
【詳細】[https://www.ea.com/games/apex-legends/news/saviors-patch-notes?setLocale=en-us 救世主パッチノート]&lt;br /&gt;
&lt;br /&gt;
==== 調整されたモノ ====&lt;br /&gt;
* {{Perk|鉄壁}} 鉄壁によるヘッドショットダメージ軽減なし&lt;br /&gt;
* {{Gear|ヘルメット|2}} {{Rare|ヘルメット - レベル2}}&amp;lt;br&amp;gt;ヘッドショットダメージの軽減率: 40% → 50%&lt;br /&gt;
* {{Gear|ヘルメット|3}} {{Epic|ヘルメット - レベル3}}&amp;lt;br&amp;gt;ヘッドショットダメージの軽減率: 50% → 65%&lt;br /&gt;
&lt;br /&gt;
==== 調整された武器 ====&lt;br /&gt;
* [[クレーバー.50スナイパー]]&lt;br /&gt;
** ヘッドショット倍率: 3.0 → 2.0&lt;br /&gt;
** 基礎ダメージ: 145 → 140&lt;br /&gt;
* [[ランページLMG]]&lt;br /&gt;
** リロード時間: 2.6 → 3.1s&lt;br /&gt;
** 空リロード時間: 3.33 → 4.0s&lt;br /&gt;
** ヘッドショット距離: 63.5m → 57.1m (パッチ未掲載)&lt;br /&gt;
** 取り回し関連の時間の微増 (全LMG共通)&lt;br /&gt;
*** 据銃時間: 0.7 → 0.8s&lt;br /&gt;
*** 収納時間: 0.65 → 0.75s&lt;br /&gt;
*** 取得時間: 0.55 → 0.65s&lt;br /&gt;
*** 放棄時間: 0.5 → 0.6s&lt;br /&gt;
* [[L-スターEMG]]&lt;br /&gt;
** ヘッドショット倍率: 1.75 → 1.5&lt;br /&gt;
** ヘッドショット距離: 63.5m → 57.1m&lt;br /&gt;
** レンズ交換時間: 2.53 → 3.63s&lt;br /&gt;
** 取り回し関連の時間の微増 (全LMG共通)&lt;br /&gt;
* [[ディヴォーションLMG]]&lt;br /&gt;
** 基礎ダメージ: 16 → 15&lt;br /&gt;
** ヘッドショット倍率: 1.75 → 1.5&lt;br /&gt;
** ヘッドショット距離: 63.5m → 57.1m&lt;br /&gt;
** リロード時間: 2.8 → 3.2s&lt;br /&gt;
** 空リロード時間: 3.63 → 4.1s&lt;br /&gt;
** 取り回し関連の時間の微増 (全LMG共通)&lt;br /&gt;
* [[ハボックライフル]]&lt;br /&gt;
** リコイルパターンの改善&lt;br /&gt;
* [[モザンビークショットガン]]&lt;br /&gt;
** レッグショット倍率: 0.9 → 1.0&lt;br /&gt;
* [[ピースキーパー]]&lt;br /&gt;
** レッグショット倍率: 0.8 → 1.0&lt;br /&gt;
* [[M600スピットファイア]]&lt;br /&gt;
** 基礎ダメージ: 19 → 18&lt;br /&gt;
** 装弾数: 35 - {{Common|40}} - {{Rare|45}} - {{Epic|&#039;&#039;&#039;55&#039;&#039;&#039;}}&lt;br /&gt;
**: → 35 - {{Common|40}} - {{Rare|45}} - {{Epic|&#039;&#039;&#039;50&#039;&#039;&#039;}}&lt;br /&gt;
** &amp;lt;s&amp;gt;しゃがみ&amp;lt;/s&amp;gt;腰だめの拡散の増加&lt;br /&gt;
** {{Attachment|バレルスタビライザー}} {{Common|バレルスタビライザー}}に非対応&lt;br /&gt;
** ヘッドショット倍率: 1.75 → 1.5&lt;br /&gt;
** ヘッドショット距離: 63.5m → 57.1m&lt;br /&gt;
** リロード時間: 3.2 → 3.4s&lt;br /&gt;
** 空リロード時間: 3.8 → 4.2s&lt;br /&gt;
** 取り回し関連の時間の微増 (全LMG共通)&lt;br /&gt;
* [[マスティフショットガン]]&lt;br /&gt;
** 散弾の広がりの減少&lt;br /&gt;
** 装弾数: 6 → 4&lt;br /&gt;
** 予備弾数: 28&lt;br /&gt;
** ペレット当たりのダメージ: 11 → 14&lt;br /&gt;
** 弾丸のヒットサイズの増加&lt;br /&gt;
** 射撃レート: 1.1 → 1.2 rps&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-mainpage&amp;quot;&amp;gt;&lt;br /&gt;
=== ウォリアーズコレクションイベント ===&lt;br /&gt;
日本時間 3月30日に実装!&lt;br /&gt;
&lt;br /&gt;
【詳細】[https://www.ea.com/games/apex-legends/news/warriors-collection-event?setLocale=en-us ウォリアーズコレクションイベント パッチノート]&lt;br /&gt;
&lt;br /&gt;
==== 調整された武器 ====&lt;br /&gt;
* [[G7スカウト]]&lt;br /&gt;
** バースト遅延: 0.475 → 0.375s&lt;br /&gt;
** ダブルタップのリコイルの改善&lt;br /&gt;
** 予備弾数: 120 → 140&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-mainpage&amp;quot;&amp;gt;&lt;br /&gt;
=== デファイアンス ===&lt;br /&gt;
日本時間 2月9日に実装!&lt;br /&gt;
&lt;br /&gt;
【詳細】[https://www.ea.com/games/apex-legends/news/defiance-patch-notes?setLocale=en-us デファイアンス パッチノート]&lt;br /&gt;
&lt;br /&gt;
==== 調整された武器 ====&lt;br /&gt;
* {{Hopup|ハンマーポイント弾}} {{Epic|ハンマーポイント弾}}の再追加&lt;br /&gt;
** [[P2020]]: 2.35 → 1.5 倍&lt;br /&gt;
** [[モザンビークショットガン]]: 2.3 → 1.35 倍&lt;br /&gt;
** [[RE-45オート]]: 1.35 倍&lt;br /&gt;
* [[オルタネーターSMG]]&lt;br /&gt;
** 通常武器化に伴い以下のように変更&lt;br /&gt;
*** {{Hopup|ディスラプター弾}} {{Epic|ディスラプター弾}}の削除&lt;br /&gt;
* [[ボルトSMG]]&lt;br /&gt;
** 物資投下武器化に伴い以下のように変更&lt;br /&gt;
*** 基礎ダメージ: 15 → 17&lt;br /&gt;
*** 仮想的な装弾数: 19 - {{Common|21}} - {{Rare|23}} - {{Epic|26}} → 28&lt;br /&gt;
* [[30-30リピーター]] + {{Hopup|シャッターキャップ}} {{Epic|シャッターキャップ}}&lt;br /&gt;
** ペレット当たりのダメージ: 8 → 7&lt;br /&gt;
* [[ボセックコンパウンドボウ]] + {{Hopup|シャッターキャップ}} {{Epic|シャッターキャップ}}&lt;br /&gt;
** ペレット当たりのダメージ: 6/9/12 → 5/8/11&lt;br /&gt;
* [[トリプルテイク]]&lt;br /&gt;
** 弾丸のヒットサイズ増加を削除&lt;br /&gt;
** ペレット当たりのダメージ: 23 → 21&lt;br /&gt;
* [[VK-47フラットライン]]&lt;br /&gt;
** 基礎ダメージ: 19 → 18&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 武器 ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:flex;flex-wrap:wrap&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;tpl-weapon tpl-weapon-light&amp;quot; style=&amp;quot;margin: 0 30px .5em 0&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;tpl-weapon-header&amp;quot;&amp;gt;ライトアモ武器 {{Ammo|ライトアモ|size=40}}&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;tpl-weapon-content&amp;quot;&amp;gt;&lt;br /&gt;
* [[G7スカウト]]&lt;br /&gt;
* [[オルタネーターSMG]]&lt;br /&gt;
* [[R-99 SMG]]&lt;br /&gt;
* [[M600スピットファイア]]&lt;br /&gt;
* [[R-301カービン]]&lt;br /&gt;
* [[P2020]]&lt;br /&gt;
* [[RE-45オート]]&lt;br /&gt;
* [[C.A.R. SMG]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;tpl-weapon tpl-weapon-heavy&amp;quot; style=&amp;quot;margin: 0 30px .5em 0&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;tpl-weapon-header&amp;quot;&amp;gt;ヘビーアモ武器 {{Ammo|ヘビーアモ|size=40}}&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;tpl-weapon-content&amp;quot;&amp;gt;&lt;br /&gt;
* [[VK-47フラットライン]]&lt;br /&gt;
* [[ヘムロックバーストAR]]&lt;br /&gt;
* [[プラウラーバーストPDW]]&lt;br /&gt;
* [[30-30リピーター]]&lt;br /&gt;
* [[C.A.R. SMG]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;tpl-weapon tpl-weapon-energy&amp;quot; style=&amp;quot;margin: 0 30px .5em 0&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;tpl-weapon-header&amp;quot;&amp;gt;エネルギーアモ武器 {{Ammo|エネルギーアモ|size=40}}&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;tpl-weapon-content&amp;quot;&amp;gt;&lt;br /&gt;
* [[L-スターEMG]]&lt;br /&gt;
* [[ハボックライフル]]&lt;br /&gt;
* [[ディヴォーションLMG]]&lt;br /&gt;
* [[トリプルテイク]]&lt;br /&gt;
* [[ボルトSMG]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;tpl-weapon tpl-weapon-shotgun&amp;quot; style=&amp;quot;margin: 0 30px .5em 0&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;tpl-weapon-header&amp;quot;&amp;gt;ショットガンアモ武器 {{Ammo|ショットガンアモ|size=40}}&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;tpl-weapon-content&amp;quot;&amp;gt;&lt;br /&gt;
* [[EVA-8オート]]&lt;br /&gt;
* [[ピースキーパー]]&lt;br /&gt;
* [[モザンビークショットガン]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;tpl-weapon tpl-weapon-sniper&amp;quot; style=&amp;quot;margin: 0 30px .5em 0&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;tpl-weapon-header&amp;quot;&amp;gt;スナイパーアモ武器 {{Ammo|スナイパーアモ|size=40}}&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;tpl-weapon-content&amp;quot;&amp;gt;&lt;br /&gt;
* [[ロングボウDMR]]&lt;br /&gt;
* [[チャージライフル]]&lt;br /&gt;
* [[ウィングマン]]&lt;br /&gt;
* [[センチネル]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;tpl-weapon tpl-weapon-special&amp;quot; style=&amp;quot;margin: 0 30px .5em 0&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;tpl-weapon-header&amp;quot;&amp;gt;物資投下武器 {{Ammo|専用スナイパーアモ|size=40}}&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;tpl-weapon-content&amp;quot;&amp;gt;&lt;br /&gt;
* [[ランページLMG]]&lt;br /&gt;
* [[ボセックコンパウンドボウ]]&lt;br /&gt;
* [[マスティフショットガン]]&lt;br /&gt;
* [[クレーバー.50スナイパー]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;tpl-weapon tpl-weapon-minigun&amp;quot; style=&amp;quot;margin: 0 30px .5em 0&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;tpl-weapon-header&amp;quot;&amp;gt;アルティメット {{Ammo|ミニガンアモ|size=40}}&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;tpl-weapon-content&amp;quot;&amp;gt;&lt;br /&gt;
* [[ミニガン「シーラ」]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%A2%E3%82%B8%E3%83%A5%E3%83%BC%E3%83%AB:Stat/Weapon&amp;diff=4410</id>
		<title>モジュール:Stat/Weapon</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%A2%E3%82%B8%E3%83%A5%E3%83%BC%E3%83%AB:Stat/Weapon&amp;diff=4410"/>
		<updated>2022-08-10T06:41:27Z</updated>

		<summary type="html">&lt;p&gt;Mntone: ハンテッドの腰だめ拡散データを反映&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;local p = {}&lt;br /&gt;
&lt;br /&gt;
local aw = require(&#039;Module:Utility/Library&#039;)&lt;br /&gt;
&lt;br /&gt;
-- Assault Rifle&lt;br /&gt;
local assault_rifle = {&lt;br /&gt;
	category                    = &amp;quot;assault_rifle&amp;quot;,&lt;br /&gt;
	release                     = os.time { year = 2019, month = 2, day = 5, hour = 5 },&lt;br /&gt;
	&lt;br /&gt;
	damage_near_distance        =  1000,&lt;br /&gt;
	damage_far_distance         =  2500,&lt;br /&gt;
	damage_very_far_distance    =  5000,&lt;br /&gt;
	damage_head_distance        = 11828, -- 300m&lt;br /&gt;
	damage_head_scale           =     1.75,&lt;br /&gt;
	damage_legs_scale           =     0.75,&lt;br /&gt;
	&lt;br /&gt;
	move_speed                  = 0.5,&lt;br /&gt;
	projectile_drag_coefficient = 0.0025,&lt;br /&gt;
	projectile_gravity_scale    = 1.3,&lt;br /&gt;
	bolt_zero_distance          = 1968.5, -- 50m&lt;br /&gt;
	projectile_lifetime         = 5.0,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip               = 3.0,&lt;br /&gt;
		stand_hip_run           = 6.6,&lt;br /&gt;
		stand_hip_sprint        = 8.4,&lt;br /&gt;
		crouch_hip              = 2.4,&lt;br /&gt;
		air_hip                 = 8.4,&lt;br /&gt;
		&lt;br /&gt;
		stand_ads               = 0,&lt;br /&gt;
		crouch_ads              = 0,&lt;br /&gt;
		air_ads                 = 6.0,&lt;br /&gt;
		&lt;br /&gt;
		moving_increase_rate    = 3,&lt;br /&gt;
		moving_decay_rate       = 10.5,&lt;br /&gt;
		kick_on_fire = {&lt;br /&gt;
			stand_hip           = 0.2,&lt;br /&gt;
			crouch_hip          = 0.2,&lt;br /&gt;
			air_hip             = 0.2,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads           = 0,&lt;br /&gt;
			crouch_ads          = 0,&lt;br /&gt;
			air_ads             = 0,&lt;br /&gt;
		},&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip           = 2.0,&lt;br /&gt;
			crouch_hip          = 1.5,&lt;br /&gt;
			air_hip             = 3.0,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads           = 0,&lt;br /&gt;
			crouch_ads          = 0,&lt;br /&gt;
			air_ads             = 0,&lt;br /&gt;
		},&lt;br /&gt;
		decay_delay             = 0.25,&lt;br /&gt;
		decay_rate              = 10.0,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		draw     = 0.6,&lt;br /&gt;
		holster  = 0.55,&lt;br /&gt;
		upper    = 0.5,&lt;br /&gt;
		lower    = 0.4,&lt;br /&gt;
		zoom_in  = 0.27,&lt;br /&gt;
		zoom_out = 0.23,&lt;br /&gt;
		hcog_classic       = { zoom_in = 0.29, zoom_out = 0.25 },&lt;br /&gt;
		hcog_bruiser       = { zoom_in = 0.29, zoom_out = 0.25 },&lt;br /&gt;
		holosight          = { zoom_in = 0.29, zoom_out = 0.25 },&lt;br /&gt;
		holosight_variable = { zoom_in = 0.29, zoom_out = 0.25 },&lt;br /&gt;
		hcog_ranged        = { zoom_in = 0.34, zoom_out = 0.29 },&lt;br /&gt;
		aog_variable       = { zoom_in = 0.36, zoom_out = 0.3  },&lt;br /&gt;
	},&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;VK-47フラットライン&amp;quot;] = aw.mergeTable(assault_rifle, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;フラットライン&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;heavy&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;heavy&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 550, 750, 1000, 1350 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 18,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 18,&lt;br /&gt;
	damage_far_value      = 18,&lt;br /&gt;
	damage_very_far_value = 18,&lt;br /&gt;
	firerate = 10,&lt;br /&gt;
	is_semi_auto = false,&lt;br /&gt;
	magazine = { 20, 25, 28, 30 },&lt;br /&gt;
	magazine_mobile = { 22, 27, 31, 34 },&lt;br /&gt;
	projectile_speed = 26000,&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 2.4,&lt;br /&gt;
		reloadempty = 3.1,&lt;br /&gt;
		deployfirst = 1.25,&lt;br /&gt;
	},&lt;br /&gt;
	altfire = {&lt;br /&gt;
		is_semi_auto = true,&lt;br /&gt;
	},&lt;br /&gt;
	anvil_receiver = {&lt;br /&gt;
		ammo_per_shot = 2,&lt;br /&gt;
		damage = {&lt;br /&gt;
			base = 43,&lt;br /&gt;
		},&lt;br /&gt;
		damage_near_distance     = 1000,&lt;br /&gt;
		damage_near_value        = 43,&lt;br /&gt;
		damage_far_distance      = 2500,&lt;br /&gt;
		damage_far_value         = 43,&lt;br /&gt;
		damage_very_far_distance = 5000,&lt;br /&gt;
		damage_very_far_value    = 43,&lt;br /&gt;
		damage_head_distance     = 11828, -- 300m&lt;br /&gt;
		damage_head_scale        = 1.75,&lt;br /&gt;
		damage_legs_scale        = 0.9,&lt;br /&gt;
		firerate = 2.9,&lt;br /&gt;
		is_semi_auto = true,&lt;br /&gt;
		spread = {&lt;br /&gt;
			stand_hip            = 6.5,&lt;br /&gt;
			stand_hip_run        = 8.5,&lt;br /&gt;
			stand_hip_sprint     = 9.5,&lt;br /&gt;
			crouch_hip           = 5.0,&lt;br /&gt;
			air_hip              = 9.5,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads            = 0.0,&lt;br /&gt;
			crouch_ads           = 0.0,&lt;br /&gt;
			air_ads              = 6.0,&lt;br /&gt;
			&lt;br /&gt;
			moving_increase_rate = 20,&lt;br /&gt;
			moving_decay_rate    = 25,&lt;br /&gt;
			kick_on_fire = {&lt;br /&gt;
				stand_hip        = 0.75,&lt;br /&gt;
				crouch_hip       = 0.75,&lt;br /&gt;
				air_hip          = 0.75,&lt;br /&gt;
				&lt;br /&gt;
				stand_ads        = 0.0,&lt;br /&gt;
				crouch_ads       = 0.0,&lt;br /&gt;
				air_ads          = 0.0,&lt;br /&gt;
			},&lt;br /&gt;
			max_kick = {&lt;br /&gt;
				stand_hip        = 9.0,&lt;br /&gt;
				crouch_hip       = 6.0,&lt;br /&gt;
				air_hip          = 9.0,&lt;br /&gt;
				&lt;br /&gt;
				stand_ads        = 0,&lt;br /&gt;
				crouch_ads       = 0,&lt;br /&gt;
				air_ads          = 0,&lt;br /&gt;
			},&lt;br /&gt;
			decay_delay          = 0.325,&lt;br /&gt;
			decay_rate           = 12.0,&lt;br /&gt;
		},&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;ヘムロックバーストAR&amp;quot;] = aw.mergeTable(assault_rifle, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;ヘムロック&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;heavy&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;heavy&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = true,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	burst_count = 3,&lt;br /&gt;
	burst_delay = 0.28,&lt;br /&gt;
	cost = { 450, 600, 800, 1100 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 20,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 20,&lt;br /&gt;
	damage_far_value      = 20,&lt;br /&gt;
	damage_very_far_value = 20,&lt;br /&gt;
	firerate = 15.5,&lt;br /&gt;
	is_semi_auto = true,&lt;br /&gt;
	magazine = { 18, 24, 27, 30 },&lt;br /&gt;
	magazine_mobile = { 21, 27, 30, 36 },&lt;br /&gt;
	projectile_speed = 27500,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip        = 3.6,&lt;br /&gt;
		stand_hip_run    = 7.15,&lt;br /&gt;
		stand_hip_sprint = 8.4,&lt;br /&gt;
		crouch_hip       = 3.0,&lt;br /&gt;
		air_hip          = 8.4,&lt;br /&gt;
		kick_on_fire = {&lt;br /&gt;
			stand_hip    = 0.45,&lt;br /&gt;
			crouch_hip   = 0.45,&lt;br /&gt;
			air_hip      = 0.45,&lt;br /&gt;
		},&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip    = 3.75,&lt;br /&gt;
			crouch_hip   = 3.0,&lt;br /&gt;
			air_hip      = 5.0,&lt;br /&gt;
		},&lt;br /&gt;
		decay_delay      = 0.21,&lt;br /&gt;
		decay_rate       = 14.0,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 2.4,&lt;br /&gt;
		reloadempty = 2.85,&lt;br /&gt;
		deployfirst = 1.25,&lt;br /&gt;
	},&lt;br /&gt;
	altfire = {&lt;br /&gt;
		burst_count  = 0,&lt;br /&gt;
		burst_delay  = 0,&lt;br /&gt;
		is_semi_auto = true,&lt;br /&gt;
		firerate     = 6.4,&lt;br /&gt;
	},&lt;br /&gt;
	boosted_loader = {&lt;br /&gt;
		magazine = { 24, 30, 33, 36 },&lt;br /&gt;
		reloadfast = 1.75,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;R-301カービン&amp;quot;] = aw.mergeTable(assault_rifle, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;R-301&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;light&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;light&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = true,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 600, 800, 1150, 1500 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 14,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 14,&lt;br /&gt;
	damage_far_value      = 14,&lt;br /&gt;
	damage_very_far_value = 14,&lt;br /&gt;
	firerate = 13.5,&lt;br /&gt;
 	is_semi_auto = false,&lt;br /&gt;
	magazine = { 18, 20, 25, 28 },&lt;br /&gt;
	magazine_mobile = { 20, 22, 28, 32 },&lt;br /&gt;
	projectile_speed = 29000,&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 2.4,&lt;br /&gt;
		reloadempty = 3.2,&lt;br /&gt;
		deployfirst = 1.1,&lt;br /&gt;
	},&lt;br /&gt;
	altfire = {&lt;br /&gt;
		is_semi_auto = true,&lt;br /&gt;
	},&lt;br /&gt;
	anvil_receiver = {&lt;br /&gt;
		ammo_per_shot = 2,&lt;br /&gt;
		damage = {&lt;br /&gt;
			base = 35,&lt;br /&gt;
		},&lt;br /&gt;
		damage_near_distance     = 1000,&lt;br /&gt;
		damage_near_value        = 35,&lt;br /&gt;
		damage_far_distance      = 2500,&lt;br /&gt;
		damage_far_value         = 35,&lt;br /&gt;
		damage_very_far_distance = 5000,&lt;br /&gt;
		damage_very_far_value    = 35,&lt;br /&gt;
		damage_head_distance     = 11828, -- 300m&lt;br /&gt;
		damage_head_scale        = 1.75,&lt;br /&gt;
		damage_legs_scale        = 0.9,&lt;br /&gt;
		firerate = 3.5,&lt;br /&gt;
		spread = {&lt;br /&gt;
			stand_hip            = 6.5,&lt;br /&gt;
			stand_hip_run        = 8.5,&lt;br /&gt;
			stand_hip_sprint     = 9.5,&lt;br /&gt;
			crouch_hip           = 5.0,&lt;br /&gt;
			air_hip              = 9.5,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads            = 0.0,&lt;br /&gt;
			crouch_ads           = 0.0,&lt;br /&gt;
			air_ads              = 6.0,&lt;br /&gt;
			&lt;br /&gt;
			moving_increase_rate = 20,&lt;br /&gt;
			moving_decay_rate    = 25,&lt;br /&gt;
			kick_on_fire = {&lt;br /&gt;
				stand_hip        = 0.65,&lt;br /&gt;
				crouch_hip       = 0.65,&lt;br /&gt;
				air_hip          = 0.65,&lt;br /&gt;
				&lt;br /&gt;
				stand_ads        = 0.0,&lt;br /&gt;
				crouch_ads       = 0.0,&lt;br /&gt;
				air_ads          = 0.0,&lt;br /&gt;
			},&lt;br /&gt;
			max_kick = {&lt;br /&gt;
				stand_hip        = 9.0,&lt;br /&gt;
				crouch_hip       = 6.0,&lt;br /&gt;
				air_hip          = 9.0,&lt;br /&gt;
				&lt;br /&gt;
				stand_ads        = 0,&lt;br /&gt;
				crouch_ads       = 0,&lt;br /&gt;
				air_ads          = 0,&lt;br /&gt;
			},&lt;br /&gt;
			decay_delay          = 0.275,&lt;br /&gt;
			decay_rate           = 12.0,&lt;br /&gt;
		},&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;ハボックライフル&amp;quot;] = aw.mergeTable(assault_rifle, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;ハボック&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;energy&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;energy&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 400, 600, 850, 1250 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 18,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 18,&lt;br /&gt;
	damage_far_value      = 18,&lt;br /&gt;
	damage_very_far_value = 18,&lt;br /&gt;
	firerate = 11.2,&lt;br /&gt;
 	is_semi_auto = false,&lt;br /&gt;
	magazine = { 24, 28, 32, 36 },&lt;br /&gt;
	magazine_mobile = { 26, 30, 34, 38 },&lt;br /&gt;
	projectile_drag_coefficient = 0,&lt;br /&gt;
	projectile_gravity_scale    = 1.15,&lt;br /&gt;
	projectile_speed            = 30500,&lt;br /&gt;
	raise = 0.42,&lt;br /&gt;
	release = os.time { year = 2019, month = 4, day = 17, hour = 3 },&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 3.2,&lt;br /&gt;
		reloadempty = 3.2,&lt;br /&gt;
		deployfirst = 1.5,&lt;br /&gt;
	},&lt;br /&gt;
	selectfire_receiver = {&lt;br /&gt;
		ammo_per_shot = 4,&lt;br /&gt;
		damage = {&lt;br /&gt;
			base    = 60,&lt;br /&gt;
		},&lt;br /&gt;
		damage_near_distance     = 2952, --  (75m) &amp;lt;= 1377 (35m)&lt;br /&gt;
		damage_near_value        =   60, -- &amp;lt;= 55&lt;br /&gt;
		damage_far_distance      = 4921, -- (125m) &amp;lt;= 2952 (75m)&lt;br /&gt;
		damage_far_value         =   50, -- &amp;lt;= 45&lt;br /&gt;
		damage_very_far_distance = 9842, -- (250m)&lt;br /&gt;
		damage_very_far_value    =   15,&lt;br /&gt;
		damage_head_distance     = 5905, -- (150m)&lt;br /&gt;
		damage_head_scale        =    1.5,&lt;br /&gt;
		damage_legs_scale        =    1,&lt;br /&gt;
		firerate = 1.8,&lt;br /&gt;
	 	is_semi_auto = true,&lt;br /&gt;
		raise = 0.6,&lt;br /&gt;
	},&lt;br /&gt;
	turbocharger = {&lt;br /&gt;
		raise = 0.01,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
-- Sub Machine Gun&lt;br /&gt;
local submachine_gun = {&lt;br /&gt;
	category                    = &amp;quot;sub_machine_gun&amp;quot;,&lt;br /&gt;
	release                     = os.time { year = 2019, month = 2, day = 5, hour = 5 },&lt;br /&gt;
	&lt;br /&gt;
	damage_near_distance        =  900,&lt;br /&gt;
	damage_far_distance         = 1500,&lt;br /&gt;
	damage_very_far_distance    = 3500,&lt;br /&gt;
	damage_head_distance        = 1500,&lt;br /&gt;
	damage_head_scale           =    1.5,&lt;br /&gt;
	damage_legs_scale           =    0.8,&lt;br /&gt;
	&lt;br /&gt;
	move_speed                  = 0.85,&lt;br /&gt;
	projectile_drag_coefficient = 0.0025,&lt;br /&gt;
	projectile_gravity_scale    = 1.15,&lt;br /&gt;
	bolt_zero_distance          = 1378.0, -- 35m&lt;br /&gt;
	projectile_lifetime         = 3.0,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip               = 2.0,&lt;br /&gt;
		stand_hip_run           = 3.0,&lt;br /&gt;
		stand_hip_sprint        = 5.0,&lt;br /&gt;
		crouch_hip              = 1.6,&lt;br /&gt;
		air_hip                 = 7.0,&lt;br /&gt;
		&lt;br /&gt;
		stand_ads               = 0.35,&lt;br /&gt;
		crouch_ads              = 0.25,&lt;br /&gt;
		air_ads                 = 5.0,&lt;br /&gt;
		&lt;br /&gt;
		moving_increase_rate    = 3,&lt;br /&gt;
		moving_decay_rate       = 10.5,&lt;br /&gt;
		kick_on_fire = {&lt;br /&gt;
			stand_hip           = 0.18,&lt;br /&gt;
			crouch_hip          = 0.18,&lt;br /&gt;
			air_hip             = 0.18,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads           = 0,&lt;br /&gt;
			crouch_ads          = 0,&lt;br /&gt;
			air_ads             = 0,&lt;br /&gt;
		},&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip           = 2.0,&lt;br /&gt;
			crouch_hip          = 1.5,&lt;br /&gt;
			air_hip             = 3.0,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads           = 0,&lt;br /&gt;
			crouch_ads          = 0,&lt;br /&gt;
			air_ads             = 0,&lt;br /&gt;
		},&lt;br /&gt;
		decay_delay             = 0.15,&lt;br /&gt;
		decay_rate              = 12.0,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		draw     = 0.35,&lt;br /&gt;
		holster  = 0.3,&lt;br /&gt;
		upper    = 0.3,&lt;br /&gt;
		lower    = 0.25,&lt;br /&gt;
		zoom_in  = 0.22,&lt;br /&gt;
		zoom_out = 0.2,&lt;br /&gt;
		hcog_classic       = { zoom_in = 0.24, zoom_out = 0.22 },&lt;br /&gt;
		hcog_bruiser       = { zoom_in = 0.24, zoom_out = 0.22 },&lt;br /&gt;
		holosight          = { zoom_in = 0.24, zoom_out = 0.22 },&lt;br /&gt;
		holosight_variable = { zoom_in = 0.24, zoom_out = 0.22 },&lt;br /&gt;
		threat             = { zoom_in = 0.24, zoom_out = 0.22 },&lt;br /&gt;
		--hcog_ranged        = { zoom_in = 0.27, zoom_out = 0.23 },&lt;br /&gt;
		--aog_variable       = { zoom_in = 0.27, zoom_out = 0.23 },&lt;br /&gt;
	},&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;オルタネーターSMG&amp;quot;] = aw.mergeTable(submachine_gun, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;オルタネーター&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;light&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;light&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = true,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = true,&lt;br /&gt;
		disruptor_rounds_only = true,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 400, 550, 800, 1100 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 16,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 16,&lt;br /&gt;
	damage_far_value      = 16,&lt;br /&gt;
	damage_very_far_value = 16,&lt;br /&gt;
	firerate = 10,&lt;br /&gt;
	is_semi_auto = false,&lt;br /&gt;
	magazine = { 19, 22, 25, 27 },&lt;br /&gt;
	magazine_mobile = { 21, 25, 29, 32 },&lt;br /&gt;
	magazine_reserve = 218,&lt;br /&gt;
	projectile_speed = 19500,&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 1.9,&lt;br /&gt;
		reloadempty = 2.23,&lt;br /&gt;
		deployfirst = 1.2,&lt;br /&gt;
	},&lt;br /&gt;
	disruptor_rounds = {&lt;br /&gt;
		damage_shield_scale = 1.4,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;プラウラーバーストPDW&amp;quot;] = aw.mergeTable(submachine_gun, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;プラウラー&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	category = &amp;quot;sub_machine_gun&amp;quot;,&lt;br /&gt;
	ammo = &amp;quot;heavy&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;heavy&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	burst_count = 5,&lt;br /&gt;
	burst_delay = 0.24,&lt;br /&gt;
	cost = { 450, 550, 800, 1100 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 14,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 14,&lt;br /&gt;
	damage_far_value      = 14,&lt;br /&gt;
	damage_very_far_value = 14,&lt;br /&gt;
	firerate = 21,&lt;br /&gt;
	is_semi_auto = true,&lt;br /&gt;
	magazine = { 20, 25, 30, 35 },&lt;br /&gt;
	magazine_mobile = { 25, 30, 35, 40 },&lt;br /&gt;
	magazine_reserve = 210,&lt;br /&gt;
	projectile_speed = 18000,&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 2,&lt;br /&gt;
		reloadempty = 2.6,&lt;br /&gt;
		deployfirst = 1.4,&lt;br /&gt;
	},&lt;br /&gt;
	selectfire_receiver = {&lt;br /&gt;
		burst_count = 0,&lt;br /&gt;
		burst_delay = 0,&lt;br /&gt;
		firerate = 13.25,&lt;br /&gt;
		is_semi_auto = false,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;R-99 SMG&amp;quot;] = aw.mergeTable(submachine_gun, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;R-99&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;light&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;light&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = true,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 450, 600, 900, 1200 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 11,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 11,&lt;br /&gt;
	damage_far_value      = 11,&lt;br /&gt;
	damage_very_far_value = 11,&lt;br /&gt;
	firerate = 18,&lt;br /&gt;
	is_semi_auto = false,&lt;br /&gt;
	magazine = { 20, 22, 24, 27 },&lt;br /&gt;
	magazine_mobile = { 22, 25, 28, 32 },&lt;br /&gt;
	projectile_speed = 21000,&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 1.8,&lt;br /&gt;
		reloadempty = 2.45,&lt;br /&gt;
		deployfirst = 1,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;ボルトSMG&amp;quot;] = aw.mergeTable(submachine_gun, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;ボルト&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;energy&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;special_energy&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = true,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 550, 700, 950, 1250 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 15,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 15,&lt;br /&gt;
	damage_far_value      = 15,&lt;br /&gt;
	damage_very_far_value = 15,&lt;br /&gt;
	damage_near_distance  = 800,&lt;br /&gt;
	firerate = 12,&lt;br /&gt;
	is_semi_auto = false,&lt;br /&gt;
	magazine = 28,--{ 19, 21, 23, 26 },&lt;br /&gt;
	magazine_mobile = 34,&lt;br /&gt;
	magazine_reserve = 210,&lt;br /&gt;
	projectile_drag_coefficient = 0,&lt;br /&gt;
	projectile_gravity_scale    = 0.8,&lt;br /&gt;
	projectile_speed            = 23500,&lt;br /&gt;
	release = os.time { year = 2020, month = 8, day = 18, hour = 14 },&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip        = 4.125,&lt;br /&gt;
		stand_hip_run    = 4.875,&lt;br /&gt;
		stand_hip_sprint = 5.25,&lt;br /&gt;
		crouch_hip       = 3.0,&lt;br /&gt;
		air_hip          = 5.625,&lt;br /&gt;
		&lt;br /&gt;
		moving_increase_rate = 3,&lt;br /&gt;
		moving_decay_rate    = 11.5,&lt;br /&gt;
		kick_on_fire = {&lt;br /&gt;
			stand_hip    = 0.15,&lt;br /&gt;
			crouch_hip   = 0.12,&lt;br /&gt;
			air_hip      = 0.2,&lt;br /&gt;
		},&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip    = 2.0,&lt;br /&gt;
			crouch_hip   = 1.5,&lt;br /&gt;
			air_hip      = 3.0,&lt;br /&gt;
		},&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 2,&lt;br /&gt;
		reloadempty = 2.25,&lt;br /&gt;
		deployfirst = 1,&lt;br /&gt;
		draw        = 0.4,&lt;br /&gt;
		holster     = 0.5,&lt;br /&gt;
		upper       = 0.3,&lt;br /&gt;
		lower       = 0.25,&lt;br /&gt;
		zoom_in     = 0.2,&lt;br /&gt;
		zoom_out    = 0.15,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;C.A.R. SMG&amp;quot;] = aw.mergeTable(submachine_gun, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;CAR&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;heavy&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = true,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 550, 750, 1000, 1350 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 13,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 13,&lt;br /&gt;
	damage_far_value      = 13,&lt;br /&gt;
	damage_very_far_value = 13,&lt;br /&gt;
	damage_near_distance  = 800,&lt;br /&gt;
	firerate = 15.5,&lt;br /&gt;
	is_semi_auto = false,&lt;br /&gt;
	magazine = { 20, 22, 24, 27 },&lt;br /&gt;
	projectile_speed            = 18500,&lt;br /&gt;
	release = os.time { year = 2021, month = 11, day = 2, hour = 2 },&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 1.7,&lt;br /&gt;
		reloadempty = 2.13,&lt;br /&gt;
		deployfirst = 1.1,&lt;br /&gt;
		draw        = 0.4,&lt;br /&gt;
		holster     = 0.3,&lt;br /&gt;
		upper       = 0.3,&lt;br /&gt;
		lower       = 0.25,&lt;br /&gt;
		zoom_in     = 0.2,&lt;br /&gt;
		zoom_out    = 0.2,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
-- Marksman Weapon&lt;br /&gt;
local marksman_weapon = aw.mergeTable(assault_rifle, {&lt;br /&gt;
	category                    = &amp;quot;marksman_weapon&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	damage_head_distance        = 17716, -- 450m&lt;br /&gt;
	&lt;br /&gt;
	is_semi_auto                = true,&lt;br /&gt;
	move_speed                  = 0.425,&lt;br /&gt;
	projectile_drag_coefficient = 0.0033,&lt;br /&gt;
	projectile_gravity_scale    = 1.4,&lt;br /&gt;
	spread = {&lt;br /&gt;
		kick_on_fire = {&lt;br /&gt;
			stand_hip           = 0.75,&lt;br /&gt;
			crouch_hip          = 0.75,&lt;br /&gt;
			air_hip             = 0.75,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads           = 0,&lt;br /&gt;
			crouch_ads          = 0,&lt;br /&gt;
			air_ads             = 0,&lt;br /&gt;
		},&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip           = 3.5,&lt;br /&gt;
			crouch_hip          = 3.0,&lt;br /&gt;
			air_hip             = 4.5,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads           = 0,&lt;br /&gt;
			crouch_ads          = 0,&lt;br /&gt;
			air_ads             = 0,&lt;br /&gt;
		},&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		draw     = 0.6,&lt;br /&gt;
		holster  = 0.5,&lt;br /&gt;
		upper    = 0.4,&lt;br /&gt;
		lower    = 0.35,&lt;br /&gt;
		zoom_in  = 0.3,&lt;br /&gt;
		zoom_out = 0.26,&lt;br /&gt;
		hcog_classic       = { zoom_in = 0.29, zoom_out = 0.25 },&lt;br /&gt;
		hcog_bruiser       = { zoom_in = 0.29, zoom_out = 0.25 },&lt;br /&gt;
		holosight          = { zoom_in = 0.29, zoom_out = 0.25 },&lt;br /&gt;
		holosight_variable = { zoom_in = 0.29, zoom_out = 0.25 },&lt;br /&gt;
		hcog_ranged        = { zoom_in = 0.34, zoom_out = 0.29 },&lt;br /&gt;
		aog_variable       = { zoom_in = 0.36, zoom_out = 0.3  },&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;G7スカウト&amp;quot;] = aw.mergeTable(marksman_weapon, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;G7スカウト&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;light&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;light&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = true,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 400, 650, 950, 1150 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 34,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 34,&lt;br /&gt;
	damage_far_value      = 34,&lt;br /&gt;
	damage_very_far_value = 34,&lt;br /&gt;
	damage_head_scale     = 2,&lt;br /&gt;
	firerate = 4,&lt;br /&gt;
	magazine = { 10, 15, 18, 20 },&lt;br /&gt;
	magazine_mobile = { 14, 20, 22, 24 },&lt;br /&gt;
	magazine_reserve = 140,&lt;br /&gt;
	projectile_speed = 30000,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip            = 3.0,&lt;br /&gt;
		stand_hip_run        = 6.25,&lt;br /&gt;
		stand_hip_sprint     = 7.5,&lt;br /&gt;
		crouch_hip           = 2.25,&lt;br /&gt;
		air_hip              = 7.0,&lt;br /&gt;
		moving_increase_rate = 20,&lt;br /&gt;
		moving_decay_rate    = 20,&lt;br /&gt;
		decay_rate           = 5,&lt;br /&gt;
		decay_delay          = 16.25,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		deployfirst = 1.42,&lt;br /&gt;
		draw        = 0.6,&lt;br /&gt;
		holster     = 0.5,&lt;br /&gt;
		upper       = 0.4,&lt;br /&gt;
		lower       = 0.35,&lt;br /&gt;
		reload      = 2.4,&lt;br /&gt;
		reloadempty = 3,&lt;br /&gt;
		zoom_in     = 0.32,&lt;br /&gt;
		zoom_out    = 0.25,&lt;br /&gt;
		hcog_classic       = { zoom_in = 0.35, zoom_out = 0.28 },&lt;br /&gt;
		hcog_bruiser       = { zoom_in = 0.35, zoom_out = 0.28 },&lt;br /&gt;
		holosight          = { zoom_in = 0.35, zoom_out = 0.28 },&lt;br /&gt;
		holosight_variable = { zoom_in = 0.35, zoom_out = 0.28 },&lt;br /&gt;
		hcog_ranged        = { zoom_in = 0.42, zoom_out = 0.35 },&lt;br /&gt;
		aog_variable       = { zoom_in = 0.42, zoom_out = 0.35 },&lt;br /&gt;
	},&lt;br /&gt;
	double_tap_trigger = {&lt;br /&gt;
		burst_count = 2,&lt;br /&gt;
		burst_delay = 0.375,&lt;br /&gt;
		firerate    = 10,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;トリプルテイク&amp;quot;] = aw.mergeTable(marksman_weapon, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;トリプルテイク&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;energy&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;energy&amp;quot;,&lt;br /&gt;
	ammo_per_shot = 3,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	charge = 1.1,&lt;br /&gt;
	charge_cooldown       = 0.75,&lt;br /&gt;
	charge_cooldown_delay = 0.75,&lt;br /&gt;
	charge_levels = 4,&lt;br /&gt;
	cost = { 500, 800, 1050, 1350 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 21,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 21,&lt;br /&gt;
	damage_far_value      = 21,&lt;br /&gt;
	damage_very_far_value = 21,&lt;br /&gt;
	damage_legs_scale     = 0.9,&lt;br /&gt;
	firerate = 1.3,&lt;br /&gt;
	magazine = { 18, 21, 24, 27 },&lt;br /&gt;
	magazine_mobile = { 21, 24, 27, 33 },&lt;br /&gt;
	--magazine_reserve = 63,&lt;br /&gt;
	pellet = 3,&lt;br /&gt;
	projectile_drag_coefficient = 0,&lt;br /&gt;
	projectile_speed = 32000,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip            = 4.0,&lt;br /&gt;
		stand_hip_run        = 6.0,&lt;br /&gt;
		stand_hip_sprint     = 7.0,&lt;br /&gt;
		crouch_hip           = 3.0,&lt;br /&gt;
		air_hip              = 8.0,&lt;br /&gt;
		&lt;br /&gt;
		stand_ads            = 0,&lt;br /&gt;
		crouch_ads           = 0,&lt;br /&gt;
		air_ads              = 4,&lt;br /&gt;
		&lt;br /&gt;
		moving_increase_rate = 20,&lt;br /&gt;
		moving_decay_rate    = 20,&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip        = 7,&lt;br /&gt;
			crouch_hip       = 5,&lt;br /&gt;
			air_hip          = 9,&lt;br /&gt;
		},&lt;br /&gt;
		decay_rate           = 10,&lt;br /&gt;
		decay_delay          = 0.1,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 2.6,&lt;br /&gt;
		reloadempty = 3.4,&lt;br /&gt;
		deployfirst = 1.5,&lt;br /&gt;
		draw        = 0.65,&lt;br /&gt;
		holster     = 0.55,&lt;br /&gt;
		upper       = 0.5,&lt;br /&gt;
		lower       = 0.4,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;30-30リピーター&amp;quot;] = aw.mergeTable(marksman_weapon, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;30-30&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;heavy&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;heavy&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	charge = 0.35,&lt;br /&gt;
	charge_additional_scale = 0.36,&lt;br /&gt;
	charge_cooldown         = 0.01,&lt;br /&gt;
	charge_cooldown_delay   = 0,&lt;br /&gt;
	charge_delay            = 0.3,&lt;br /&gt;
	charge_levels           = 2,&lt;br /&gt;
	cost = { 400, 550, 850, 1050 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 42,&lt;br /&gt;
		charged = 57,&lt;br /&gt;
		skullpiercer_rifling = 2.1,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 42,&lt;br /&gt;
	damage_far_value      = 42,&lt;br /&gt;
	damage_very_far_value = 42,&lt;br /&gt;
	damage_legs_scale     = 0.85,&lt;br /&gt;
	firerate = 3.85,&lt;br /&gt;
	magazine = { 6, 8, 10, 12 },&lt;br /&gt;
	magazine_mobile = { 10, 12, 14, 16 },&lt;br /&gt;
	projectile_speed = 29000,&lt;br /&gt;
	rechamber = 0.685,&lt;br /&gt;
	release = os.time { year = 2021, month = 2, day = 3, hour = 3 },&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip            = 2.15,&lt;br /&gt;
		stand_hip_run        = 4.45,&lt;br /&gt;
		stand_hip_sprint     = 4.95,&lt;br /&gt;
		crouch_hip           = 1.9,&lt;br /&gt;
		air_hip              = 6.0,&lt;br /&gt;
		moving_increase_rate = 20,&lt;br /&gt;
		moving_decay_rate    = 25,&lt;br /&gt;
		decay_rate           = 2.55,&lt;br /&gt;
		decay_delay          = 0.26,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 0.33,&lt;br /&gt;
		reloadempty = 0.75,&lt;br /&gt;
		reload_segment_loop = 0.4,&lt;br /&gt;
		reload_segment_end  = 0.45,&lt;br /&gt;
		reload_segment_one  = 0.6,&lt;br /&gt;
		deployfirst = 1.4,&lt;br /&gt;
		zoom_in     = 0.31,&lt;br /&gt;
		zoom_out    = 0.28,&lt;br /&gt;
	},&lt;br /&gt;
	skullpiercer_rifling = {&lt;br /&gt;
		damage_head_scale = 2.1,&lt;br /&gt;
	},&lt;br /&gt;
	dual_shell = {&lt;br /&gt;
		ammo_size_segmented_reload = 2,&lt;br /&gt;
	},&lt;br /&gt;
	shatter_caps = {&lt;br /&gt;
		charge = 0,&lt;br /&gt;
		charge_additional_scale = 0,&lt;br /&gt;
		charge_levels           = 0,&lt;br /&gt;
		damage = {&lt;br /&gt;
			base = 7,&lt;br /&gt;
		},&lt;br /&gt;
		damage_near_value     = 7,&lt;br /&gt;
		damage_far_value      = 7,&lt;br /&gt;
		damage_very_far_value = 7,&lt;br /&gt;
		damage_head_scale     = 1.25,&lt;br /&gt;
		damage_legs_scale     = 1,&lt;br /&gt;
		move_speed = 0.9,&lt;br /&gt;
		pellet = 7,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;ボセックコンパウンドボウ&amp;quot;] = aw.mergeTable(marksman_weapon, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;ボセック&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;special_arrows&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = false,&lt;br /&gt;
		stock = false,&lt;br /&gt;
	},&lt;br /&gt;
	charge = 0.54,&lt;br /&gt;
	charge_minimum = 0.081, -- 15%&lt;br /&gt;
	charge_cooldown       = 0.21,&lt;br /&gt;
	charge_cooldown_delay = 0.1,&lt;br /&gt;
	charge_levels = 6,&lt;br /&gt;
	charge_levels_available = { 2, 3, 4, 5 },&lt;br /&gt;
	charge_rates            = { 0, 0.1, 0.2, 0.35, 0.5, 1 },&lt;br /&gt;
	charge_minrate          = 0.15,&lt;br /&gt;
	cost = { 500, 650, 850, 1100 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 25,&lt;br /&gt;
		--charged = 60,&lt;br /&gt;
		charged = 70,&lt;br /&gt;
		headshot_charged = 1.75,&lt;br /&gt;
		legshot_charged = 0.9,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 25,&lt;br /&gt;
	damage_far_value      = 25,&lt;br /&gt;
	damage_very_far_value = 25,&lt;br /&gt;
	damage_head_distance  = 11828, -- 300m&lt;br /&gt;
	damage_head_scale     = 1.25,&lt;br /&gt;
	firerate = 3,&lt;br /&gt;
	magazine = math.huge,&lt;br /&gt;
	magazine_reserve = 80,&lt;br /&gt;
	move_speed = 0.85,&lt;br /&gt;
	move_speed_charged = 0.5,&lt;br /&gt;
	projectile_gravity_scale_charged = 1.5,&lt;br /&gt;
	projectile_speed                 = 10000,&lt;br /&gt;
	projectile_speed_charged         = 28000,&lt;br /&gt;
	release = os.time { year = 2021, month = 5, day = 5, hour = 2 },&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip            = 0.5,&lt;br /&gt;
		stand_hip_run        = 0.5,&lt;br /&gt;
		stand_hip_sprint     = 4.0,&lt;br /&gt;
		crouch_hip           = 2.25,&lt;br /&gt;
		air_hip              = 3.5,&lt;br /&gt;
		&lt;br /&gt;
		stand_ads            = 0.0,&lt;br /&gt;
		crouch_ads           = 0.0,&lt;br /&gt;
		air_ads              = 3.5,&lt;br /&gt;
		&lt;br /&gt;
		moving_increase_rate = 3,&lt;br /&gt;
		moving_decay_rate    = 10.5,&lt;br /&gt;
		kick_on_fire = {&lt;br /&gt;
			stand_hip        = 0,&lt;br /&gt;
			crouch_hip       = 0,&lt;br /&gt;
			air_hip          = 0,&lt;br /&gt;
		},&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip        = 4,&lt;br /&gt;
			crouch_hip       = 4,&lt;br /&gt;
			air_hip          = 8,&lt;br /&gt;
		},&lt;br /&gt;
		decay_rate           = 12,&lt;br /&gt;
		decay_delay          = 0.15,&lt;br /&gt;
	},&lt;br /&gt;
	spread_charged = aw.mergeTable(marksman_weapon.spread, {&lt;br /&gt;
		stand_hip            = 1.65,&lt;br /&gt;
		stand_hip_run        = 2.0,&lt;br /&gt;
		stand_hip_sprint     = 2.5,&lt;br /&gt;
		crouch_hip           = 1.15,&lt;br /&gt;
		air_hip              = 3.5,&lt;br /&gt;
		&lt;br /&gt;
		stand_ads            = 0.0,&lt;br /&gt;
		crouch_ads           = 0.0,&lt;br /&gt;
		air_ads              = 3.5,&lt;br /&gt;
		&lt;br /&gt;
		moving_increase_rate = 3,&lt;br /&gt;
		moving_decay_rate    = 10.5,&lt;br /&gt;
		kick_on_fire = {&lt;br /&gt;
			stand_hip        = 0,&lt;br /&gt;
			crouch_hip       = 0,&lt;br /&gt;
			air_hip          = 0,&lt;br /&gt;
		},&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip        = 4,&lt;br /&gt;
			crouch_hip       = 4,&lt;br /&gt;
			air_hip          = 8,&lt;br /&gt;
		},&lt;br /&gt;
		decay_rate           = 12,&lt;br /&gt;
		decay_delay          = 0.15,&lt;br /&gt;
	}),&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 2.15,&lt;br /&gt;
		reloadempty = 3,&lt;br /&gt;
		deployfirst = 2,&lt;br /&gt;
		draw        = 1,&lt;br /&gt;
		holster     = 0.5,&lt;br /&gt;
		upper       = 0.5,&lt;br /&gt;
		lower       = 0.4,&lt;br /&gt;
		zoom_in     = 0.5,&lt;br /&gt;
		zoom_out    = 0.5,&lt;br /&gt;
		hcog_classic       = { zoom_in = 0.5,  zoom_out = 0.5  },&lt;br /&gt;
		hcog_bruiser       = { zoom_in = 0.5,  zoom_out = 0.5  },&lt;br /&gt;
		holosight          = { zoom_in = 0.5,  zoom_out = 0.5  },&lt;br /&gt;
		holosight_variable = { zoom_in = 0.5,  zoom_out = 0.5  },&lt;br /&gt;
		hcog_ranged        = { zoom_in = 0.5,  zoom_out = 0.5  },&lt;br /&gt;
	},&lt;br /&gt;
	charge_lvl1 = { -- 10%&lt;br /&gt;
		damage_near_value     = 25,&lt;br /&gt;
		damage_far_value      = 25,&lt;br /&gt;
		damage_very_far_value = 25,&lt;br /&gt;
		move_speed            = 0.82,&lt;br /&gt;
	},&lt;br /&gt;
	charge_lvl2 = { -- 20%&lt;br /&gt;
		damage_near_value     = 32,&lt;br /&gt;
		damage_far_value      = 32,&lt;br /&gt;
		damage_very_far_value = 32,&lt;br /&gt;
		move_speed            = 0.78,&lt;br /&gt;
	},&lt;br /&gt;
	charge_lvl3 = { -- 35%&lt;br /&gt;
		damage_near_value     = 37,&lt;br /&gt;
		damage_far_value      = 37,&lt;br /&gt;
		damage_very_far_value = 37,&lt;br /&gt;
		move_speed            = 0.73,&lt;br /&gt;
	},&lt;br /&gt;
	charge_lvl4 = { -- 50%&lt;br /&gt;
		damage_near_value     = 44,&lt;br /&gt;
		damage_far_value      = 44,&lt;br /&gt;
		damage_very_far_value = 44,&lt;br /&gt;
		move_speed            = 0.66,&lt;br /&gt;
	},&lt;br /&gt;
	charge_lvl5 = { -- 100%&lt;br /&gt;
		damage_near_value     = 60,&lt;br /&gt;
		damage_far_value      = 60,&lt;br /&gt;
		damage_very_far_value = 60,&lt;br /&gt;
		damage_head_scale     = 1.75,&lt;br /&gt;
		damage_legs_scale     = 0.9,&lt;br /&gt;
		move_speed            = 0.5,&lt;br /&gt;
	},&lt;br /&gt;
	deadeyes_tempo = {&lt;br /&gt;
		charge = 0.38,&lt;br /&gt;
		charge_minimum = 0.057,&lt;br /&gt;
		firerate_maximum_count = 2,&lt;br /&gt;
	},&lt;br /&gt;
	shatter_caps = {&lt;br /&gt;
		charge_levels_available = { 0, 3, 5 },&lt;br /&gt;
		damage = {&lt;br /&gt;
			base = 6,&lt;br /&gt;
			charged = 12,&lt;br /&gt;
			legshot_charged = 1,&lt;br /&gt;
		},&lt;br /&gt;
		damage_near_value     = 5,&lt;br /&gt;
		damage_far_value      = 5,&lt;br /&gt;
		damage_very_far_value = 5,&lt;br /&gt;
		damage_head_scale     = 1.25,&lt;br /&gt;
		damage_legs_scale     = 0.8,&lt;br /&gt;
		pellet = 7,&lt;br /&gt;
		projectile_speed_charged = 16000,&lt;br /&gt;
		charge_lvl3 = { -- 35%&lt;br /&gt;
			damage_near_value     = 8,&lt;br /&gt;
			damage_far_value      = 8,&lt;br /&gt;
			damage_very_far_value = 8,&lt;br /&gt;
		},&lt;br /&gt;
		charge_lvl5 = { -- 100%&lt;br /&gt;
			damage_near_value     = 11,&lt;br /&gt;
			damage_far_value      = 11,&lt;br /&gt;
			damage_very_far_value = 11,&lt;br /&gt;
			damage_head_scale     = 1.25,&lt;br /&gt;
			damage_legs_scale     = 1,&lt;br /&gt;
			move_speed            = 0.5,&lt;br /&gt;
		},&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
-- Light Machine Gun&lt;br /&gt;
local lightmachine_gun = {&lt;br /&gt;
	category                    = &amp;quot;light_machine_gun&amp;quot;,&lt;br /&gt;
	release                     = os.time { year = 2019, month = 2, day = 5, hour = 5 },&lt;br /&gt;
	&lt;br /&gt;
	damage_near_distance        = 1500,&lt;br /&gt;
	damage_far_distance         = 2500,&lt;br /&gt;
	damage_very_far_distance    = 5000,&lt;br /&gt;
	damage_head_distance        = 2250,&lt;br /&gt;
	damage_head_scale           =    1.5,&lt;br /&gt;
	damage_legs_scale           =    0.85,&lt;br /&gt;
	&lt;br /&gt;
	move_speed                  = 0.4,&lt;br /&gt;
	projectile_drag_coefficient = 0,&lt;br /&gt;
	projectile_gravity_scale    = 1.4,&lt;br /&gt;
	bolt_zero_distance          = 1968.5, -- 50m&lt;br /&gt;
	projectile_lifetime         = 5.0,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip               = 2.5,&lt;br /&gt;
		stand_hip_run           = 3.0,&lt;br /&gt;
		stand_hip_sprint        = 3.5,&lt;br /&gt;
		crouch_hip              = 1.75,&lt;br /&gt;
		air_hip                 = 5.0,&lt;br /&gt;
		&lt;br /&gt;
		stand_ads               = 0,&lt;br /&gt;
		crouch_ads              = 0,&lt;br /&gt;
		air_ads                 = 6.0,&lt;br /&gt;
		&lt;br /&gt;
		moving_increase_rate    = 3,&lt;br /&gt;
		moving_decay_rate       = 10.5,&lt;br /&gt;
		kick_on_fire = {&lt;br /&gt;
			stand_hip           = 0.25,&lt;br /&gt;
			crouch_hip          = 0.25,&lt;br /&gt;
			air_hip             = 0.25,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads           = 0,&lt;br /&gt;
			crouch_ads          = 0,&lt;br /&gt;
			air_ads             = 0,&lt;br /&gt;
		},&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip           = 3.5,&lt;br /&gt;
			crouch_hip          = 2.5,&lt;br /&gt;
			air_hip             = 4.0,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads           = 0,&lt;br /&gt;
			crouch_ads          = 0,&lt;br /&gt;
			air_ads             = 0,&lt;br /&gt;
		},&lt;br /&gt;
		decay_delay             = 0.3,&lt;br /&gt;
		decay_rate              = 12,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		draw     = 0.8,&lt;br /&gt;
		holster  = 0.75,&lt;br /&gt;
		upper    = 0.65,&lt;br /&gt;
		lower    = 0.6,&lt;br /&gt;
		zoom_in  = 0.34,&lt;br /&gt;
		zoom_out = 0.3,&lt;br /&gt;
		hcog_classic       = { zoom_in = 0.36, zoom_out = 0.32 },&lt;br /&gt;
		hcog_bruiser       = { zoom_in = 0.36, zoom_out = 0.32 },&lt;br /&gt;
		holosight          = { zoom_in = 0.36, zoom_out = 0.32 },&lt;br /&gt;
		holosight_variable = { zoom_in = 0.36, zoom_out = 0.32 },&lt;br /&gt;
		hcog_ranged        = { zoom_in = 0.42, zoom_out = 0.36 },&lt;br /&gt;
		aog_variable       = { zoom_in = 0.42, zoom_out = 0.36 },&lt;br /&gt;
	},&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;ディヴォーションLMG&amp;quot;] = aw.mergeTable(lightmachine_gun, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;ディヴォーション&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;energy&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;energy&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = true,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 450, 650, 1000, 1500 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 15,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 15,&lt;br /&gt;
	damage_far_value      = 15,&lt;br /&gt;
	damage_very_far_value = 15,&lt;br /&gt;
	firerate                  = 5,&lt;br /&gt;
	firerate_maximum          = 15,&lt;br /&gt;
	firerate_maximum_duration = 1.75,&lt;br /&gt;
	firerate_maximum_count    = 17,&lt;br /&gt;
	is_semi_auto = false,&lt;br /&gt;
	magazine = { 36, 40, 44, 48 },&lt;br /&gt;
	magazine_mobile = { 40, 44, 48, 52 },&lt;br /&gt;
	projectile_speed = 33500,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_ads  = 0.1,&lt;br /&gt;
		crouch_ads = 0.05,&lt;br /&gt;
		air_ads    = 6.0,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 3.2,&lt;br /&gt;
		reloadempty = 4.1,&lt;br /&gt;
		deployfirst = 1.45,&lt;br /&gt;
	},&lt;br /&gt;
	turbocharger = {&lt;br /&gt;
		firerate                  = 6.8,&lt;br /&gt;
		firerate_maximum_duration = 0.85,&lt;br /&gt;
		firerate_maximum_count    = 9,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;M600スピットファイア&amp;quot;] = aw.mergeTable(lightmachine_gun, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;スピットファイア&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;light&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;special_heavy&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 600, 800, 1050, 1400 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 18,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 18,&lt;br /&gt;
	damage_far_value      = 18,&lt;br /&gt;
	damage_very_far_value = 18,&lt;br /&gt;
	firerate = 9,&lt;br /&gt;
	is_semi_auto = false,&lt;br /&gt;
	magazine = { 35, 40, 45, 50 },&lt;br /&gt;
	magazine_mobile = 60,&lt;br /&gt;
	magazine_reserve = 245,&lt;br /&gt;
	projectile_drag_coefficient = 0.0033,&lt;br /&gt;
	projectile_speed            = 27500,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip        = 2.5, --4.5,&lt;br /&gt;
		stand_hip_run    = 3.0, --6.0,&lt;br /&gt;
		stand_hip_sprint = 3.5, --7.5,&lt;br /&gt;
		crouch_hip       = 1.75, --2.75,&lt;br /&gt;
		air_hip          = 5.0, --7.5,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 3.4,&lt;br /&gt;
		reloadempty = 4.2,&lt;br /&gt;
		deployfirst = 1.45,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;ランページLMG&amp;quot;] = aw.mergeTable(lightmachine_gun, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;ランページ&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;special_heavy&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = true,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 28,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 28,&lt;br /&gt;
	damage_far_value      = 28,&lt;br /&gt;
	damage_very_far_value = 28,&lt;br /&gt;
	damage_head_distance  = 2250,&lt;br /&gt;
	damage_head_scale     = 1.5,&lt;br /&gt;
	firerate = 5,&lt;br /&gt;
	firerate_revvedup = 6.5,&lt;br /&gt;
	is_semi_auto = false,&lt;br /&gt;
	magazine = { 28, 32, 34, 40 },&lt;br /&gt;
	magazine_reserve = 180,&lt;br /&gt;
	projectile_speed = 26500,&lt;br /&gt;
	release = os.time { year = 2021, month = 8, day = 4, hour = 2 },&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 3.1,&lt;br /&gt;
		reloadempty = 4,&lt;br /&gt;
		deployfirst = 1.45,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;L-スターEMG&amp;quot;] = aw.mergeTable(lightmachine_gun, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;L-スター&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;energy&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;energy&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = false,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 600, 750, 950, 1250 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 17,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 17,&lt;br /&gt;
	damage_far_value      = 17,&lt;br /&gt;
	damage_very_far_value = 17,&lt;br /&gt;
	firerate = 10,&lt;br /&gt;
	is_semi_auto = false,&lt;br /&gt;
	magazine = math.huge,&lt;br /&gt;
	overheat = { 2, 2.2, 2.4, 2.6 },&lt;br /&gt;
	overheat_mobile = { 2.4, 2.55, 2.7, 3.2 },&lt;br /&gt;
	projectile_gravity_scale    = 0.5,&lt;br /&gt;
	projectile_speed            = 22000,&lt;br /&gt;
	release = os.time { year = 2019, month = 7, day = 3, hour = 2 },&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip        = 2.5,&lt;br /&gt;
		stand_hip_run    = 3.0,&lt;br /&gt;
		stand_hip_sprint = 4.0,&lt;br /&gt;
		crouch_hip       = 2.25,&lt;br /&gt;
		air_hip          = 5.0,&lt;br /&gt;
		kick_on_fire = {&lt;br /&gt;
			stand_hip    = 0.2,&lt;br /&gt;
			crouch_hip   = 0.2,&lt;br /&gt;
			air_hip      = 0.2,&lt;br /&gt;
		},&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip    = 1.5,&lt;br /&gt;
			crouch_hip   = 2.75,&lt;br /&gt;
			air_hip      = 4.0,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads    = 0,&lt;br /&gt;
			crouch_ads   = 0,&lt;br /&gt;
			air_ads      = 0,&lt;br /&gt;
		},&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		reload                  = 3.26,&lt;br /&gt;
		reloadempty             = 3.26,&lt;br /&gt;
		cooldown                = 1.19,&lt;br /&gt;
		cooldown_delay          = 0.08,&lt;br /&gt;
		deployfirst             = 1.45,&lt;br /&gt;
		overheat_cooldown       = 3.63,&lt;br /&gt;
		overheat_cooldown_delay = 0.06,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
-- Sniper&lt;br /&gt;
local sniper = {&lt;br /&gt;
	category                    = &amp;quot;sniper&amp;quot;,&lt;br /&gt;
	release                     = os.time { year = 2019, month = 2, day = 5, hour = 5 },&lt;br /&gt;
	&lt;br /&gt;
	damage_near_distance        =  1500,&lt;br /&gt;
	damage_far_distance         =  2500,&lt;br /&gt;
	damage_very_far_distance    =  5000,&lt;br /&gt;
	damage_head_distance        = 29528, -- 750m&lt;br /&gt;
	damage_head_scale           =    2,&lt;br /&gt;
	damage_legs_scale           =    0.9,&lt;br /&gt;
	&lt;br /&gt;
	is_semi_auto                = true,&lt;br /&gt;
	move_speed                  = 0.35,&lt;br /&gt;
	projectile_drag_coefficient = 0.0033,&lt;br /&gt;
	projectile_gravity_scale    = 1.4,&lt;br /&gt;
	bolt_zero_distance          = 1968.5, -- 50m&lt;br /&gt;
	projectile_lifetime         = 6.0,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip               = 8,&lt;br /&gt;
		stand_hip_run           = 10,&lt;br /&gt;
		stand_hip_sprint        = 11,&lt;br /&gt;
		crouch_hip              = 6,&lt;br /&gt;
		air_hip                 = 10,&lt;br /&gt;
		&lt;br /&gt;
		stand_ads               = 0,&lt;br /&gt;
		crouch_ads              = 0,&lt;br /&gt;
		air_ads                 = 6,&lt;br /&gt;
		kick_on_fire = {&lt;br /&gt;
			stand_hip           = 1,&lt;br /&gt;
			crouch_hip          = 1,&lt;br /&gt;
			air_hip             = 1,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads           = 0,&lt;br /&gt;
			crouch_ads          = 0,&lt;br /&gt;
			air_ads             = 0,&lt;br /&gt;
		},&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip           = 12,&lt;br /&gt;
			crouch_hip          = 10,&lt;br /&gt;
			air_hip             = 12,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads           = 0,&lt;br /&gt;
			crouch_ads          = 0,&lt;br /&gt;
			air_ads             = 0,&lt;br /&gt;
		},&lt;br /&gt;
		decay_delay             = 0.1,&lt;br /&gt;
		decay_rate              = 4,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		draw     = 0.7,&lt;br /&gt;
		holster  = 0.6,&lt;br /&gt;
		upper    = 0.55,&lt;br /&gt;
		lower    = 0.5,&lt;br /&gt;
		zoom_in  = 0.34,&lt;br /&gt;
		zoom_out = 0.31,&lt;br /&gt;
		hcog_classic       = { zoom_in = 0.37, zoom_out = 0.33 },&lt;br /&gt;
		hcog_bruiser       = { zoom_in = 0.37, zoom_out = 0.33 },&lt;br /&gt;
		holosight          = { zoom_in = 0.37, zoom_out = 0.33 },&lt;br /&gt;
		holosight_variable = { zoom_in = 0.37, zoom_out = 0.33 },&lt;br /&gt;
		hcog_ranged        = { zoom_in = 0.43, zoom_out = 0.37 },&lt;br /&gt;
		aog_variable       = { zoom_in = 0.43, zoom_out = 0.37 },&lt;br /&gt;
		sniper             = { zoom_in = 0.48, zoom_out = 0.42 },&lt;br /&gt;
		sniper_variable    = { zoom_in = 0.51, zoom_out = 0.45 },&lt;br /&gt;
		sniper_threat      = { zoom_in = 0.53, zoom_out = 0.47 },&lt;br /&gt;
	},&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;ロングボウDMR&amp;quot;] = aw.mergeTable(sniper, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;ロングボウ&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;sniper&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;sniper&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = true,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 300, 500, 750, 1100 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 55,&lt;br /&gt;
		skullpiercer_rifling = 2.5,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 55,&lt;br /&gt;
	damage_far_value      = 55,&lt;br /&gt;
	damage_very_far_value = 55,&lt;br /&gt;
	damage_head_scale     = 2.15,&lt;br /&gt;
	damage_legs_scale     = 0.8,&lt;br /&gt;
	firerate = 1.3,&lt;br /&gt;
	magazine = { 6, 8, 10, 12 },&lt;br /&gt;
	magazine_mobile = { 8, 10, 12, 14 },&lt;br /&gt;
	projectile_drag_coefficient = 0,&lt;br /&gt;
	projectile_speed            = 30500,&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 2.66,&lt;br /&gt;
		reloadempty = 3.66,&lt;br /&gt;
		deployfirst = 1.6,&lt;br /&gt;
	},&lt;br /&gt;
	skullpiercer_rifling = {&lt;br /&gt;
		damage_head_scale = 2.5,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
local kraber = aw.mergeTable(sniper, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;クレーバー&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;special_sniper&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;special_sniper&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = false,&lt;br /&gt;
		stock = false,&lt;br /&gt;
	},&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 140,&lt;br /&gt;
		round = true,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 140,&lt;br /&gt;
	damage_far_value      = 140,&lt;br /&gt;
	damage_very_far_value = 140,&lt;br /&gt;
	damage_head_scale     = 2,&lt;br /&gt;
	damage_legs_scale     = 0.8,&lt;br /&gt;
	firerate = 1.2,&lt;br /&gt;
	magazine = 4,&lt;br /&gt;
	magazine_mobile = 5,&lt;br /&gt;
	magazine_reserve = 8,&lt;br /&gt;
	projectile_speed = 29500,&lt;br /&gt;
	rechamber = 1.6,&lt;br /&gt;
	time = {&lt;br /&gt;
		reload       = 3.2,&lt;br /&gt;
		reloadempty  = 4.3,&lt;br /&gt;
		deployfirst  = 1.5,&lt;br /&gt;
		draw         = 1.2,&lt;br /&gt;
		holster      = 0.8,&lt;br /&gt;
		upper        = 0.8,&lt;br /&gt;
		lower        = 0.55,&lt;br /&gt;
		zoom_in      = 0.58,&lt;br /&gt;
		zoom_out     = 0.55,&lt;br /&gt;
		aog_variable = { zoom_in = 0.43, zoom_out = 0.37 },&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
kraber.time.hcog_classic       = nil&lt;br /&gt;
kraber.time.hcog_bruiser       = nil&lt;br /&gt;
kraber.time.holosight          = nil&lt;br /&gt;
kraber.time.holosight_variable = nil&lt;br /&gt;
kraber.time.hcog_ranged        = nil&lt;br /&gt;
kraber.time.sniper             = nil&lt;br /&gt;
kraber.time.sniper_variable    = nil&lt;br /&gt;
kraber.time.sniper_threat      = nil&lt;br /&gt;
p[&amp;quot;クレーバー.50スナイパー&amp;quot;] = kraber&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;センチネル&amp;quot;] = aw.mergeTable(sniper, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;センチネル&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;sniper&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;sniper&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 400, 650, 950, 1300 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 70,&lt;br /&gt;
		amped = 88,&lt;br /&gt;
		round = true,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 70,&lt;br /&gt;
	damage_far_value      = 70,&lt;br /&gt;
	damage_very_far_value = 70,&lt;br /&gt;
	firerate = 3.1,&lt;br /&gt;
	magazine = { 4, 5, 6, 7 },&lt;br /&gt;
	magazine_mobile = { 6, 7, 8, 9 },&lt;br /&gt;
	projectile_drag_coefficient = 0,&lt;br /&gt;
	projectile_speed = 31000,&lt;br /&gt;
	rechamber = 1.6,&lt;br /&gt;
	release = os.time { year = 2020, month = 2, day = 5, hour = 4 },&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 3,&lt;br /&gt;
		reloadempty = 4,&lt;br /&gt;
		deployfirst = 1.6,&lt;br /&gt;
		draw        = 1,&lt;br /&gt;
		holster     = 0.7,&lt;br /&gt;
		upper       = 0.65,&lt;br /&gt;
		lower       = 0.55,&lt;br /&gt;
		zoom_in     = 0.31,&lt;br /&gt;
		zoom_out    = 0.28,&lt;br /&gt;
	},&lt;br /&gt;
	energized = {&lt;br /&gt;
		damage_near_value     = 88,&lt;br /&gt;
		damage_far_value      = 88,&lt;br /&gt;
		damage_very_far_value = 88,&lt;br /&gt;
	},&lt;br /&gt;
	deadeyes_tempo = {&lt;br /&gt;
		firerate_maximum_count = 2,&lt;br /&gt;
		rechamber = 1.25,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;チャージライフル&amp;quot;] = aw.mergeTable(sniper, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;チャーライ&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;sniper&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;sniper&amp;quot;,&lt;br /&gt;
	ammo_per_shot = 2,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = false,&lt;br /&gt;
		stock = true,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 600, 750, 900, 1300 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 45,&lt;br /&gt;
		beam = {&lt;br /&gt;
			base = 3,&lt;br /&gt;
			ticks = 15,&lt;br /&gt;
		},&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_distance     =  3937, -- (100m)&lt;br /&gt;
	damage_near_value        =    45,&lt;br /&gt;
	damage_far_distance      =  5906, -- (150m)&lt;br /&gt;
	damage_far_value         =    45,&lt;br /&gt;
	damage_very_far_distance = 15748, -- (400m)&lt;br /&gt;
	damage_very_far_value    =    15,&lt;br /&gt;
	damage_head_distance     = 11811, -- (300m)&lt;br /&gt;
	damage_head_scale        =     1.25,&lt;br /&gt;
	damage_legs_scale        =     1,&lt;br /&gt;
	firerate = 0.95,&lt;br /&gt;
	magazine = 8,&lt;br /&gt;
	magazine_mobile = 10,&lt;br /&gt;
	projectile_drag_coefficient = 0,&lt;br /&gt;
	projectile_speed            = math.huge,&lt;br /&gt;
	release = os.time { year = 2019, month = 10, day = 2, hour = 2 },&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip        = 4.0,&lt;br /&gt;
		stand_hip_run    = 5.5,&lt;br /&gt;
		stand_hip_sprint = 6.0,&lt;br /&gt;
		crouch_hip       = 3.25,&lt;br /&gt;
		air_hip          = 6.0,&lt;br /&gt;
		stand_ads        = 0.0,&lt;br /&gt;
		crouch_ads       = 0.0,&lt;br /&gt;
		air_ads          = 0.0,&lt;br /&gt;
	},&lt;br /&gt;
	sustained_discharge_duration        = 0.48,&lt;br /&gt;
	sustained_discharge_pulse_frequency = 0.033,&lt;br /&gt;
	sustained_laser_range               = 64000, -- 1625.6m&lt;br /&gt;
	sustained_laser_damage_scale        = 0.067,&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 4,&lt;br /&gt;
		reloadempty = 5.1,&lt;br /&gt;
		deployfirst = 0.8,&lt;br /&gt;
		draw        = 0.8,&lt;br /&gt;
		holster     = 0.5,&lt;br /&gt;
		upper       = 0.7,&lt;br /&gt;
		lower       = 0.4,&lt;br /&gt;
		zoom_in     = 0.31,&lt;br /&gt;
		zoom_out    = 0.28,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
-- Shotgun&lt;br /&gt;
local shotgun = {&lt;br /&gt;
	category                    = &amp;quot;shotgun&amp;quot;,&lt;br /&gt;
	release                     = os.time { year = 2019, month = 2, day = 5, hour = 5 },&lt;br /&gt;
	&lt;br /&gt;
	damage_head_distance        = 1500,&lt;br /&gt;
	damage_head_scale           =    1.25,&lt;br /&gt;
	damage_legs_scale           =    1,&lt;br /&gt;
	&lt;br /&gt;
	is_semi_auto                = true,&lt;br /&gt;
	move_speed                  = 0.9,&lt;br /&gt;
	projectile_drag_coefficient = 0.001,&lt;br /&gt;
	projectile_gravity_scale    = 1,&lt;br /&gt;
	bolt_zero_distance          = 984.3, -- 25m&lt;br /&gt;
	projectile_lifetime         = 1.0,&lt;br /&gt;
	projectile_speed            = 16000,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip               = 0,&lt;br /&gt;
		stand_hip_run           = 0,&lt;br /&gt;
		stand_hip_sprint        = 0,&lt;br /&gt;
		crouch_hip              = 0,&lt;br /&gt;
		air_hip                 = 0,&lt;br /&gt;
		&lt;br /&gt;
		stand_ads               = 0,&lt;br /&gt;
		crouch_ads              = 0,&lt;br /&gt;
		air_ads                 = 0,&lt;br /&gt;
		&lt;br /&gt;
		moving_increase_rate    = 0,&lt;br /&gt;
		moving_decay_rate       = 0,&lt;br /&gt;
		kick_on_fire = {&lt;br /&gt;
			stand_hip           = 0,&lt;br /&gt;
			crouch_hip          = 0,&lt;br /&gt;
			air_hip             = 0,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads           = 0,&lt;br /&gt;
			crouch_ads          = 0,&lt;br /&gt;
			air_ads             = 0,&lt;br /&gt;
		},&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip           = 0,&lt;br /&gt;
			crouch_hip          = 0,&lt;br /&gt;
			air_hip             = 0,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads           = 0,&lt;br /&gt;
			crouch_ads          = 0,&lt;br /&gt;
			air_ads             = 0,&lt;br /&gt;
		},&lt;br /&gt;
		decay_delay             = 0,&lt;br /&gt;
		decay_rate              = 0,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		draw     = 0.45,&lt;br /&gt;
		holster  = 0.4,&lt;br /&gt;
		upper    = 0.3,&lt;br /&gt;
		lower    = 0.25,&lt;br /&gt;
		zoom_in  = 0.22,&lt;br /&gt;
		zoom_out = 0.2,&lt;br /&gt;
		hcog_classic       = { zoom_in = 0.24, zoom_out = 0.22 },&lt;br /&gt;
		hcog_bruiser       = { zoom_in = 0.24, zoom_out = 0.22 },&lt;br /&gt;
		holosight          = { zoom_in = 0.24, zoom_out = 0.22 },&lt;br /&gt;
		holosight_variable = { zoom_in = 0.24, zoom_out = 0.22 },&lt;br /&gt;
		threat             = { zoom_in = 0.24, zoom_out = 0.22 },&lt;br /&gt;
	},&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;EVA-8オート&amp;quot;] = aw.mergeTable(shotgun, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;EVA-8&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;shotgun&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;shotgun&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = false,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 150, 300, 550, 850 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 6,&lt;br /&gt;
		round = true,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_distance = 250,&lt;br /&gt;
	damage_near_value    =   6,&lt;br /&gt;
	damage_far_distance  = 850,&lt;br /&gt;
	damage_far_value     =   6,&lt;br /&gt;
	damage_legs_scale    =   1,&lt;br /&gt;
	firerate = { 2, 2.1, 2.15, 2.2 },&lt;br /&gt;
	is_semi_auto = false,&lt;br /&gt;
	magazine = 8,&lt;br /&gt;
	magazine_mobile = 10,&lt;br /&gt;
	pellet = 9,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip        = 1.3,&lt;br /&gt;
		stand_hip_run    = 1.3,&lt;br /&gt;
		stand_hip_sprint = 1.3,&lt;br /&gt;
		stand_ads        = 1.3,&lt;br /&gt;
		crouch_hip       = 1.3,&lt;br /&gt;
		crouch_ads       = 1.3,&lt;br /&gt;
		air_hip          = 1.3,&lt;br /&gt;
		air_ads          = 1.3,&lt;br /&gt;
		decay_rate       = 500,&lt;br /&gt;
		decay_delay      = 0,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 2.75,&lt;br /&gt;
		reloadempty = 3,&lt;br /&gt;
		deployfirst = 1.35,&lt;br /&gt;
	},&lt;br /&gt;
	double_tap_trigger = {&lt;br /&gt;
		burst_count  = 2,&lt;br /&gt;
		burst_delay  = { 0.8, 0.74, 0.7, 0.66 },&lt;br /&gt;
		firerate     = 6,&lt;br /&gt;
		is_semi_auto = true,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;マスティフショットガン&amp;quot;] = aw.mergeTable(shotgun, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;マスティフ&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;special_shotgun&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;shotgun&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = false,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 350, 500, 750, 1050 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 14,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_distance = 450,&lt;br /&gt;
	damage_near_value    =  14,&lt;br /&gt;
	damage_far_distance  = 850,&lt;br /&gt;
	damage_far_value     =  14,&lt;br /&gt;
	damage_legs_scale    =   1.0,&lt;br /&gt;
	firerate = 1.2,--{ 1.1, 1.21, 1.265, 1.32 },&lt;br /&gt;
	magazine = 4,&lt;br /&gt;
	magazine_mobile = 8,&lt;br /&gt;
	magazine_reserve = 28,&lt;br /&gt;
	pellet = 8,&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 1.03,&lt;br /&gt;
		reloadempty = 1.7,&lt;br /&gt;
		reload_segment_loop = 0.51,&lt;br /&gt;
		reload_segment_end  = 0.55,&lt;br /&gt;
		reload_segment_one  = 1.03,&lt;br /&gt;
		deployfirst = 1.25,&lt;br /&gt;
		draw        = 0.8,&lt;br /&gt;
	},&lt;br /&gt;
	dual_shell = {&lt;br /&gt;
		ammo_size_segmented_reload = 2,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;ピースキーパー&amp;quot;] = aw.mergeTable(shotgun, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;ピースキーパー&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;shotgun&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;shotgun&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = false,&lt;br /&gt;
	},&lt;br /&gt;
	charge = 1.25,&lt;br /&gt;
	charge_cooldown       = 0.5,&lt;br /&gt;
	charge_cooldown_delay = 0.1,&lt;br /&gt;
	charge_levels = 4,&lt;br /&gt;
	cost = { 350, 500, 750, 1050 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 9,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_distance =  100,&lt;br /&gt;
	damage_near_value    =    9,&lt;br /&gt;
	damage_far_distance  =  750,&lt;br /&gt;
	damage_far_value     =    9,&lt;br /&gt;
	damage_head_distance = 3940, -- 100m&lt;br /&gt;
	firerate = 4,&lt;br /&gt;
	magazine = 5,&lt;br /&gt;
	magazine_mobile = 7,&lt;br /&gt;
	magazine_reserve = 20,&lt;br /&gt;
	pellet = 11,&lt;br /&gt;
	rechamber = { 1.1, 1.0175, 0.957, 0.924 },&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip            = 2.8,&lt;br /&gt;
		stand_hip_run        = 2.8,&lt;br /&gt;
		stand_hip_sprint     = 2.8,&lt;br /&gt;
		stand_ads            = 2.8,&lt;br /&gt;
		crouch_hip           = 2.8,&lt;br /&gt;
		crouch_ads           = 2.8,&lt;br /&gt;
		air_hip              = 2.8,&lt;br /&gt;
		air_ads              = 2.8,&lt;br /&gt;
		moving_increase_rate = 5.5,&lt;br /&gt;
		moving_decay_rate    = 12,&lt;br /&gt;
		decay_delay          = 0.07,&lt;br /&gt;
		decay_rate           = 2.5,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 2.5,&lt;br /&gt;
		reloadempty = 3.5,&lt;br /&gt;
		deployfirst = 1.4,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
-- Pistol&lt;br /&gt;
local pistol = {&lt;br /&gt;
	category                    = &amp;quot;pistol&amp;quot;,&lt;br /&gt;
	release                     = os.time { year = 2019, month = 2, day = 5, hour = 5 },&lt;br /&gt;
	&lt;br /&gt;
	damage_near_distance        =  700,&lt;br /&gt;
	damage_far_distance         = 1200,&lt;br /&gt;
	damage_very_far_distance    = 1700,&lt;br /&gt;
	damage_head_distance        = 1500,&lt;br /&gt;
	damage_head_scale           =    1.5,&lt;br /&gt;
	damage_legs_scale           =    0.9,&lt;br /&gt;
	&lt;br /&gt;
	move_speed                  = 1,&lt;br /&gt;
	projectile_drag_coefficient = 0.0025,&lt;br /&gt;
	projectile_gravity_scale    = 1,&lt;br /&gt;
	bolt_zero_distance          = 1378.0, -- 35m&lt;br /&gt;
	projectile_lifetime         = 2.0,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip               = 2.2,&lt;br /&gt;
		stand_hip_run           = 5.0,&lt;br /&gt;
		stand_hip_sprint        = 6.5,&lt;br /&gt;
		crouch_hip              = 1.5,&lt;br /&gt;
		air_hip                 = 8.0,&lt;br /&gt;
		&lt;br /&gt;
		stand_ads               = 0,&lt;br /&gt;
		crouch_ads              = 0,&lt;br /&gt;
		air_ads                 = 2,&lt;br /&gt;
		&lt;br /&gt;
		moving_increase_rate    = 5.5,&lt;br /&gt;
		moving_decay_rate       = 12,&lt;br /&gt;
		kick_on_fire = {&lt;br /&gt;
			stand_hip           = 0,&lt;br /&gt;
			crouch_hip          = 0,&lt;br /&gt;
			air_hip             = 0,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads           = 0,&lt;br /&gt;
			crouch_ads          = 0,&lt;br /&gt;
			air_ads             = 0,&lt;br /&gt;
		},&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip           = 3.5,&lt;br /&gt;
			crouch_hip          = 3.0,&lt;br /&gt;
			air_hip             = 4.5,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads           = 0,&lt;br /&gt;
			crouch_ads          = 0,&lt;br /&gt;
			air_ads             = 0,&lt;br /&gt;
		},&lt;br /&gt;
		decay_delay             = 0.07,&lt;br /&gt;
		decay_rate              = 2.5,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		draw     = 0.225,&lt;br /&gt;
		holster  = 0.18,&lt;br /&gt;
		upper    = 0.225,&lt;br /&gt;
		lower    = 0.18,&lt;br /&gt;
		zoom_in  = 0.18,&lt;br /&gt;
		zoom_out = 0.16,&lt;br /&gt;
		hcog_classic       = { zoom_in = 0.22, zoom_out = 0.2 },&lt;br /&gt;
		hcog_bruiser       = { zoom_in = 0.22, zoom_out = 0.2 },&lt;br /&gt;
		holosight          = { zoom_in = 0.22, zoom_out = 0.2 },&lt;br /&gt;
		holosight_variable = { zoom_in = 0.22, zoom_out = 0.2 },&lt;br /&gt;
		threat             = { zoom_in = 0.22, zoom_out = 0.2 },&lt;br /&gt;
	},&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;モザンビークショットガン&amp;quot;] = aw.mergeTable(pistol, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;モザンビーク&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	category = &amp;quot;shotgun&amp;quot;,&lt;br /&gt;
	ammo = &amp;quot;shotgun&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = false,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 0, 100, 300, 800 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 15,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_distance     =  500,&lt;br /&gt;
	damage_near_value        =   15,&lt;br /&gt;
	damage_far_distance      = 1000,&lt;br /&gt;
	damage_far_value         =   15,&lt;br /&gt;
	damage_very_far_distance = 1500,&lt;br /&gt;
	damage_very_far_value    =   15,&lt;br /&gt;
	damage_head_scale        =   1.25,&lt;br /&gt;
	damage_legs_scale        =   1,&lt;br /&gt;
	firerate = { 2.2, 2.53, 2.75, 2.97 },&lt;br /&gt;
	is_semi_auto = false,&lt;br /&gt;
	magazine = 6,&lt;br /&gt;
	magazine_mobile = 7,&lt;br /&gt;
	pellet = 3,&lt;br /&gt;
	projectile_drag_coefficient = 0.001,&lt;br /&gt;
	projectile_speed = 10000,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip        = 3.0,&lt;br /&gt;
		stand_hip_run    = 3.0,&lt;br /&gt;
		stand_hip_sprint = 3.0,&lt;br /&gt;
		stand_ads        = 3.0,&lt;br /&gt;
		crouch_hip       = 3.0,&lt;br /&gt;
		crouch_ads       = 3.0,&lt;br /&gt;
		air_hip          = 3.0,&lt;br /&gt;
		air_ads          = 3.0,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 2.1,&lt;br /&gt;
		reloadempty = 2.6,&lt;br /&gt;
		deployfirst = 1,&lt;br /&gt;
	},&lt;br /&gt;
	april_fools = {&lt;br /&gt;
		damage_near_value     = 19,&lt;br /&gt;
		damage_far_value      = 19,&lt;br /&gt;
		damage_very_far_value = 19,&lt;br /&gt;
		magazine = 9,&lt;br /&gt;
	},&lt;br /&gt;
	hammerpoint_rounds = {&lt;br /&gt;
		damage_unshielded_scale = 1.35,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;RE-45オート&amp;quot;] = aw.mergeTable(pistol, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;RE-45&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;light&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;light&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = true,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = false,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 150, 250, 450, 850 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 12,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 12,&lt;br /&gt;
	damage_far_value      = 12,&lt;br /&gt;
	damage_very_far_value = 12,&lt;br /&gt;
	firerate = 13,&lt;br /&gt;
	is_semi_auto = false,&lt;br /&gt;
	magazine = { 16, 19, 22, 25 },&lt;br /&gt;
	magazine_mobile = { 18, 22, 25, 28 },&lt;br /&gt;
	move_speed = 0.95,&lt;br /&gt;
	projectile_speed = 19500,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip        = 3.0,&lt;br /&gt;
		stand_hip_run    = 3.6,&lt;br /&gt;
		stand_hip_sprint = 5.0,&lt;br /&gt;
		crouch_hip       = 1.6,&lt;br /&gt;
		air_hip          = 7.0,&lt;br /&gt;
		kick_on_fire = {&lt;br /&gt;
			stand_hip    = 0.3,&lt;br /&gt;
			crouch_hip   = 0.3,&lt;br /&gt;
			air_hip      = 0.3,&lt;br /&gt;
		},&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip    = 2.0,&lt;br /&gt;
			crouch_hip   = 1.5,&lt;br /&gt;
			air_hip      = 3.0,&lt;br /&gt;
		},&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 1.5,&lt;br /&gt;
		reloadempty = 1.95,&lt;br /&gt;
		deployfirst = 1.1,&lt;br /&gt;
		draw        = 0.315,&lt;br /&gt;
		holster     = 0.27,&lt;br /&gt;
		upper       = 0.27,&lt;br /&gt;
		lower       = 0.225,&lt;br /&gt;
	},&lt;br /&gt;
	disruptor_rounds = {&lt;br /&gt;
		damage_shield_scale = 1.7,&lt;br /&gt;
	},&lt;br /&gt;
	hammerpoint_rounds = {&lt;br /&gt;
		damage_unshielded_scale = 1.35,&lt;br /&gt;
	},&lt;br /&gt;
	quickdraw_holster = {&lt;br /&gt;
		spread = {&lt;br /&gt;
			stand_hip     = 1.125,   -- -25%&lt;br /&gt;
			stand_hip_run = 1.62,    -- -10%&lt;br /&gt;
		},&lt;br /&gt;
		time = {&lt;br /&gt;
			lower         = 0.1575,  -- -30%&lt;br /&gt;
			upper         = 0.189,   -- -30%&lt;br /&gt;
			draw          = 0.20475, -- -35%&lt;br /&gt;
			holster       = 0.1755,  -- -35%&lt;br /&gt;
		},&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;P2020&amp;quot;] = aw.mergeTable(pistol, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;P2020&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;light&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;light&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = false,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 0, 50, 200, 700 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 18,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_value     = 18,&lt;br /&gt;
	damage_far_value      = 18,&lt;br /&gt;
	damage_very_far_value = 18,&lt;br /&gt;
	firerate = 7,&lt;br /&gt;
	is_semi_auto = true,&lt;br /&gt;
	magazine = { 14, 16, 18, 21 },&lt;br /&gt;
	magazine_mobile = { 18, 20, 22, 26 },&lt;br /&gt;
	projectile_speed = 18500,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip               = 4.4,&lt;br /&gt;
		stand_hip_run           = 10.0,&lt;br /&gt;
		stand_hip_sprint        = 13.0,&lt;br /&gt;
		crouch_hip              = 3.0,&lt;br /&gt;
		air_hip                 = 16.0,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 1.25,&lt;br /&gt;
		reloadempty = 1.25,&lt;br /&gt;
		deployfirst = 1.1,&lt;br /&gt;
	},&lt;br /&gt;
	april_fools = {&lt;br /&gt;
		damage_near_value     = 24,&lt;br /&gt;
		damage_far_value      = 24,&lt;br /&gt;
		damage_very_far_value = 24,&lt;br /&gt;
		magazine = 25, -- ++7&lt;br /&gt;
	},&lt;br /&gt;
	hammerpoint_rounds = {&lt;br /&gt;
		damage_unshielded_scale = 1.5,&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;ウィングマン&amp;quot;] = aw.mergeTable(pistol, {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;ウィングマン&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	ammo = &amp;quot;sniper&amp;quot;,&lt;br /&gt;
	ammo_mobile = &amp;quot;heavy&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = true,&lt;br /&gt;
		stock = false,&lt;br /&gt;
	},&lt;br /&gt;
	boosted_loader = {&lt;br /&gt;
		magazine = { 8, 9, 10, 11 },&lt;br /&gt;
		reloadfast = 1.4,&lt;br /&gt;
	},&lt;br /&gt;
	cost = { 500, 650, 850, 1100 },&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 45,&lt;br /&gt;
		skullpiercer_rifling = 2.5,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_distance     =   800,&lt;br /&gt;
	damage_near_value        =    45,&lt;br /&gt;
	damage_far_distance      =  1300,&lt;br /&gt;
	damage_far_value         =    45,&lt;br /&gt;
	damage_very_far_distance =  1800,&lt;br /&gt;
	damage_very_far_value    =    45,&lt;br /&gt;
	damage_head_distance     = 10000,&lt;br /&gt;
	damage_head_scale        =     2.15,&lt;br /&gt;
	firerate = 2.6,&lt;br /&gt;
	is_semi_auto = true,&lt;br /&gt;
	magazine = { 6, 7, 8, 9 },&lt;br /&gt;
	magazine_mobile = { 8, 9, 10, 12 },&lt;br /&gt;
	projectile_speed = 18000,&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip        = 2.4,&lt;br /&gt;
		stand_hip_run    = 3.0,&lt;br /&gt;
		stand_hip_sprint = 4.0,&lt;br /&gt;
		crouch_hip       = 1.5,&lt;br /&gt;
		air_hip          = 6.0,&lt;br /&gt;
		kick_on_fire = {&lt;br /&gt;
			stand_hip    = 2.5,&lt;br /&gt;
			crouch_hip   = 2.0,&lt;br /&gt;
			air_hip      = 3.0,&lt;br /&gt;
		},&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip    = 4.5,&lt;br /&gt;
			crouch_hip   = 3.0,&lt;br /&gt;
			air_hip      = 4.5,&lt;br /&gt;
		},&lt;br /&gt;
		decay_rate       = 11.0,&lt;br /&gt;
		decay_delay      = 0.26,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 2.1,&lt;br /&gt;
		reloadempty = 2.1,&lt;br /&gt;
		deployfirst = 1.45,&lt;br /&gt;
		draw        = 0.4,&lt;br /&gt;
		holster     = 0.36,&lt;br /&gt;
		upper       = 0.315,&lt;br /&gt;
		lower       = 0.27,&lt;br /&gt;
	},&lt;br /&gt;
	skullpiercer_rifling = {&lt;br /&gt;
		damage_head_scale = 2.5,&lt;br /&gt;
	},&lt;br /&gt;
	quickdraw_holster = {&lt;br /&gt;
		spread = {&lt;br /&gt;
			stand_hip     = 1.8,     -- -25%&lt;br /&gt;
			stand_hip_run = 2.7,     -- -10%&lt;br /&gt;
		},&lt;br /&gt;
		time = {&lt;br /&gt;
			lower         = 0.2025,  -- -25%&lt;br /&gt;
			upper         = 0.23625, -- -25%&lt;br /&gt;
			draw          = 0.28,    -- -30%&lt;br /&gt;
			holster       = 0.252,   -- -30%&lt;br /&gt;
		},&lt;br /&gt;
	},&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
p[&amp;quot;ミニガン「シーラ」&amp;quot;] = {&lt;br /&gt;
	localization = {&lt;br /&gt;
		[&amp;quot;Japanese_Short&amp;quot;] = &amp;quot;ミニガン&amp;quot;,&lt;br /&gt;
	},&lt;br /&gt;
	category = &amp;quot;ultimate&amp;quot;,&lt;br /&gt;
	ammo = &amp;quot;minigun&amp;quot;,&lt;br /&gt;
	attachments = {&lt;br /&gt;
		barrel_stabilizer = false,&lt;br /&gt;
		extended_mag_or_shotgun_bolt = false,&lt;br /&gt;
		stock = false,&lt;br /&gt;
	},&lt;br /&gt;
	damage = {&lt;br /&gt;
		base = 14,&lt;br /&gt;
	},&lt;br /&gt;
	damage_near_distance     = 1500,&lt;br /&gt;
	damage_near_value        =   14,&lt;br /&gt;
	damage_far_distance      = 2500,&lt;br /&gt;
	damage_far_value         =   14,&lt;br /&gt;
	damage_very_far_distance = 4000,&lt;br /&gt;
	damage_very_far_value    =   14,&lt;br /&gt;
	damage_head_scale        =    2,&lt;br /&gt;
	damage_legs_scale        =    1,&lt;br /&gt;
	firerate = 20,&lt;br /&gt;
	is_semi_auto = false,&lt;br /&gt;
	magazine = 150,&lt;br /&gt;
	magazine_reserve = math.huge,&lt;br /&gt;
	move_speed                  = 0.4,&lt;br /&gt;
	projectile_drag_coefficient = 0,&lt;br /&gt;
	projectile_gravity_scale    = 1.0,&lt;br /&gt;
	bolt_zero_distance          = 2750,&lt;br /&gt;
	projectile_lifetime         = 5.0,&lt;br /&gt;
	projectile_speed            = 25000,&lt;br /&gt;
	raise = 1.25,&lt;br /&gt;
	release = os.time { year = 2020, month = 8, day = 18, hour = 14 },&lt;br /&gt;
	spread = {&lt;br /&gt;
		stand_hip        = 3.0,&lt;br /&gt;
		stand_hip_run    = 3.0,&lt;br /&gt;
		stand_hip_sprint = 4.0,&lt;br /&gt;
		crouch_hip       = 3.0,&lt;br /&gt;
		air_hip          = 11.0,&lt;br /&gt;
		&lt;br /&gt;
		stand_ads        = 3,&lt;br /&gt;
		crouch_ads       = 3,&lt;br /&gt;
		air_ads          = 6,&lt;br /&gt;
		&lt;br /&gt;
		kick_on_fire = {&lt;br /&gt;
			stand_hip    = 0.0,&lt;br /&gt;
			crouch_hip   = 0.0,&lt;br /&gt;
			air_hip      = 0.0,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads    = -0.18,&lt;br /&gt;
			crouch_ads   = -0.18,&lt;br /&gt;
			air_ads      = 0.0,&lt;br /&gt;
		},&lt;br /&gt;
		max_kick = {&lt;br /&gt;
			stand_hip    = 8.0,&lt;br /&gt;
			crouch_hip   = 8.0,&lt;br /&gt;
			air_hip      = 8.0,&lt;br /&gt;
			&lt;br /&gt;
			stand_ads    = -2.5, -- &amp;quot;spread_max_kick_stand_ads&amp;quot;: &amp;quot;0.0&amp;quot;, &amp;quot;spread_min_kick&amp;quot;: &amp;quot;-2.5&amp;quot;&lt;br /&gt;
			crouch_ads   = -2.5, -- &amp;quot;spread_max_kick_crouch_ads&amp;quot;: &amp;quot;0.0&amp;quot;, &amp;quot;spread_min_kick&amp;quot;: &amp;quot;-2.5&amp;quot;&lt;br /&gt;
			air_ads      = 0.0,&lt;br /&gt;
		},&lt;br /&gt;
		decay_rate       = 3.0,&lt;br /&gt;
		decay_delay      = 0.1,&lt;br /&gt;
	},&lt;br /&gt;
	time = {&lt;br /&gt;
		reload      = 8.667,&lt;br /&gt;
		reloadempty = 8.667,&lt;br /&gt;
		deployfirst = 1.86,&lt;br /&gt;
		draw        = 1.2,&lt;br /&gt;
		holster     = 0.6,&lt;br /&gt;
		upper       = 0.75,&lt;br /&gt;
		lower       = 0.35,&lt;br /&gt;
		zoom_in     = 1.25,&lt;br /&gt;
		zoom_out    = 1,&lt;br /&gt;
	},&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
return p&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=C.A.R._SMG&amp;diff=4409</id>
		<title>C.A.R. SMG</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=C.A.R._SMG&amp;diff=4409"/>
		<updated>2022-08-10T06:40:55Z</updated>

		<summary type="html">&lt;p&gt;Mntone: ハンテッドの腰だめ拡散の更新履歴を追加&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Weapon}}&lt;br /&gt;
汎用型SMG。ライトアモとヘビーアモを切り替えて使用できる。ライトマガジンとヘビーマガジンの両方に対応する。&lt;br /&gt;
&lt;br /&gt;
== ダメージ表 ==&lt;br /&gt;
⭐︎ [[{{BASEPAGENAME}}/過去のダメージ表|最新版以前のダメージ表]]&lt;br /&gt;
{{MatchDataMessage|2022年5月23日現在}}&lt;br /&gt;
ヘルメットの変更。&lt;br /&gt;
{{DamageTables|damage=13|head=1.5|leg=0.8&lt;br /&gt;
|rps=15.5|reload=2.13|reloadratio2=0.92|reloadratio3=0.87|extmag0=20|extmag1=22|extmag2=24|extmag3=27}}&lt;br /&gt;
&lt;br /&gt;
== 更新履歴 ==&lt;br /&gt;
; エスケープ  (2021/11/02)&lt;br /&gt;
: C.A.R. SMGの実装&lt;br /&gt;
; 救世主 (2022/05/11)&lt;br /&gt;
: {{Patchnotes/Gear/Helmet/Buff}}{{DPSTable|damage=13|firerate=15.5|head=1.5|legs=0.8|shieldpreset_from=removelowprofile|shieldpreset_to=reinforcehelmets}}&lt;br /&gt;
; ハンテッド (2022/08/10)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Attachment|バレルスタビライザー}} {{Common|バレルスタビライザー}}に非対応&amp;lt;!--No longer takes barrel attachments.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;腰だめ拡散の増加&amp;lt;!--Base hipfire spread increased.--&amp;gt;&amp;lt;table class=&amp;quot;condensedtable listtable patchnotetable&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;立ち状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;1.8～3.8°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.0～4.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;走り状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;2.0～4.0°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.0～5.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;スプリント状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;2.2～4.2°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5.0～7.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;しゃがみ状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;1.0～2.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.6～3.1°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;空中にいる状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;3.2～6.2°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7.0～10.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;腰だめ拡散の増加量の増加&amp;lt;table class=&amp;quot;condensedtable listtable patchnotetable&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;立ち・しゃがみ状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;+0.15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+0.18°/発&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;空中にいる状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;+0.17&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+0.18°/発&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;拡散回復量の減少: 11.5 → 10.5°/秒&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{LanguageTable|key=car_smg}}&lt;br /&gt;
{{Navbox/Weapon}}&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=R-99_SMG&amp;diff=4408</id>
		<title>R-99 SMG</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=R-99_SMG&amp;diff=4408"/>
		<updated>2022-08-10T06:34:02Z</updated>

		<summary type="html">&lt;p&gt;Mntone: ハンテッドの腰だめ拡散の更新履歴を追加&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Weapon}}&lt;br /&gt;
高速連射が可能な自動SMG。&lt;br /&gt;
&lt;br /&gt;
== ダメージ表 ==&lt;br /&gt;
⭐︎ [[{{BASEPAGENAME}}/過去のダメージ表|最新版以前のダメージ表]]&lt;br /&gt;
{{MatchDataMessage|2022年5月23日現在}}&lt;br /&gt;
ヘルメットの変更。&lt;br /&gt;
{{DamageTables|damage=11|head=1.5&lt;br /&gt;
|rps=18|reload=2.45|reloadratio2=0.95|reloadratio3=0.9|extmag0=20|extmag1=22|extmag2=24|extmag3=27}}&lt;br /&gt;
&lt;br /&gt;
== 更新履歴 ==&lt;br /&gt;
; イベント「ヴォイドウォーカー」 (2019/09/04)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Patchnotes/Scope/SMG}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン3: メルトダウン (2019/10/02)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;装弾数の減少: 18 - {{Common|22}} - {{Rare|26}} - {{Epic|30}} → 18 - {{Common|20}} - {{Rare|23}} - {{Epic|27}} 弾&amp;lt;!--Base mag size reduction. Before: 18/22/26/30. After: 18/20/23/27--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;反動のランダム性の増加&amp;lt;!--Added some recoil randomness to patterns.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン4: アシミレーション (2020/02/05)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;標準サイトの精度向上&amp;lt;!--UPDATE TO IRONSIGHTS ACCURACY--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;ダメージの減少: 12 → 11&amp;lt;!--Reduced damage per shot 12 -&amp;gt; 11--&amp;gt;{{DPSTable|damage_from=12|damage_to=11|firerate=18|head=1.5|legs=0.8|shieldpreset_from=addevoshield|shieldpreset_to=lowprofilenerf}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;装弾数の増加: 18 - {{Common|20}} - {{Rare|23}} - {{Epic|27}} → 20 - {{Common|22}} - {{Rare|24}} - {{Epic|27}} 弾&amp;lt;!--Increased magazine size for the first 3 tiers: Base: 18 -&amp;gt; 20, Common: 20 -&amp;gt; 22, Rare: 23 -&amp;gt; 24, Epic: 27 -&amp;gt; 27--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; イベント「システムオーバーライド」 (2020/03/04)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Patchnotes/Ammo/Light/Nerf}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;マズルフラッシュの削減&amp;lt;!--Muzzle flash adjustments: Reduced the intensity of muzzle flash while aiming down the sight for all weapons except shotties and snipers--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン6: ブーステッド (2020/08/18)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: {{Heirloom|物資投下武器}}化に伴い以下のように変更&amp;lt;!--In Supply Drop: R99--&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;弾薬の変更: {{AmmoC|ライトアモ}} → {{AmmoC|専用ライトアモ}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;ダメージの増加: 11 → 12&amp;lt;!--Damage increased from 11 to 12--&amp;gt;{{DPSTable|damage_from=11|damage_to=12|firerate=18|head=1.5|legs=0.8|shieldpreset_from=lowprofilenerf|shieldpreset_to=initialseason6}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;装弾数の増加: 20 - {{Common|22}} - {{Rare|24}} - {{Epic|27}} → 32 弾&amp;lt;!--Increased magazine size to 32--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;予備弾数: 160 弾&amp;lt;!--Ammo Reserve: 160--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; 2020/08/21&lt;br /&gt;
: キル統計が正しく表示されない不具合の修正&amp;lt;!--Kill stat tracking for R-99 not displaying properly--&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン7: アセンション (2020/11/05)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: 通常武器化に伴い以下のように変更&amp;lt;!--R99 Out of Supply Drop: The R99 will be returning to the normal loot pool this season, with the same stats it had before it went into the supply drop at the start of season 6.--&amp;gt;&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;弾薬の変更: {{AmmoC|専用ライトアモ}} → {{AmmoC|ライトアモ}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;ダメージの減少: 12 → 11&amp;lt;!--Damage: 12 -&amp;gt; 11 (from Care Package version to normal pre-season 6)--&amp;gt;{{DPSTable|damage_from=12|damage_to=11|firerate=18|head=1.5|legs=0.8|shieldpreset=evoshieldonly}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;装弾数の減少: 32 → 20 - {{Common|22}} - {{Rare|24}} - {{Epic|27}} 弾&amp;lt;!--Ammo 20/22/24/27--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; イベント「ジェネシス」 (2021/06/30)&lt;br /&gt;
: {{Mode|A}}&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;ベースの材料の減少: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;550 → 500&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Common|レベル1}}にアップグレードするのに必要な材料: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;150&amp;lt;small&amp;gt; (総コスト: 700 → 650)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Rare|レベル2}}にアップグレードするのに必要な材料: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;250&amp;lt;small&amp;gt; (総コスト: 950 → 900)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Epic|レベル3}}にアップグレードするのに必要な材料: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;300&amp;lt;small&amp;gt; (総コスト: 1,250 → 1,200)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; エスケープ (2021/11/02)&lt;br /&gt;
: {{Mode|A}}&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;ベースの材料の減少: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;500 → 450&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Common|レベル1}}にアップグレードするのに必要な材料: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;150&amp;lt;small&amp;gt; (総コスト: 650 → 600)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;{{Rare|レベル2}}にアップグレードするのに必要な材料の増加: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;250 → 300&amp;lt;small&amp;gt; (総コスト: 900)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Epic|レベル3}}にアップグレードするのに必要な材料の増加: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;300 → 350&amp;lt;small&amp;gt; (総コスト: 1,200 → 1,250)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; デファイアンス (2022/02/09)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;〈サイレント〉腰だめ拡散の増加&amp;lt;table class=&amp;quot;condensedtable listtable patchnotetable&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;立ち状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;1.0〜3.0°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.2〜3.2°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;走り状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;1.5〜3.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.7〜3.7°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;スプリント状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;2.5〜4.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.7〜4.7°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;空中にいる状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;3.5〜6.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.0〜7.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; [https://twitter.com/Respawn/status/1491569183028432897 2022/2/10]&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;腰だめ拡散の減少&amp;lt;table class=&amp;quot;condensedtable listtable patchnotetable&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;立ち状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;1.2〜3.2°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.0〜3.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;走り状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;1.7〜3.7°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.5〜3.5°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;スプリント状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;2.7〜4.7°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.5〜4.5°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;空中にいる状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;4.0〜7.0°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.5〜6.5°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; [https://twitter.com/Respawn/status/1496278971360628736 2022/2/23]&lt;br /&gt;
:&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;【アリーナ】{{Epic|レベル3}}にアップグレードするのに必要な材料の減少: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;350 → 300&amp;lt;small&amp;gt; (総コスト: 1,250 → 1,200)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; 救世主 (2022/05/11)&lt;br /&gt;
: {{Patchnotes/Gear/Helmet/Buff}}{{DPSTable|damage=11|firerate=18|head=1.5|legs=0.8|shieldpreset_from=removelowprofile|shieldpreset_to=reinforcehelmets}}&lt;br /&gt;
; ハンテッド (2022/08/10)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;腰だめ拡散の増加&amp;lt;!--Base hipfire spread increased.--&amp;gt;&amp;lt;table class=&amp;quot;condensedtable listtable patchnotetable&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;立ち状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;1.0～3.0°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.0～4.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;走り状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;1.5～3.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.0～5.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;スプリント状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;2.5～4.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5.0～7.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;しゃがみ状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;0.8～2.3°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.6～3.1°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;空中にいる状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;3.5～6.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7.0～10.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{LanguageTable|key=r99}}&lt;br /&gt;
{{Navbox/Weapon}}&lt;br /&gt;
{{DEFAULTSORT:ああるないんていないんSMG}}&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%97%E3%83%A9%E3%82%A6%E3%83%A9%E3%83%BC%E3%83%90%E3%83%BC%E3%82%B9%E3%83%88PDW&amp;diff=4407</id>
		<title>プラウラーバーストPDW</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%97%E3%83%A9%E3%82%A6%E3%83%A9%E3%83%BC%E3%83%90%E3%83%BC%E3%82%B9%E3%83%88PDW&amp;diff=4407"/>
		<updated>2022-08-10T06:33:53Z</updated>

		<summary type="html">&lt;p&gt;Mntone: ハンテッドの腰だめ拡散の更新履歴を追加&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Weapon}}&lt;br /&gt;
5連バーストSMG。&lt;br /&gt;
&lt;br /&gt;
== ダメージ表 ==&lt;br /&gt;
⭐︎ [[{{BASEPAGENAME}}/過去のダメージ表|最新版以前のダメージ表]]&lt;br /&gt;
{{MatchDataMessage|2022年5月23日現在}}&lt;br /&gt;
ヘルメットの変更。&lt;br /&gt;
{{DamageTables|damage=14|head=1.5}}&lt;br /&gt;
&lt;br /&gt;
== 更新履歴 ==&lt;br /&gt;
; イベント「ヴォイドウォーカー」 (2019/09/04)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Patchnotes/Scope/SMG}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン3: メルトダウン (2019/10/02)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;フルオートモードの反動のランダム性の増加&amp;lt;!--Added some slight recoil randomness while maintaining the same pattern when fired in full-auto mode.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン4: アシミレーション (2020/02/05)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;ダメージの増加: 14 → 15&amp;lt;!--Increased damage per shot 14 -&amp;gt; 15--&amp;gt;{{DPSTable|damage_from=14|damage_to=15|firerate=12.804878|head=1.5|legs=0.8|shieldpreset_from=addevoshield|shieldpreset_to=lowprofilenerf}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; イベント「システムオーバーライド」 (2020/03/04)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Patchnotes/Ammo/Heavy/Nerf}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;アイアンサイトにレッドドットを追加&amp;lt;!--Red dot has been added to the iron sights for Prowler and L-STAR; iron sights dot will stay properly centered during weapon sway and bob movements.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;マズルフラッシュの削減&amp;lt;!--Muzzle flash adjustments: Reduced the intensity of muzzle flash while aiming down the sight for all weapons except shotties and snipers--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン6: ブーステッド (2020/08/18)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;バーストモードの垂直反動の減少&amp;lt;!--Slightly Reduce vertical recoil in burst mode--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;フルオートモードの水平反動の増加&amp;lt;!--Increase horizontal recoil in Auto Mode --&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン7: アセンション (2020/11/05)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: {{Heirloom|物資投下武器}}化に伴い以下のように変更&amp;lt;!--Prowler Into Supply Drop: The prowler is replacing the R99 in the supply drop.--&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;弾薬の変更: {{AmmoC|ヘビーアモ}} → {{AmmoC|専用ヘビーアモ}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;予備弾数: 175 弾&amp;lt;!--Magazine size: 35; reserve ammo: 175--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;標準で{{Hopup|セレクトファイアレシーバー}} {{Epic|セレクトファイアレシーバー}}の搭載&amp;lt;!--Despite the Selectfire hop-up being removed from the loot pool this season, the Prowler will still have the ability to change between 5 round bursts and full-auto.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; イベント「ファイトナイト」 (2021/01/06)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;予備弾数の増加: 175 → 210 弾&amp;lt;!--Reserve bullets increased from 175 to 210--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン8: メイヘム (2021/02/03)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;拡張ヘビーマガジンの強化: {{Attachment|拡張ヘビーマガジン|3}} {{Epic|レベル3}} → {{Attachment|拡張ヘビーマガジン|4}} {{Legendary|レベル4}}&amp;lt;!--LEGENDARY MAGAZINES: Season 8 introduces the Gold-tier magazines. Attaching it to a weapon automatically reloads your stowed weapons after a brief delay. The Gold magazine has the same capacity as Purple mags, and is available for Light, Heavy, Snipers, and Energy Weapons.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; 英雄の軌跡 (2021/05/05)&lt;br /&gt;
:* ゲーム終盤の出現率が高くなるように調整&amp;lt;!--with the Prowler being the most prominent late game crate weapon.--&amp;gt;&lt;br /&gt;
:* 射撃モードを切り替える際にHUDが更新されない不具合の修正&amp;lt;!--Supply Drop Prowler can now toggle fire modes.--&amp;gt;&lt;br /&gt;
; エマージェンス (2021/08/04)&lt;br /&gt;
: 通常武器化に伴い以下のように変更&amp;lt;!--This season the Prowler returns to floor loot and taking its place is the M600 Spitfire. In addition to the Spitfire this season another weapon will be joining the supply drop: the Alternator SMG. See how each weapon changes down below.--&amp;gt;&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;弾薬の変更: {{AmmoC|専用ヘビーアモ}} → {{AmmoC|ヘビーアモ}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;バースト遅延の増加: 0.20 → 0.24 秒&amp;lt;!--Time Between Burst increased from 0.2 to .24--&amp;gt;{{DPSTable|damage=15|firerate_from=12.804878|firerate_to=11.615044|head=1.5|legs=0.8|shieldpreset=removelowprofile}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;【アリーナ】材料: {{Materials}} 450 {{Overset|-|+200}} {{Common|650}} {{Overset|-|+300}} {{Rare|950}} {{Overset|-|+400}} {{Epic|1,350}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; [https://twitter.com/Respawn/status/1425140785197027335 2021/08/11]&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;ダメージの減少: 15 → 14&amp;lt;!--Reduces Prowler damage from 15&amp;gt;14--&amp;gt;{{DPSTable|damage_from=15|damage_to=14|firerate=11.615044|head=1.5|legs=0.8|shieldpreset=removelowprofile}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;{{Mode|A}}&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;ベースの材料の増加: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;450 → 500&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Common|レベル1}}にアップグレードするのに必要な材料: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;200&amp;lt;small&amp;gt; (総コスト: 650 → 700)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Rare|レベル2}}にアップグレードするのに必要な材料: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;300&amp;lt;small&amp;gt; (総コスト: 950 → 1,000)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Epic|レベル3}}にアップグレードするのに必要な材料: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;400&amp;lt;small&amp;gt; (総コスト: 1,350 → 1,400)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; エスケープ (2021/11/02)&lt;br /&gt;
: {{Mode|A}}&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;ベースの材料の減少: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;500 → 400&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Common|レベル1}}にアップグレードするのに必要な材料: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;200&amp;lt;small&amp;gt; (総コスト: 700 → 600)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Rare|レベル2}}にアップグレードするのに必要な材料の増加: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;300 → 350&amp;lt;small&amp;gt; (総コスト: 1,000 → 950)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Epic|レベル3}}にアップグレードするのに必要な材料の減少: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;400 → 350&amp;lt;small&amp;gt; (総コスト: 1,400 → 1,300)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; デファイアンス (2022/02/09)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;〈サイレント〉腰だめ拡散の増加&amp;lt;table class=&amp;quot;condensedtable listtable patchnotetable&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;立ち状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;1.0〜3.0°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.2〜3.2°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;走り状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;1.5〜3.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.7〜3.7°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;スプリント状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;2.5〜4.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.7〜4.7°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;空中にいる状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;3.5〜6.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.0〜7.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; [https://twitter.com/Respawn/status/1491569183028432897 2022/2/10]&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;腰だめ拡散の減少&amp;lt;table class=&amp;quot;condensedtable listtable patchnotetable&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;立ち状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;1.2〜3.2°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.0〜3.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;走り状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;1.7〜3.7°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.5〜3.5°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;スプリント状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;2.7〜4.7°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.5〜4.5°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;空中にいる状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;4.0〜7.0°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.5〜6.5°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; [https://twitter.com/Respawn/status/1496278971360628736 2022/2/23]&lt;br /&gt;
: {{Mode|A}}&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Common|レベル1}}にアップグレードするのに必要な材料の減少: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;200 → 150&amp;lt;small&amp;gt; (総コスト: 600 → 550)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Rare|レベル2}}にアップグレードするのに必要な材料の減少: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;350 → 300&amp;lt;small&amp;gt; (総コスト: 950 → 850)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Epic|レベル3}}にアップグレードするのに必要な材料: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;350&amp;lt;small&amp;gt; (総コスト: 1,300 → 1,200)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; 救世主 (2022/05/11)&lt;br /&gt;
:* {{Patchnotes/Gear/Helmet/Buff}}{{DPSTable|damage=14|firerate=11.615044|head=1.5|legs=0.8|shieldpreset_from=removelowprofile|shieldpreset_to=reinforcehelmets}}&lt;br /&gt;
:* {{Mode|A}}&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Rare|レベル2}}にアップグレードするのに必要な材料の減少: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;300 → 250&amp;lt;small&amp;gt; (総コスト: 850 → 800)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Epic|レベル3}}にアップグレードするのに必要な材料の減少: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;350 → 300&amp;lt;small&amp;gt; (総コスト: 1,200 → 1,100)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; ハンテッド (2022/08/10)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;腰だめ拡散の増加&amp;lt;!--Base hipfire spread increased.--&amp;gt;&amp;lt;table class=&amp;quot;condensedtable listtable patchnotetable&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;立ち状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;1.0～3.0°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.0～4.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;走り状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;1.5～3.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.0～5.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;スプリント状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;2.5～4.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5.0～7.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;しゃがみ状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;0.8～2.3°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.6～3.1°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;空中にいる状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;3.5～6.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7.0～10.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{LanguageTable|key=prowler}}&lt;br /&gt;
{{Navbox/Weapon}}&lt;br /&gt;
{{DEFAULTSORT:ふらうらあはあすとPDW}}&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=%E3%82%AA%E3%83%AB%E3%82%BF%E3%83%8D%E3%83%BC%E3%82%BF%E3%83%BCSMG&amp;diff=4406</id>
		<title>オルタネーターSMG</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=%E3%82%AA%E3%83%AB%E3%82%BF%E3%83%8D%E3%83%BC%E3%82%BF%E3%83%BCSMG&amp;diff=4406"/>
		<updated>2022-08-10T06:33:22Z</updated>

		<summary type="html">&lt;p&gt;Mntone: ハンテッドの腰だめ拡散の更新履歴を追加&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Weapon}}&lt;br /&gt;
ツインバレルのフルオートSMG。&lt;br /&gt;
&lt;br /&gt;
== ダメージ表 ==&lt;br /&gt;
⭐︎ [[{{BASEPAGENAME}}/過去のダメージ表|最新版以前のダメージ表]]&lt;br /&gt;
{{MatchDataMessage|2022年5月23日現在}}&lt;br /&gt;
ヘルメットの変更。&lt;br /&gt;
{{DamageTables|damage=16|head=1.5&lt;br /&gt;
|rps=10|reload=2.23|extmag0=19|extmag1=22|extmag2=25|extmag3=27}}&lt;br /&gt;
&lt;br /&gt;
== 更新履歴 ==&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン2: バトルチャージ (2019/07/03)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;ダメージの増加: 13 → 15&amp;lt;!--damage 13 -&amp;gt; 15--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Attachment|バレルスタビライザー}} {{Common|バレルスタビライザー}}使用時の反動抑制率の増加&amp;lt;!--recoil mitigation increased for all barrel attachments.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;{{Hopup|ディスラプター弾}} {{Epic|ディスラプター弾}}の追加: 2.26 倍&amp;lt;!--New Hop-Up: Disruptor Rounds, Increased damage to shielded targets. Compatibility: Alternator / RE-45--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; 2019/07/06&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Hopup|ディスラプター弾}} {{Epic|ディスラプター弾}}の倍率の減少: 2.26 → 1.7 倍&amp;lt;!--Reduced the shield damage multiplier from 2.26 to 1.7. It&#039;s a minor tweak while we evaluate the full weapon meta next week.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; イベント「アイアンクラウン」 (2019/08/14)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Hopup|ディスラプター弾}} {{Epic|ディスラプター弾}}の倍率の減少: 1.7 → 1.55 倍&amp;lt;!--Reduced Shielded damage multiplier 1.7 -&amp;gt; 1.55.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; イベント「ヴォイドウォーカー」 (2019/09/04)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Patchnotes/Scope/SMG}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン3: メルトダウン (2019/10/02)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: {{Hopup|ディスラプター弾}} {{Epic|ディスラプター弾}}の削除&amp;lt;!--REMOVED: Disruptor Rounds--&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン4: アシミレーション (2020/02/05)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;標準サイトの精度向上&amp;lt;!--UPDATE TO IRONSIGHTS ACCURACY--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; イベント「システムオーバーライド」 (2020/03/04)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Patchnotes/Ammo/Light/Nerf}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;マズルフラッシュの削減&amp;lt;!--Muzzle flash adjustments: Reduced the intensity of muzzle flash while aiming down the sight for all weapons except shotties and snipers--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン5: 運命の行く末 (2020/05/13)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;装弾数の増加: 16 - {{Common|20}} - {{Rare|23}} - {{Epic|26}} → 19 - {{Common|22}} - {{Rare|25}} - {{Epic|27}}&amp;lt;!--Increased Mag size from 16 to 19. Level 1 Extended mag is now 22, Level 2 is now 25, and Level 3 is now 27. --&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン8: メイヘム (2021/02/03)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;ダメージの増加: 15 → 16&amp;lt;!--Bullet damage increased from 15 to 16--&amp;gt;{{DPSTable|damage_from=15|damage_to=16|firerate=10|head=1.5|legs=0.8|shieldpreset=evoshieldonly}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; エマージェンス (2021/08/04)&lt;br /&gt;
: {{Heirloom|物資投下武器}}化に伴い以下のように変更&amp;lt;!--Reintroducing the Disruptor Rounds which come equipped on a Supply Drop Alternator--&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;弾薬の変更: {{AmmoC|ライトアモ}} → {{AmmoC|専用ライトアモ}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;予備弾数: 218 弾&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;標準で{{Hopup|ディスラプター弾}} {{Epic|ディスラプター弾}}の搭載&amp;lt;!--Disruptor Rounds can ONLY be found on Alternators from the Supply Drop--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;{{Hopup|ディスラプター弾}} {{Epic|ディスラプター弾}}の倍率の減少: 1.55 → 1.4 倍&amp;lt;!--Disruptor Rounds - Increase shield damage by 40%--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; デファイアンス (2022/02/09)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;通常武器化に伴い以下のように変更&amp;lt;!--The Alternator SMG returns to the ground loot this season and taking its place is the powerful mid-range energy Volt SMG.--&amp;gt;&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;弾薬の変更: {{AmmoC|専用ライトアモ}} → {{AmmoC|ライトアモ}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Hopup|ディスラプター弾}} {{Epic|ディスラプター弾}}の削除&amp;lt;!--Removed disruptor rounds hop-up--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;〈サイレント〉腰だめ拡散の増加&amp;lt;table class=&amp;quot;condensedtable listtable patchnotetable&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;立ち状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;1.0〜3.0°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.2〜3.2°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;走り状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;1.5〜3.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.7〜3.7°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;スプリント状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;2.5〜4.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.7〜4.7°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;空中にいる状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;3.5〜6.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.0〜7.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; [https://twitter.com/Respawn/status/1491569183028432897 2022/2/10]&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;腰だめ拡散の減少&amp;lt;table class=&amp;quot;condensedtable listtable patchnotetable&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;立ち状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;1.2〜3.2°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.0〜3.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;走り状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;1.7〜3.7°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.5〜3.5°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;スプリント状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;2.7〜4.7°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.5〜4.5°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;空中にいる状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;4.0〜7.0°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.5〜6.5°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; 救世主 (2022/05/11)&lt;br /&gt;
: {{Patchnotes/Gear/Helmet/Buff}}{{DPSTable|damage=16|firerate=10|head=1.5|legs=0.8|shieldpreset_from=removelowprofile|shieldpreset_to=reinforcehelmets}}&lt;br /&gt;
; ハンテッド (2022/08/10)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;腰だめ拡散の増加&amp;lt;!--Base hipfire spread increased.--&amp;gt;&amp;lt;table class=&amp;quot;condensedtable listtable patchnotetable&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;立ち状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;1.0～3.0°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.0～4.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;走り状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;1.5～3.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.0～5.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;スプリント状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;2.5～4.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5.0～7.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;しゃがみ状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;0.8～2.3°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.6～3.1°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;空中にいる状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;3.5～6.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7.0～10.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{LanguageTable|key=alternator}}&lt;br /&gt;
{{Navbox/Weapon}}&lt;br /&gt;
{{DEFAULTSORT:おるたねいたあSMG}}&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=R-301%E3%82%AB%E3%83%BC%E3%83%93%E3%83%B3&amp;diff=4405</id>
		<title>R-301カービン</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=R-301%E3%82%AB%E3%83%BC%E3%83%93%E3%83%B3&amp;diff=4405"/>
		<updated>2022-08-10T06:23:07Z</updated>

		<summary type="html">&lt;p&gt;Mntone: ハンテッドの腰だめ拡散の更新履歴を追加&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Weapon}}&lt;br /&gt;
フルオートで高精度。&lt;br /&gt;
&lt;br /&gt;
== ダメージ表 ==&lt;br /&gt;
⭐︎ [[{{BASEPAGENAME}}/過去のダメージ表|最新版以前のダメージ表]]&lt;br /&gt;
{{MatchDataMessage|2022年5月23日現在}}&lt;br /&gt;
ヘルメットの変更。&lt;br /&gt;
{{DamageTables|damagemin=14|damagemax=35|head=1.75|legmin=0.75&lt;br /&gt;
|damage=14|leg=0.75&lt;br /&gt;
|rps=13.5|rps2=3.5|reload=3.2|reloadratio2=0.95|reloadratio3=0.9|extmag0=18|extmag1=20|extmag2=25|extmag3=28}}&lt;br /&gt;
&lt;br /&gt;
== 更新履歴 ==&lt;br /&gt;
; イベント「アイアンクラウン」 (2019/08/14)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;反動の増加&amp;lt;!--Increased vertical and horizontal recoil.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;反動のランダム性の増加&amp;lt;!--Slightly increased recoil pattern randomness.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン3: メルトダウン (2019/10/02)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: {{Hopup|アンビルレシーバー}} {{Legendary|アンビルレシーバー}}の追加&amp;lt;!--NEW HOP-UP: Anvil Receiver, This hop-up empowers semi-auto mode; it offers highly increased damage, but at the cost of reduced rate of fire and double ammo per shot.--&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン4: アシミレーション (2020/02/05)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;標準サイトの精度向上&amp;lt;!--UPDATE TO IRONSIGHTS ACCURACY--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; イベント「システムオーバーライド」 (2020/03/04)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Patchnotes/Ammo/Light/Nerf}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;マズルフラッシュの削減&amp;lt;!--Muzzle flash adjustments: Reduced the intensity of muzzle flash while aiming down the sight for all weapons except shotties and snipers--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;単発射撃モードで{{Hopup|アンビルレシーバー}} {{Legendary|アンビルレシーバー}}を装備するとフルオート射撃モードが使えなくなる不具合の修正&amp;lt;!--Fixed bug for cases where full-auto mode would be disabled when players equipped the Anvil Receiver hop-up while in single-fire mode for R-301 or Flatline.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン5: 運命の行く末 (2020/05/13)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: {{Hopup|アンビルレシーバー}} {{Legendary|アンビルレシーバー}}の削除&amp;lt;!--Vaulted Anvil Receiver.--&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン8: メイヘム (2021/02/03)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: {{Hopup|アンビルレシーバー}} {{Legendary|アンビルレシーバー}}の再追加&amp;lt;!--The Anvil Rounds hop up will be added into the loot pool--&amp;gt;&lt;br /&gt;
; 英雄の軌跡 (2021/05/05)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;ヘッドショット倍率の減少: 2.0 → 1.75 倍&amp;lt;!--Reducing the headshot multiplier for all assault rifles from 2.0 to 1.75--&amp;gt;{{DPSTable|damage=14|firerate=13.5|head_from=2|head_to=1.75|legs=0.75|shieldpreset_from=gibbleedthrough|shieldpreset_to=removelowprofile}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; イベント「ジェネシス」 (2021/06/30)&lt;br /&gt;
: 【アリーナ】&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Rare|レベル2}}にアップグレードするのに必要な材料の増加: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;300 → 350&amp;lt;small&amp;gt; (総コスト: 1,100 → 1,150)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Epic|レベル3}}にアップグレードするのに必要な材料: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;350&amp;lt;small&amp;gt; (総コスト: 1,450 → 1,500)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; エマージェンス (2021/08/04)&lt;br /&gt;
: {{Hopup|アンビルレシーバー}} {{Legendary|アンビルレシーバー}}の削除&amp;lt;!--To make room, the Anvil Receiver and Quickdraw Holster are being vaulted for now.--&amp;gt;&lt;br /&gt;
; 救世主 (2022/05/11)&lt;br /&gt;
: {{Patchnotes/Gear/Helmet/Buff}}{{DPSTable|damage=14|firerate=13.5|head=1.75|legs=0.75|shieldpreset_from=removelowprofile|shieldpreset_to=reinforcehelmets}}&lt;br /&gt;
; ハンテッド (2022/08/10)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;腰だめ拡散の増加&amp;lt;!--Base hipfire spread increased.--&amp;gt;&amp;lt;table class=&amp;quot;condensedtable listtable patchnotetable&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;立ち状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;2.5～4.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.0～5.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;走り状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;5.5～7.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6.6～8.6°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;スプリント状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;7.0～9.0°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8.4～10.4°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;しゃがみ状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;2.0～3.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.4～3.9°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;空中にいる状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;7.0～10.0°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8.4～11.4°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{LanguageTable|key=r301}}&lt;br /&gt;
{{Navbox/Weapon}}&lt;br /&gt;
{{DEFAULTSORT:ああるすりいおおわんかあひん}}&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=VK-47%E3%83%95%E3%83%A9%E3%83%83%E3%83%88%E3%83%A9%E3%82%A4%E3%83%B3&amp;diff=4404</id>
		<title>VK-47フラットライン</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=VK-47%E3%83%95%E3%83%A9%E3%83%83%E3%83%88%E3%83%A9%E3%82%A4%E3%83%B3&amp;diff=4404"/>
		<updated>2022-08-10T06:22:57Z</updated>

		<summary type="html">&lt;p&gt;Mntone: ハンテッドの腰だめ拡散の更新履歴を追加&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Weapon}}&lt;br /&gt;
威力十分のフルオート銃。&lt;br /&gt;
&lt;br /&gt;
== ダメージ表 ==&lt;br /&gt;
⭐︎ [[{{BASEPAGENAME}}/過去のダメージ表|最新版以前のダメージ表]]&lt;br /&gt;
{{MatchDataMessage|2022年5月23日現在}}&lt;br /&gt;
ヘルメットの変更。&lt;br /&gt;
{{DamageTables|damagemin=19|damagemax=43|head=1.75|legmin=0.75&lt;br /&gt;
|damage=18|leg=0.75&lt;br /&gt;
|rps=10|rps2=2.9|reload=3.1|reloadratio2=0.92|reloadratio3=0.87|extmag0=20|extmag1=25|extmag2=28|extmag3=30}}&lt;br /&gt;
&lt;br /&gt;
== 更新履歴 ==&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン2: バトルチャージ (2019/07/03)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;ダメージの増加: 16 → 19&amp;lt;!--Flatline: damage 16 -&amp;gt; 19--&amp;gt;{{DPSTable|damage_from=16|damage_to=19|firerate=10|head=2|legs=0.75|shieldpreset=addfortified}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン3: メルトダウン (2019/10/02)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: {{Hopup|アンビルレシーバー}} {{Legendary|アンビルレシーバー}}の追加&amp;lt;!--NEW HOP-UP: Anvil Receiver, This hop-up empowers semi-auto mode; it offers highly increased damage, but at the cost of reduced rate of fire and double ammo per shot.--&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン4: アシミレーション (2020/02/05)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;標準サイトの精度向上&amp;lt;!--UPDATE TO IRONSIGHTS ACCURACY--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; イベント「システムオーバーライド」 (2020/03/04)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Patchnotes/Ammo/Heavy/Nerf}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;マズルフラッシュの削減&amp;lt;!--Muzzle flash adjustments: Reduced the intensity of muzzle flash while aiming down the sight for all weapons except shotties and snipers--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;単発射撃モードで{{Hopup|アンビルレシーバー}} {{Legendary|アンビルレシーバー}}を装備するとフルオート射撃モードが使えなくなる不具合の修正&amp;lt;!--Fixed bug for cases where full-auto mode would be disabled when players equipped the Anvil Receiver hop-up while in single-fire mode for R-301 or Flatline.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン5: 運命の行く末 (2020/05/13)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: {{Hopup|アンビルレシーバー}} {{Legendary|アンビルレシーバー}}の削除&amp;lt;!--Vaulted Anvil Receiver.--&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン8: メイヘム (2021/02/03)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: {{Hopup|アンビルレシーバー}} {{Legendary|アンビルレシーバー}}の再追加&amp;lt;!--The Anvil Rounds hop up will be added into the loot pool--&amp;gt;&lt;br /&gt;
; 英雄の軌跡 (2021/05/05)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;ヘッドショット倍率の減少: 2.0 → 1.75 倍&amp;lt;!--Reducing the headshot multiplier for all assault rifles from 2.0 to 1.75--&amp;gt;{{DPSTable|damage=19|firerate=10|head_from=2|head_to=1.75|legs=0.75|shieldpreset_from=gibbleedthrough|shieldpreset_to=removelowprofile}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;アイアンサイトの一部が武器全体に表示される不具合の修正&amp;lt;!--Part of the iron sight was being displayed over the whole weapon.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; エマージェンス (2021/08/04)&lt;br /&gt;
: {{Hopup|アンビルレシーバー}} {{Legendary|アンビルレシーバー}}の削除&amp;lt;!--To make room, the Anvil Receiver and Quickdraw Holster are being vaulted for now.--&amp;gt;&lt;br /&gt;
; デファイアンス (2022/02/09)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;ダメージの減少: 19 → 18&amp;lt;!--Damage reduced from 19 to 18 per bullet--&amp;gt;{{DPSTable|damage_from=19|damage_to=18|firerate=10|head=1.75|legs=0.75|shieldpreset=removelowprofile}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; 救世主 (2022/05/11)&lt;br /&gt;
: {{Patchnotes/Gear/Helmet/Buff}}{{DPSTable|damage=18|firerate=10|head=1.75|legs=0.75|shieldpreset_from=removelowprofile|shieldpreset_to=reinforcehelmets}}&lt;br /&gt;
; ハンテッド (2022/08/10)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;腰だめ拡散の増加&amp;lt;!--Base hipfire spread increased.--&amp;gt;&amp;lt;table class=&amp;quot;condensedtable listtable patchnotetable&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;立ち状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;2.5～4.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.0～5.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;走り状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;5.5～7.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6.6～8.6°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;スプリント状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;7.0～9.0°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8.4～10.4°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;しゃがみ状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;2.0～3.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.4～3.9°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;空中にいる状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;7.0～10.0°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8.4～11.4°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{LanguageTable|key=flatline}}&lt;br /&gt;
{{Navbox/Weapon}}&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%8F%E3%83%9C%E3%83%83%E3%82%AF%E3%83%A9%E3%82%A4%E3%83%95%E3%83%AB&amp;diff=4403</id>
		<title>ハボックライフル</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%8F%E3%83%9C%E3%83%83%E3%82%AF%E3%83%A9%E3%82%A4%E3%83%95%E3%83%AB&amp;diff=4403"/>
		<updated>2022-08-10T06:22:38Z</updated>

		<summary type="html">&lt;p&gt;Mntone: ハンテッドの腰だめ拡散の更新履歴を追加&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Weapon}}&lt;br /&gt;
フルオートのチャージ式エネルギーライフル。&lt;br /&gt;
&lt;br /&gt;
== ダメージ表 ==&lt;br /&gt;
⭐︎ [[{{BASEPAGENAME}}/過去のダメージ表|最新版以前のダメージ表]]&lt;br /&gt;
{{MatchDataMessage|2022年5月23日現在}}&lt;br /&gt;
ヘルメットの変更。&lt;br /&gt;
{{DamageTables|damage=18|head=1.75|leg=0.75&lt;br /&gt;
|rps=11.2|raise=0.42|reload=3.2|reloadratio2=0.95|reloadratio3=0.9|extmag0=24|extmag1=28|extmag2=32|extmag3=36}}&lt;br /&gt;
&amp;lt;nowiki/&amp;gt;&lt;br /&gt;
== 更新履歴 ==&lt;br /&gt;
; 2019/02/21&lt;br /&gt;
: ハボックライフルの実装&lt;br /&gt;
; 2019/03/07&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;全ての場所で出現率の増加&amp;lt;!--Additionally, the scarcity of energy ammo and lower number of energy weapons overall has made those weapons difficult to main, so we’ve increased energy weapon and ammo availability.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; 2019/04/17&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;装弾数の変更: 25 → 32 弾&amp;lt;!--Increased base magazine size: 25 -&amp;gt; 32 rounds--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;{{Hopup|セレクトファイアレシーバー}} {{Epic|セレクトファイアレシーバー}}のチャージビームに対して以下のように変更&amp;lt;!--Charge Beam--&amp;gt;&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;ダメージの増加: 55〜45 → 60〜50&amp;lt;!--Increased close range damage: 55 -&amp;gt; 60, Increased damage at range: 45 -&amp;gt; 50--&amp;gt;{{DPSTable|damage_from=55|damage_to=60|firerate=1.3|head=1.5|legs=0.75|shieldpreset_from=release|shieldpreset_to=addfortified}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;ダメージ減衰開始距離の減少: 35 → 75m&amp;lt;!--Close range damage falloff increased: 35m -&amp;gt; 75m--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;ダメージ減衰中間距離の減少: 75 → 125m&amp;lt;!--Ranged damage falloff increased: 75m -&amp;gt; 125m--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;1発の射撃に必要な弾丸数の減少: 5 → 4 弾&amp;lt;!--Reduced cost per shot: 5 -&amp;gt; 4--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン2: バトルチャージ (2019/07/03)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Patchnotes/Ammo/Energy/Buff}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Attachment|拡張エネルギーマガジン}} 拡張エネルギーマガジンの追加&amp;lt;!--New Attachments: Energy Mags--&amp;gt;により、装弾数の変更: 32 → 24 - {{Common|28}} - {{Rare|32}} - {{Epic|36}} 弾&amp;lt;!--Compatibility: Havoc, Triple Take, Devotion.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; 2019/07/17&lt;br /&gt;
: チャージなしで射撃できる不具合の修正&amp;lt;!--Fixed exploit where the HAVOC could fire full auto without charging up.--&amp;gt;&lt;br /&gt;
; イベント「大晩餐会アーケード」 (2020/01/15)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Attachment|拡張エネルギーマガジン}} 拡張エネルギーマガジンの削除&amp;lt;!--Extended Energy Mags removed--&amp;gt;により、装弾数の変更: 24 - {{Common|28}} - {{Rare|32}} - {{Epic|36}} → 32 弾&amp;lt;!--HAVOC mag size: 32--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン4: アシミレーション (2020/02/05)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;標準サイトの精度向上&amp;lt;!--UPDATE TO IRONSIGHTS ACCURACY--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;水平反動の減少&amp;lt;!--Most notably, we are reducing horizontal recoil and making it easier to control.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Hopup|セレクトファイアレシーバー}} {{Epic|セレクトファイアレシーバー}}のチャージビームの射撃レートの増加: 1.3 → 1.8 rps&amp;lt;!--Decreased time between shots when using Select Fire hop-up .77 -&amp;gt; .56--&amp;gt;{{DPSTable|damage=60|firerate_from=1.3|firerate_to=1.8|head=1.5|legs=0.75|shieldpreset=changehelmets}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;{{Hopup|ターボチャージャー}} {{Legendary|ターボチャージャー}}の削除&amp;lt;!--No longer accepts the Turbocharger hop-up [turbocharger has been removed from the game] but can still equip Select Fire.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; イベント「システムオーバーライド」 (2020/03/04)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Patchnotes/Ammo/Energy/Nerf}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;マズルフラッシュの削減&amp;lt;!--Muzzle flash adjustments: Reduced the intensity of muzzle flash while aiming down the sight for all weapons except shotties and snipers--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン5: 運命の行く末 (2020/05/13)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;垂直反動の増加&amp;lt;!--Vertical recoil increased.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;水平反動がわずかに増加&amp;lt;!--Horizontal recoil slightly increased.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;最初の2発の反動の増加&amp;lt;!--Recoil on the first 2 shots increased.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; イベント「失われた財宝」 (2020/06/24)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;装弾数の変更: 32 → 28 弾&amp;lt;!--Decreased magazine size from 32 to 28.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;最初の数発の反動がかなり増加&amp;lt;!--Greatly increased horizontal recoil in the initial shots of a burst--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン6: ブーステッド (2020/08/18)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;リコイルパターンの変更&amp;lt;!--Updated Havoc with a new recoil pattern--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Attachment|拡張エネルギーマガジン}} 拡張エネルギーマガジンの追加&amp;lt;!--Added: Extended Energy Mags. --&amp;gt;により、装弾数の変更: 28 → 24 - {{Common|28}} - {{Rare|32}} - {{Epic|36}} 弾&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;{{Hopup|ターボチャージャー}} {{Legendary|ターボチャージャー}}の再追加&amp;lt;!--Added: Turbocharger Hop-up--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン7: アセンション (2020/11/05)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;リコイルパターンの更新&amp;lt;!--Updated recoil pattern. Kicks up, then right, then left, then up again.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;{{Hopup|セレクトファイアレシーバー}} {{Epic|セレクトファイアレシーバー}}の削除&amp;lt;!--The Selectfire Receiver hop-up will be removed from the loot pool to make room.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン8: メイヘム (2021/02/03)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: ランパートの戦術アビリティ「{{Tactical|増幅バリケード}} 増幅バリケード」を経由して射撃すると腰だめ精度が100%になる不具合の修正&amp;lt;!--Fixed an issue causing the Havoc to have 100% accuracy when hip-fired through Rampart’s Amped Cover.--&amp;gt;&lt;br /&gt;
; 英雄の軌跡 (2021/05/05)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;ヘッドショット倍率の減少: 2.0 → 1.75 倍&amp;lt;!--Reducing the headshot multiplier for all assault rifles from 2.0 to 1.75--&amp;gt;{{DPSTable|damage=18|firerate=11.2|head_from=2|head_to=1.75|legs=0.75|shieldpreset_from=gibbleedthrough|shieldpreset_to=removelowprofile}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;最初の2発の反動の減少&amp;lt;!--Increased recoil controllability early in the pattern--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; 救世主 (2022/05/11)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;{{Patchnotes/Gear/Helmet/Buff}}{{DPSTable|damage=18|firerate=11.2|head=1.75|legs=0.75|shieldpreset_from=removelowprofile|shieldpreset_to=reinforcehelmets}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;最初の反動の減少&amp;lt;!--Improved recoil at the start of the pattern--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;{{Mode|A}}&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;ベースの材料の増加: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;350 → 400&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Common|レベル1}}にアップグレードするのに必要な材料: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;200&amp;lt;small&amp;gt; (総コスト: 550 → 600)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Rare|レベル2}}にアップグレードするのに必要な材料: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;250&amp;lt;small&amp;gt; (総コスト: 800 → 850)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Epic|レベル3}}にアップグレードするのに必要な材料: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;400&amp;lt;small&amp;gt; (総コスト: 1,200 → 1,250)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; ハンテッド (2022/08/10)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;腰だめ拡散の増加&amp;lt;!--Base hipfire spread increased.--&amp;gt;&amp;lt;table class=&amp;quot;condensedtable listtable patchnotetable&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;立ち状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;2.5～4.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.0～5.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;走り状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;5.5～7.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6.6～8.6°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;スプリント状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;7.0～9.0°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8.4～10.4°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;しゃがみ状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;2.0～3.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.4～3.9°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;空中にいる状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;7.0～10.0°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8.4～11.4°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{LanguageTable|key=havoc}}&lt;br /&gt;
{{Navbox/Weapon}}&lt;br /&gt;
{{DEFAULTSORT:はほつくらいふる}}&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%9C%E3%83%AB%E3%83%88SMG&amp;diff=4402</id>
		<title>ボルトSMG</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%9C%E3%83%AB%E3%83%88SMG&amp;diff=4402"/>
		<updated>2022-08-10T06:19:32Z</updated>

		<summary type="html">&lt;p&gt;Mntone: ハンテッドの腰だめ拡散の更新履歴を追加&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Weapon}}&lt;br /&gt;
エネルギー駆動式のSMG。&lt;br /&gt;
&lt;br /&gt;
== ダメージ表 ==&lt;br /&gt;
⭐︎ [[{{BASEPAGENAME}}/過去のダメージ表|最新版以前のダメージ表]]&lt;br /&gt;
{{MatchDataMessage|2022年8月10日現在}}&lt;br /&gt;
通常武器化に伴い基礎ダメージが17から15に&lt;br /&gt;
{{DamageTables|damage=15|head=1.5&lt;br /&gt;
|rps=12|reload=2.25|reloadratio1=1|reloadratio2=0.95|reloadratio3=0.9|extmag0=19|extmag1=21|extmag2=23|extmag3=26}}&lt;br /&gt;
&lt;br /&gt;
== 更新履歴 ==&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン6: ブーステッド (2020/08/18)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: ボルトSMGの実装&lt;br /&gt;
; 2020/09/04&lt;br /&gt;
: 射撃音が発生しないことがある不具合の修正&amp;lt;!--Fixed an issue with audio not playing when shooting the Devotion and Volt. --&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン8: メイヘム (2021/02/03)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;ダメージの減少: 16 → 15&amp;lt;!--Bullet damage decreased from 16 to 15--&amp;gt;{{DPSTable|damage_from=16|damage_to=15|firerate=12|head=1.5|legs=0.8|shieldpreset=evoshieldonly}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; イベント「ジェネシス」 (2021/06/30)&lt;br /&gt;
: {{Mode|A}}&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;ベースの材料の増加: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;500 → 550&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Common|レベル1}}にアップグレードするのに必要な材料: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;150&amp;lt;small&amp;gt; (総コスト: 650 → 700)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Rare|レベル2}}にアップグレードするのに必要な材料: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;250&amp;lt;small&amp;gt; (総コスト: 900 → 950)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Epic|レベル3}}にアップグレードするのに必要な材料: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;300&amp;lt;small&amp;gt; (総コスト: 1,200 → 1,250)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; デファイアンス (2022/02/09)&lt;br /&gt;
: {{Heirloom|物資投下武器}}化に伴い以下のように変更&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;弾薬の変更: {{AmmoC|エネルギーアモ}} → {{AmmoC|専用エネルギーアモ}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;予備弾数: 210 弾&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;ダメージの増加: 15 → 17&amp;lt;!--Damage increased from 15 to 17--&amp;gt;{{DPSTable|damage_from=15|damage_to=17|firerate=12|head=1.5|legs=0.8|shieldpreset=removelowprofile}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;装弾数の増加: 19 - {{Common|21}} - {{Rare|23}} - {{Epic|26}} → 28 弾&amp;lt;!--Max mag size increased from 28 to 30--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; 救世主 (2022/05/11)&lt;br /&gt;
: {{Patchnotes/Gear/Helmet/Buff}}{{DPSTable|damage=17|firerate=12|head=1.5|legs=0.8|shieldpreset_from=removelowprofile|shieldpreset_to=reinforcehelmets}}&lt;br /&gt;
; ハンテッド (2022/08/10)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;通常武器化に伴い以下のように変更&amp;lt;!--Volt SMG returns to the floor.--&amp;gt;&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;弾薬の変更: {{AmmoC|専用エネルギーアモ}} → {{AmmoC|エネルギーアモ}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;ダメージの減少: 17 → 15&amp;lt;!--Damage reduced to 15 from 17.--&amp;gt;{{DPSTable|damage_from=17|damage_to=15|firerate=12|head=1.5|legs=0.8|shieldpreset=reinforcehelmets}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;腰だめ拡散の増加&amp;lt;!--Base hipfire spread increased. --&amp;gt;&amp;lt;table class=&amp;quot;condensedtable listtable patchnotetable&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;立ち状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;2.75～4.75°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.125～6.125°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;走り状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;3.25～5.25°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.875～6.875°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;スプリント状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;3.5～5.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5.25～7.25°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;しゃがみ状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;2.0～3.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.0～4.5°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;空中にいる状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;3.75～6.75°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5.625～8.625°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{LanguageTable|key=volt}}&lt;br /&gt;
{{Navbox/Weapon}}&lt;br /&gt;
{{DEFAULTSORT:ほるとSMG}}&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=P2020&amp;diff=4401</id>
		<title>P2020</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=P2020&amp;diff=4401"/>
		<updated>2022-08-10T06:10:37Z</updated>

		<summary type="html">&lt;p&gt;Mntone: ハンテッドの更新履歴を追加&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Weapon}}&lt;br /&gt;
セミオートピストル。&lt;br /&gt;
&lt;br /&gt;
== ダメージ表 ==&lt;br /&gt;
⭐︎ [[{{BASEPAGENAME}}/過去のダメージ表|最新版以前のダメージ表]]&lt;br /&gt;
{{MatchDataMessage|2022年5月23日現在《ハンマーポイント弾除く》}}&lt;br /&gt;
ヘルメットの変更。&lt;br /&gt;
{{DamageTables|damage=18|head=1.5|leg=0.9|hammerpoint=1.5&lt;br /&gt;
|rps=7|reload=1.25|reloadratio2=0.95|reloadratio3=0.9|extmag0=14|extmag1=16|extmag2=18|extmag3=21}}&lt;br /&gt;
&lt;br /&gt;
== 更新履歴 ==&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン2: バトルチャージ (2019/07/03)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;ダメージの増加: 12 → 13&amp;lt;!--damage 12 -&amp;gt; 13--&amp;gt;{{DPSTable|damage_from=12|damage_to=13|firerate=8.5|head=1.5|legs=0.9|shieldpreset=addfortified}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Hopup|ハンマーポイント弾}} {{Epic|ハンマーポイント弾}}の追加: 2.7 倍&amp;lt;!--New Hop-Up: Hammerpoint Rounds, Increased damage to unshielded targets. Compatibility: P2020, Mozambique.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; イベント「システムオーバーライド」 (2020/03/04)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Patchnotes/Ammo/Light/Nerf}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;マズルフラッシュの削減&amp;lt;!--Muzzle flash adjustments: Reduced the intensity of muzzle flash while aiming down the sight for all weapons except shotties and snipers--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン6: ブーステッド (2020/08/18)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;ダメージの増加: 13 → 15&amp;lt;!--Increased Damage from 13 to 15--&amp;gt;{{DPSTable|damage_from=13|damage_to=15|firerate=8.5|head=1.5|legs=0.9|shieldpreset_from=lowprofilenerf|shieldpreset_to=initialseason6}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;{{Hopup|ハンマーポイント弾}} {{Epic|ハンマーポイント弾}}の倍率の減少: 2.7 → 2.35 倍&amp;lt;!--Decreased Hammerpoint damage multiplier from 2.7 to 2.35. This will leave Hammerpoint P2020 damage unchanged in most scenarios..--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;装弾数の増加: 10 - {{Common|13}} - {{Rare|15}} - {{Epic|18}} → 12 - {{Common|14}} - {{Rare|16}} - {{Epic|18}} 弾&amp;lt;!--Increased mag size from (10/13/15/18) to (12/14/16/18)--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;英雄の軌跡 (2021/05/05)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;射撃レートの減少: 8.5 → 6.25 rps&amp;lt;!--Lowered fire rate from 8.5 to 6.25--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;ダメージの増加: 15 → 18&amp;lt;!--Increased bullet damage from 15 to 18--&amp;gt;{{DPSTable|damage_from=15|damage_to=18|firerate_from=8.5|firerate_to=6.25|head=1.5|legs=0.9|shieldpreset_from=gibbleedthrough|shieldpreset_to=removelowprofile}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;{{Hopup|ハンマーポイント弾}} {{Epic|ハンマーポイント弾}}の削除&amp;lt;!--To make room, the Hammerpoint and Skullpiercer hop ups are being vaulted for now, and won’t be available.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; イベント「ジェネシス」 (2021/06/30)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;射撃レートの増加: 6.25 → 7.0 rps&amp;lt;!--Increased Fire Rate from 6.25 -&amp;gt; 7.0--&amp;gt;{{DPSTable|damage=18|firerate_from=6.25|firerate_to=7|head=1.5|legs=0.9|shieldpreset=removelowprofile}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;装弾数の増加: 12 - {{Common|14}} - {{Rare|16}} - {{Epic|18}} → 14 - {{Common|16}} - {{Rare|18}} - {{Epic|21}} 弾&amp;lt;!--Increased Base Ammo from 12 -&amp;gt; 14, Increased Lvl 1 Mag from 14 -&amp;gt; 16, Increased Lvl 2 Mag from 16 -&amp;gt; 18, Increased Lvl 3 and Lvl 4 Mag from 18 -&amp;gt; 21--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;{{Mode|A}}&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Common|レベル1}}にアップグレードするのに必要な材料の減少: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;50 → 25&amp;lt;small&amp;gt; (総コスト: 50 → 25)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Rare|レベル2}}にアップグレードするのに必要な材料の減少: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;125 → 75&amp;lt;small&amp;gt; (総コスト: 175 → 100)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Epic|レベル3}}にアップグレードするのに必要な材料の減少: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;200 → 150&amp;lt;small&amp;gt; (総コスト: 375 → 250)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; エマージェンス (2021/08/04)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;取り回しを10%改善&amp;lt;!--Reduced handling time for all pistols by ~10%, Raise, Holster, Zoom In/Out time--&amp;gt;&amp;lt;table class=&amp;quot;condensedtable listtable patchnotetable&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;銃を構える時間:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.25&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.225 秒&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;銃をしまう時間:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.18 秒&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;銃を拾う時間:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.25&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.225 秒&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;銃を落とす時間:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.18 秒&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;標準サイトのADSに移行する時間:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.18 秒&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;標準サイトのADSを解除する時間:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.18&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.16 秒&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
; エスケープ (2021/11/02)&lt;br /&gt;
: {{Mode|A}}&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Rare|レベル2}}にアップグレードするのに必要な材料の減少: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;75 → 50&amp;lt;small&amp;gt; (総コスト: 100 → 75)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Epic|レベル3}}にアップグレードするのに必要な材料の減少: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;150 → 125&amp;lt;small&amp;gt; (総コスト: 250 → 200)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;デファイアンス (2022/02/09)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:* {{Hopup|ハンマーポイント弾}} {{Epic|ハンマーポイント弾}}の再追加&lt;br /&gt;
:* {{Hopup|ハンマーポイント弾}} {{Epic|ハンマーポイント弾}}の倍率の減少: 2.35 → 1.5 倍&amp;lt;!--P2020: +50% unshielded damage--&amp;gt;&lt;br /&gt;
; 救世主 (2022/05/11)&lt;br /&gt;
: {{Patchnotes/Gear/Helmet/Buff}}{{DPSTable|damage=18|firerate=7|head=1.5|legs=0.9|shieldpreset_from=removelowprofile|shieldpreset_to=reinforcehelmets}}&lt;br /&gt;
; ハンテッド (2022/08/10)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;腰だめ拡散の増加&amp;lt;!--Base hipfire spread increased. --&amp;gt;&amp;lt;table class=&amp;quot;condensedtable listtable patchnotetable&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;立ち状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;2.2°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.4°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;走り状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;5.0°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;スプリント状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;6.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;しゃがみ状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;1.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;空中にいる状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;8.0°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{LanguageTable|key=p2020}}&lt;br /&gt;
{{Navbox/Weapon}}&lt;br /&gt;
{{DEFAULTSORT:ひいとうえんていとうえんてい}}&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%98%E3%83%A0%E3%83%AD%E3%83%83%E3%82%AF%E3%83%90%E3%83%BC%E3%82%B9%E3%83%88AR&amp;diff=4400</id>
		<title>ヘムロックバーストAR</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%98%E3%83%A0%E3%83%AD%E3%83%83%E3%82%AF%E3%83%90%E3%83%BC%E3%82%B9%E3%83%88AR&amp;diff=4400"/>
		<updated>2022-08-10T06:01:19Z</updated>

		<summary type="html">&lt;p&gt;Mntone: ハンテッドの更新履歴を追加&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Weapon}}&lt;br /&gt;
3連バーストのアサルトライフル。&lt;br /&gt;
&lt;br /&gt;
== ダメージ表 ==&lt;br /&gt;
⭐︎ [[{{BASEPAGENAME}}/過去のダメージ表|最新版以前のダメージ表]]&lt;br /&gt;
{{MatchDataMessage|2022年5月23日現在}}&lt;br /&gt;
ヘルメットの変更。&lt;br /&gt;
{{DamageTables|damage=20|head=1.75|leg=0.75}}&lt;br /&gt;
&lt;br /&gt;
== 更新履歴 ==&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン3: メルトダウン (2019/10/02)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;ダメージの増加: 18 → 22&amp;lt;!--Increased base damage: 18 -&amp;gt; 22--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;バースト遅延の増加: 0.24 → 0.32 秒{{DPSTable|damage_from=18|damage_to=22|firerate_from=8.129371|firerate_to=6.681034|head=2|legs=0.75|shieldpreset=addgoldbackpack}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;単発モードの射撃レートの減少: 8.4 → 5.6 rps&amp;lt;!--Slight decrease to rate of fire to both fire modes.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン4: アシミレーション (2020/02/05)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;単発モードの射撃レートの増加: 5.6 → 6.4 rps&amp;lt;!--Increased single-shot rate of fire 5.6 -&amp;gt; 6.4--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; イベント「システムオーバーライド」 (2020/03/04)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Patchnotes/Ammo/Heavy/Nerf}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;マズルフラッシュの削減&amp;lt;!--Muzzle flash adjustments: Reduced the intensity of muzzle flash while aiming down the sight for all weapons except shotties and snipers--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン6: ブーステッド (2020/08/18)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;バースト遅延の減少: 0.32 → 0.28 秒&amp;lt;!--Burst mode time between bursts .32 -&amp;gt; .28--&amp;gt;{{DPSTable|damage=22|firerate_from=6.681034|firerate_to=7.334385|head=2|legs=0.75|shieldpreset_from=lowprofilenerf|shieldpreset_to=initialseason6}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;バーストモードでの垂直反動を軽減&amp;lt;!--Reduced vertical recoil in burst mode. Slightly reducing recoil in pattern on 2nd and 3rd shot so first burst kicks less--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン7: アセンション (2020/11/05)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;ヘッドショット倍率の減少: 2.0 → 1.75 倍&amp;lt;!--Reducing headshot multiplier 2.0 -&amp;gt; 1.75 (44 -&amp;gt; 39 damage headshot against no helmet base character)--&amp;gt;{{DPSTable|damage=22|firerate=7.334385|head_from=2|head_to=1.75|legs=0.75|shieldpreset=evoshieldonly}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;バーストモードでの水平反動を増加&amp;lt;!--Increasing horizontal recoil of the first 3 shots slightly to the right (first burst when in burst mode). Increasing recoil magnitude in the later stages of the pattern--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;単発モードでの反動を軽減&amp;lt;!--Reducing recoil multiplier in single fire mode to help compensate for additional recoil in pattern. Recoil should mostly be increased in burst mode rather than single fire mode--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; イベント「ファイトナイト」 (2021/01/06)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;ダメージの減少: 22 → 20&amp;lt;!--Decreased damage from 22 to 20.--&amp;gt;{{DPSTable|damage_from=22|damage_to=20|firerate=7.334385|head=1.75|legs=0.75|shieldpreset=evoshieldonly}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; イベント「カオスセオリー」 (2021/03/10)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;腰だめ拡散の増加&amp;lt;!--Increased hip-fire spread.--&amp;gt;&amp;lt;table class=&amp;quot;condensedtable listtable patchnotetable&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;立ち状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;2.0〜4.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.0〜9.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;走り状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;2.5〜5.0°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5.0〜10.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;スプリント状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;3.0〜5.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6.0〜11.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;しゃがみ状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;1.5〜3.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.0〜7.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;空中にいる状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;4.0〜7.0°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8.0〜15.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; エマージェンス (2021/08/04)&lt;br /&gt;
: {{Hopup|ブーステッドローダー}} {{Legendary|ブーステッドローダー}}の追加&amp;lt;!--Boosted Loader - Reloading near empty (but not at 0) increases reload speed and overloads the next magazine with extra rounds. This hop up will be equipable to the Hemlok Burst AR and the Wingman.--&amp;gt;&lt;br /&gt;
; イベント「エボリューション」 (2021/09/15)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;腰だめ拡散の減少&amp;lt;!--Reduced hipfire spread--&amp;gt;&amp;lt;table class=&amp;quot;condensedtable listtable patchnotetable&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;立ち状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;4.0〜9.0°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.0〜6.75°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;走り状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;5.0〜10.0°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.5〜7.25°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;スプリント状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;6.0〜11.0°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.5〜8.25°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;しゃがみ状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;3.0〜7.0°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.75〜5.75°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;空中にいる状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;8.0〜15.0°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7.0〜12.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;腰だめ拡散の増加量の減少: +0.75 → 0.45°/発&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;拡散回復量の増加: 10 → 14°/秒&amp;lt;!--Hipfire resets slightly faster--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;拡散が回復するまでの時間の増加: 0.25 → 0.21 秒&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; エスケープ (2021/11/02)&lt;br /&gt;
: {{Mode|A}}&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;ベースの材料の減少: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;500 → 450&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Common|レベル1}}にアップグレードするのに必要な材料: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;150&amp;lt;small&amp;gt; (総コスト: 650 → 600)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Rare|レベル2}}にアップグレードするのに必要な材料: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;250&amp;lt;small&amp;gt; (総コスト: 900 → 850)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Epic|レベル3}}にアップグレードするのに必要な材料: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;350&amp;lt;small&amp;gt; (総コスト: 1,250 → 1,200)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; 救世主 (2022/05/11)&lt;br /&gt;
:* {{Patchnotes/Gear/Helmet/Buff}}{{DPSTable|damage=20|firerate=7.334385|head=1.75|legs=0.75|shieldpreset_from=removelowprofile|shieldpreset_to=reinforcehelmets}}&lt;br /&gt;
:* {{Mode|A}}&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Rare|レベル2}}にアップグレードするのに必要な材料の減少: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;250 → 200&amp;lt;small&amp;gt; (総コスト: 850 → 800)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Epic|レベル3}}にアップグレードするのに必要な材料の減少: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;350 → 300&amp;lt;small&amp;gt; (総コスト: 1,200 → 1,100)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; ハンテッド (2022/08/10)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;腰だめ拡散の増加&amp;lt;!--Base hipfire spread increased.--&amp;gt;&amp;lt;table class=&amp;quot;condensedtable listtable patchnotetable&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;立ち状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;3.0～6.75°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.6～7.35°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;走り状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;3.5～7.25°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7.15～10.9°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;スプリント状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;4.5～8.25°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8.4～12.15°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;しゃがみ状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;2.75～5.75°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.0～6.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;空中にいる状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;7.0～12.0°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8.4～13.4°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{LanguageTable|key=hemlok}}&lt;br /&gt;
{{Navbox/Weapon}}&lt;br /&gt;
{{DEFAULTSORT:へむろつくはあすとAR}}&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=RE-45%E3%82%AA%E3%83%BC%E3%83%88&amp;diff=4399</id>
		<title>RE-45オート</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=RE-45%E3%82%AA%E3%83%BC%E3%83%88&amp;diff=4399"/>
		<updated>2022-08-10T05:57:08Z</updated>

		<summary type="html">&lt;p&gt;Mntone: ハンテッドの腰だめ拡散の更新履歴を追加&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Weapon}}&lt;br /&gt;
フルオートピストル。&lt;br /&gt;
&lt;br /&gt;
== ダメージ表 ==&lt;br /&gt;
⭐︎ [[{{BASEPAGENAME}}/過去のダメージ表|最新版以前のダメージ表]]&lt;br /&gt;
{{MatchDataMessage|2022年5月23日現在《ハンマーポイント弾除く》}}&lt;br /&gt;
ヘルメットの変更。&lt;br /&gt;
{{DamageTables|damage=12|head=1.5|leg=0.9|hammerpoint=1.35&lt;br /&gt;
|rps=13|reload=1.95|reloadratio2=0.95|reloadratio3=0.9|extmag0=16|extmag1=19|extmag2=22|extmag3=25}}&lt;br /&gt;
&lt;br /&gt;
== 更新履歴 ==&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン2: バトルチャージ (2019/07/03)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: {{Hopup|ディスラプター弾}} {{Epic|ディスラプター弾}}の追加: 2.26 倍&amp;lt;!--New Hop-Up: Disruptor Rounds, Increased damage to shielded targets. Compatibility: Alternator / RE-45--&amp;gt;&lt;br /&gt;
; 2019/07/06&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Hopup|ディスラプター弾}} {{Epic|ディスラプター弾}}の倍率の減少: 2.26 → 1.7 倍&amp;lt;!--Reduced the shield damage multiplier from 2.26 to 1.7. It&#039;s a minor tweak while we evaluate the full weapon meta next week.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; イベント「アイアンクラウン」 (2019/08/14)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;装弾数の増加: 15 - {{Common|18}} - {{Rare|21}} - {{Epic|24}} → 16 - {{Common|19}} - {{Rare|22}} - {{Epic|25}} 弾&amp;lt;!--Increased Magazine Size for all tiers to the following: Base: 16, Common: 19, Rare: 22, Epic: 25--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン3: メルトダウン (2019/10/02)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: {{Hopup|ディスラプター弾}} {{Epic|ディスラプター弾}}の削除&amp;lt;!--REMOVED: Disruptor Rounds--&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン4: アシミレーション (2020/02/05)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;標準サイトの精度向上&amp;lt;!--UPDATE TO IRONSIGHTS ACCURACY--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; イベント「システムオーバーライド」 (2020/03/04)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Patchnotes/Ammo/Light/Nerf}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン5: 運命の行く末 (2020/05/13)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;ダメージの増加: 11 → 12&amp;lt;!--Increased damage from 11 to 12.--&amp;gt;{{DPSTable|damage_from=11|damage_to=12|firerate=13|head=1.5|legs=0.9|shieldpreset=lowprofilenerf}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;リロード時間の減少: 1.74 → 1.50 秒&amp;lt;!--Reduced reload time from 1.74 to 1.5 base--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;空っぽの状態からのリロード時間の減少: 2.12 → 1.95 秒&amp;lt;!--and 2.12 to 1.95 empty--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;シーズン7: アセンション (2020/11/05)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: {{Hopup|クイックドローホルスター}} {{Epic|クイックドローホルスター}}の追加&amp;lt;!--Hop-Ups: Quickdraw Holster Hop-up: This new hop-up attaches to the RE-45 and Wingman.  When equipped, the gun becomes quicker to raise and lower, takes less time to ADS, and has reduced hipfire spread (particularly when not actively moving).  This should open up new opportunities to use the two weapons, especially in close-quarters combat.--&amp;gt;&amp;lt;table class=&amp;quot;condensedtable listtable patchnotetable&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;立ち状態の腰だめ拡散:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;1.125～3.125°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;span class=&amp;quot;text-secondary&amp;quot;&amp;gt;(-25%)&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;走り状態の腰だめ拡散:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;1.62～3.62°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;span class=&amp;quot;text-secondary&amp;quot;&amp;gt;(-10%)&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;銃を構える時間:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.2275 秒&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;span class=&amp;quot;text-secondary&amp;quot;&amp;gt;(-35%)&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;銃をしまう時間:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.195 秒&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;span class=&amp;quot;text-secondary&amp;quot;&amp;gt;(-35%)&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;銃を拾う時間:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.210 秒&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;span class=&amp;quot;text-secondary&amp;quot;&amp;gt;(-30%)&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;銃を落とす時間:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.175 秒&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;span class=&amp;quot;text-secondary&amp;quot;&amp;gt;(-30%)&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;標準サイトのADSに移行する時間:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.160 秒&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;span class=&amp;quot;text-secondary&amp;quot;&amp;gt;(-20%)&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;標準サイトのADSを解除する時間:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.144 秒&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;span class=&amp;quot;text-secondary&amp;quot;&amp;gt;(-20%)&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;標準サイト以外のADSに移行する時間:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.176 秒&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;span class=&amp;quot;text-secondary&amp;quot;&amp;gt;(-20%)&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;標準サイト以外のADSを解除する時間:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.160 秒&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;span class=&amp;quot;text-secondary&amp;quot;&amp;gt;(-20%)&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
; エマージェンス (2021/08/04)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Hopup|クイックドローホルスター}} {{Epic|クイックドローホルスター}}を削除&amp;lt;!--To make room, the Anvil Receiver and Quickdraw Holster are being vaulted for now.--&amp;gt;し、取り回しを10%改善&amp;lt;!--Reduced handling time for all pistols by ~10%, Raise, Holster, Zoom In/Out time--&amp;gt;&amp;lt;table class=&amp;quot;condensedtable listtable patchnotetable&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;銃を構える時間:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.35&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.315 秒&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;銃をしまう時間:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.27 秒&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;銃を拾う時間:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.27 秒&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;銃を落とす時間:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.25&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.225 秒&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;標準サイトのADSに移行する時間:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.18 秒&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;標準サイトのADSを解除する時間:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.18&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.16 秒&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
; エスケープ (2021/11/02)&lt;br /&gt;
: {{Mode|A}}&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;ベースの材料の減少: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;200 → 150&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Common|レベル1}}にアップグレードするのに必要な材料の減少: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;150 → 100&amp;lt;small&amp;gt; (総コスト: 350 → 250)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Rare|レベル2}}にアップグレードするのに必要な材料の減少: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;250 → 200&amp;lt;small&amp;gt; (総コスト: 600 → 450)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Epic|レベル3}}にアップグレードするのに必要な材料: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;250&amp;lt;small&amp;gt; (総コスト: 850 → 700)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; デファイアンス (2022/02/09)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;{{Hopup|ハンマーポイント弾}} {{Epic|ハンマーポイント弾}}の対応: 1.35 倍&amp;lt;!--RE-45: +35% unshielded damage--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Mode|A}}{{Epic|レベル3}}にアップグレードするのに必要な材料の増加: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;250 → 350&amp;lt;small&amp;gt; (総コスト: 700 → 800)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; [https://twitter.com/Respawn/status/1496278971360628736 2022/2/23]&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Mode|A}}{{Epic|レベル3}}にアップグレードするのに必要な材料の増加: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;350 → 400&amp;lt;small&amp;gt; (総コスト: 800 → 850)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; 救世主 (2022/05/11)&lt;br /&gt;
: {{Patchnotes/Gear/Helmet/Buff}}{{DPSTable|damage=12|firerate=13|head=1.5|legs=0.9|shieldpreset_from=removelowprofile|shieldpreset_to=reinforcehelmets}}&lt;br /&gt;
; ハンテッド (2022/08/10)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;他のピストルとの一貫性を保つための変更&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;標準サイトのFOVの減少: 70° → 60°&amp;lt;!--Increased ironsight FOV to 70 to be consistent with other pistols.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;ADS時の移動速度の増加: -5.0% → 0.0%&amp;lt;!--Increased strafe speed by 5% to be consistent with other pistols.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;腰だめ拡散の増加&amp;lt;!--Base hipfire spread increased. --&amp;gt;&amp;lt;table class=&amp;quot;condensedtable listtable patchnotetable&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;立ち状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;1.5～3.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.0～5.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;走り状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;1.8～3.8°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.6～5.6°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;スプリント状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;2.5～4.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5.0～7.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;しゃがみ状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;0.8～2.3°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.6～3.1°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;空中にいる状態:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;3.5～6.5°&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7.0～10.0°&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{LanguageTable|key=re45}}&lt;br /&gt;
{{Navbox/Weapon}}&lt;br /&gt;
{{DEFAULTSORT:ああるいいふおおていふあいふおおと}}&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%A9%E3%83%B3%E3%83%9A%E3%83%BC%E3%82%B8LMG&amp;diff=4398</id>
		<title>ランページLMG</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%A9%E3%83%B3%E3%83%9A%E3%83%BC%E3%82%B8LMG&amp;diff=4398"/>
		<updated>2022-08-10T05:54:31Z</updated>

		<summary type="html">&lt;p&gt;Mntone: ハンテッドの更新履歴を追加&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Weapon}}&lt;br /&gt;
火力特化のLMG。テルミットをチャージすると連射速度が上昇。&lt;br /&gt;
&lt;br /&gt;
== ダメージ表 ==&lt;br /&gt;
⭐︎ [[{{BASEPAGENAME}}/過去のダメージ表|最新版以前のダメージ表]]&lt;br /&gt;
&lt;br /&gt;
{{Heirloom|物資投下武器}}化に伴い以下のように変更。&lt;br /&gt;
* 基礎ダメージが26から28に&lt;br /&gt;
{{MatchDataMessage|2022年8月10日現在}}&lt;br /&gt;
{{DamageTables|damage=28|head=1.5|leg=0.85&lt;br /&gt;
|rps=5|reload=2.97|extmag0=40}}&lt;br /&gt;
&lt;br /&gt;
== 更新履歴 ==&lt;br /&gt;
; エマージェンス (2021/08/04)&lt;br /&gt;
: ランページLMGの実装&lt;br /&gt;
; [https://twitter.com/Respawn/status/1478894721598513155 2021/1/6]&lt;br /&gt;
: 無限にチャージできる不具合により一時的に&#039;&#039;&#039;ランページLMG&#039;&#039;&#039;を削除&amp;lt;!--We&#039;ve just pushed out a @Playapex update temporarily disabling the Rampage and Sentinel weapons in all modes due to an exploit.--&amp;gt;&lt;br /&gt;
; [https://twitter.com/Respawn/status/1481716600835231746 2021/1/14]&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;無限にチャージできる不具合の修正により&#039;&#039;&#039;ランページLMG&#039;&#039;&#039;の復活&amp;lt;!--An issue with charging weapons--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;ダメージの減少: 28 → 26&amp;lt;!--We decreased the damage per bullet down from 28 -&amp;gt; 26--&amp;gt;{{DPSTable|damage_from=28|damage_to=26|firerate=5|head=1.5|legs=0.85|shieldpreset=removelowprofile}}連射速度上昇モード:&amp;lt;br&amp;gt;{{DPSTable|damage_from=28|damage_to=26|firerate=6.5|head=1.5|legs=0.85|shieldpreset=removelowprofile}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;1射撃当たりのテルミット消費量の増加: 2.0 → 2.5 発/s&amp;lt;!--and increased the thermite consumption per shot in its charged state.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; 救世主 (2022/05/11)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;{{Patchnotes/Gear/Helmet/Buff}}{{DPSTable|damage=26|firerate=5|head=1.5|legs=0.85|shieldpreset_from=removelowprofile|shieldpreset_to=reinforcehelmets}}連射速度上昇モード:&amp;lt;br&amp;gt;{{DPSTable|damage=26|firerate=6.5|head=1.5|legs=0.85|shieldpreset_from=removelowprofile|shieldpreset_to=reinforcehelmets}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;〈サイレント〉ヘッドショット距離の減少: 63.5m → 57.1m&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;リロード時間の増加: 2.6 → 3.1 秒&amp;lt;!--Increased reload time from  2.6 to 3.1--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;〈サイレント〉空っぽの状態からのリロード時間の減少: 3.33 → 4.0 秒&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;取り回し時間の増加&amp;lt;!--Slightly increased handling times--&amp;gt;&amp;lt;table class=&amp;quot;condensedtable listtable patchnotetable&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;銃を構える時間:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.8 秒&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;銃をしまう時間:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.75 秒&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;銃を拾う時間:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.55&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.65 秒&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;銃を落とす時間:&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;→&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;0.6 秒&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; ハンテッド (2022/08/10)&lt;br /&gt;
: {{Heirloom|物資投下武器}}化に伴い以下のように変更&amp;lt;!--Rampage LMG enters the crate.--&amp;gt;&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;弾薬の変更: {{AmmoC|ヘビーアモ}} → {{AmmoC|専用ヘビーアモ}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;ダメージの増加: 26 → 28&amp;lt;!--Damage increased to 28 from 26.--&amp;gt;{{DPSTable|damage_from=26|damage_to=28|firerate=5|head=1.5|legs=0.85|shieldpreset=reinforcehelmets}}連射速度上昇モード:&amp;lt;br&amp;gt;{{DPSTable|damage_from=26|damage_to=28|firerate=6.5|head=1.5|legs=0.85|shieldpreset=reinforcehelmets}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;〈サイレント〉チャージ時間の増加: 90 → 105 秒&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{LanguageTable|key=rampage}}&lt;br /&gt;
{{Navbox/Weapon}}&lt;br /&gt;
{{DEFAULTSORT:らんへえし}}&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%9C%E3%82%BB%E3%83%83%E3%82%AF%E3%82%B3%E3%83%B3%E3%83%91%E3%82%A6%E3%83%B3%E3%83%89%E3%83%9C%E3%82%A6&amp;diff=4397</id>
		<title>ボセックコンパウンドボウ</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%9C%E3%82%BB%E3%83%83%E3%82%AF%E3%82%B3%E3%83%B3%E3%83%91%E3%82%A6%E3%83%B3%E3%83%89%E3%83%9C%E3%82%A6&amp;diff=4397"/>
		<updated>2022-08-10T05:12:58Z</updated>

		<summary type="html">&lt;p&gt;Mntone: ハンテッドの更新履歴を追加&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Weapon}}&lt;br /&gt;
溜めて撃つことで、ダメージが増加する。&lt;br /&gt;
&lt;br /&gt;
== ダメージ表 ==&lt;br /&gt;
⭐︎ [[{{BASEPAGENAME}}/過去のダメージ表|最新版以前のダメージ表]]&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable numbertable&amp;quot; style=&amp;quot;min-width:280px&amp;quot;&lt;br /&gt;
|+ ダメージだけの表&lt;br /&gt;
|-&lt;br /&gt;
! 種類 || 溜め || colspan=&amp;quot;2&amp;quot; | パッシブ&lt;br /&gt;
! {{Gear|ヘルメット|1}} || {{Gear|ヘルメット|2}} || {{Gear|ヘルメット|3}}&amp;lt;br&amp;gt;{{Gear|ヘルメット|4}} || 胴 || 脚&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;20&amp;quot; | 通常弾&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; | 15%&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom:0 none transparent&amp;quot; | 通常&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 30 || align=&amp;quot;right&amp;quot; | 29 || align=&amp;quot;right&amp;quot; | 28 || align=&amp;quot;right&amp;quot; | 25 || align=&amp;quot;right&amp;quot; | 20&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;border-top:0 none transparent&amp;quot; | || {{Tactical|増幅バリケード}}&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 36 || align=&amp;quot;right&amp;quot; | 35 || align=&amp;quot;right&amp;quot; | 34 || align=&amp;quot;right&amp;quot; | 30 || align=&amp;quot;right&amp;quot; | 24&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom:0 none transparent&amp;quot; | 鉄壁&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 26 || align=&amp;quot;right&amp;quot; | 25 || align=&amp;quot;right&amp;quot; | 24 || align=&amp;quot;right&amp;quot; | 21 || align=&amp;quot;right&amp;quot; | 17&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;border-top:0 none transparent&amp;quot; | || {{Tactical|増幅バリケード}}&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 31 || align=&amp;quot;right&amp;quot; | 30 || align=&amp;quot;right&amp;quot; | 29 || align=&amp;quot;right&amp;quot; | 26 || align=&amp;quot;right&amp;quot; | 20&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; | 20%&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom:0 none transparent&amp;quot; | 通常&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 41 || align=&amp;quot;right&amp;quot; | 39 || align=&amp;quot;right&amp;quot; | 38 || align=&amp;quot;right&amp;quot; | 34 || align=&amp;quot;right&amp;quot; | 27&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;border-top:0 none transparent&amp;quot; | || {{Tactical|増幅バリケード}}&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 49 || align=&amp;quot;right&amp;quot; | 47 || align=&amp;quot;right&amp;quot; | 46 || align=&amp;quot;right&amp;quot; | 41 || align=&amp;quot;right&amp;quot; | 33&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom:0 none transparent&amp;quot; | 鉄壁&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 35 || align=&amp;quot;right&amp;quot; | 33 || align=&amp;quot;right&amp;quot; | 32 || align=&amp;quot;right&amp;quot; | 29 || align=&amp;quot;right&amp;quot; | 23&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;border-top:0 none transparent&amp;quot; | || {{Tactical|増幅バリケード}}&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 42 || align=&amp;quot;right&amp;quot; | 40 || align=&amp;quot;right&amp;quot; | 39 || align=&amp;quot;right&amp;quot; | 35 || align=&amp;quot;right&amp;quot; | 28&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; | 35%&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom:0 none transparent&amp;quot; | 通常&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 49 || align=&amp;quot;right&amp;quot; | 47 || align=&amp;quot;right&amp;quot; | 46 || align=&amp;quot;right&amp;quot; | 41 || align=&amp;quot;right&amp;quot; | 33&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;border-top:0 none transparent&amp;quot; | || {{Tactical|増幅バリケード}}&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 59 || align=&amp;quot;right&amp;quot; | 56 || align=&amp;quot;right&amp;quot; | 55 || align=&amp;quot;right&amp;quot; | 49 || align=&amp;quot;right&amp;quot; | 39&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom:0 none transparent&amp;quot; | 鉄壁&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 42 || align=&amp;quot;right&amp;quot; | 40 || align=&amp;quot;right&amp;quot; | 39 || align=&amp;quot;right&amp;quot; | 35 || align=&amp;quot;right&amp;quot; | 28&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;border-top:0 none transparent&amp;quot; | || {{Tactical|増幅バリケード}}&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 50 || align=&amp;quot;right&amp;quot; | 48 || align=&amp;quot;right&amp;quot; | 47 || align=&amp;quot;right&amp;quot; | 42 || align=&amp;quot;right&amp;quot; | 33&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; | 55%&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom:0 none transparent&amp;quot; | 通常&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 60 || align=&amp;quot;right&amp;quot; | 58 || align=&amp;quot;right&amp;quot; | 56 || align=&amp;quot;right&amp;quot; | 50 || align=&amp;quot;right&amp;quot; | 40&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;border-top:0 none transparent&amp;quot; | || {{Tactical|増幅バリケード}}&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 72 || align=&amp;quot;right&amp;quot; | 69 || align=&amp;quot;right&amp;quot; | 68 || align=&amp;quot;right&amp;quot; | 60 || align=&amp;quot;right&amp;quot; | 48&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom:0 none transparent&amp;quot; | 鉄壁&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 51 || align=&amp;quot;right&amp;quot; | 49 || align=&amp;quot;right&amp;quot; | 48 || align=&amp;quot;right&amp;quot; | 43 || align=&amp;quot;right&amp;quot; | 34&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;border-top:0 none transparent&amp;quot; | || {{Tactical|増幅バリケード}}&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 61 || align=&amp;quot;right&amp;quot; | 59 || align=&amp;quot;right&amp;quot; | 58 || align=&amp;quot;right&amp;quot; | 51 || align=&amp;quot;right&amp;quot; | 41&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; | フル&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom:0 none transparent&amp;quot; | 通常&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 96 || align=&amp;quot;right&amp;quot; | 87 || align=&amp;quot;right&amp;quot; | 83 || align=&amp;quot;right&amp;quot; | 60 || align=&amp;quot;right&amp;quot; | 54&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;border-top:0 none transparent&amp;quot; | || {{Tactical|増幅バリケード}}&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 115 || align=&amp;quot;right&amp;quot; | 104 || align=&amp;quot;right&amp;quot; | 99 || align=&amp;quot;right&amp;quot; | 72 || align=&amp;quot;right&amp;quot; | 65&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom:0 none transparent&amp;quot; | 鉄壁&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 82 || align=&amp;quot;right&amp;quot; | 74 || align=&amp;quot;right&amp;quot; | 71 || align=&amp;quot;right&amp;quot; | 51 || align=&amp;quot;right&amp;quot; | 46&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;border-top:0 none transparent&amp;quot; | || {{Tactical|増幅バリケード}}&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 98 || align=&amp;quot;right&amp;quot; | 88 || align=&amp;quot;right&amp;quot; | 84 || align=&amp;quot;right&amp;quot; | 61 || align=&amp;quot;right&amp;quot; | 55&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;12&amp;quot; | {{Hopup|シャッターキャップ}} 拡散弾&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; | 15%&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom:0 none transparent&amp;quot; | 通常&lt;br /&gt;
| align=&amp;quot;right&amp;quot; colspan=&amp;quot;3&amp;quot; | 5&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; | 4&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; | 3&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;border-top:0 none transparent&amp;quot; | || {{Tactical|増幅バリケード}}&lt;br /&gt;
| align=&amp;quot;right&amp;quot; colspan=&amp;quot;3&amp;quot; | 6&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; | 5&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; | 4&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom:0 none transparent&amp;quot; | 鉄壁&lt;br /&gt;
| align=&amp;quot;right&amp;quot; colspan=&amp;quot;3&amp;quot; | 4&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; | 3&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; | 3&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;border-top:0 none transparent&amp;quot; | || {{Tactical|増幅バリケード}}&lt;br /&gt;
| align=&amp;quot;right&amp;quot; colspan=&amp;quot;3&amp;quot; | 5&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; | 4&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; | 3&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; | 35%&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom:0 none transparent&amp;quot; | 通常&lt;br /&gt;
| align=&amp;quot;right&amp;quot; colspan=&amp;quot;3&amp;quot; | 8&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; | 7&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; | 6&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;border-top:0 none transparent&amp;quot; | || {{Tactical|増幅バリケード}}&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 10&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; colspan=&amp;quot;2&amp;quot; | 9&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; | 8&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; | 6&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom:0 none transparent&amp;quot; | 鉄壁&lt;br /&gt;
| align=&amp;quot;right&amp;quot; colspan=&amp;quot;3&amp;quot; | 7&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; | 6&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; | 5&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;border-top:0 none transparent&amp;quot; | || {{Tactical|増幅バリケード}}&lt;br /&gt;
| align=&amp;quot;right&amp;quot; colspan=&amp;quot;3&amp;quot; | 9&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; | 7&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; | 5&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; | フル&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom:0 none transparent&amp;quot; | 通常&lt;br /&gt;
| align=&amp;quot;right&amp;quot; colspan=&amp;quot;2&amp;quot; | 13&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; | 12&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; colspan=&amp;quot;2&amp;quot; | 11&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;border-top:0 none transparent&amp;quot; | || {{Tactical|増幅バリケード}}&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 16&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; colspan=&amp;quot;2&amp;quot; | 15&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; colspan=&amp;quot;2&amp;quot; | 13&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom:0 none transparent&amp;quot; | 鉄壁&lt;br /&gt;
| align=&amp;quot;right&amp;quot; colspan=&amp;quot;2&amp;quot; | 11&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; | 10&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; colspan=&amp;quot;2&amp;quot; | 9&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;border-top:0 none transparent&amp;quot; | || {{Tactical|増幅バリケード}}&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 14&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; colspan=&amp;quot;2&amp;quot; | 13&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7 || align=&amp;quot;right&amp;quot; colspan=&amp;quot;2&amp;quot; | 11&amp;amp;thinsp;&amp;amp;times;&amp;amp;thinsp;7&lt;br /&gt;
|}&lt;br /&gt;
* {{Hopup|シャッターキャップ}} {{Epic|シャッターキャップ}}のダメージが以下のように変更&lt;br /&gt;
** 最小溜めが6から5に&lt;br /&gt;
** 中間溜めが9から8に&lt;br /&gt;
** 最大溜めが12から11に&lt;br /&gt;
{{MatchDataMessage|2021年9月15日現在}}&lt;br /&gt;
{{DamageTables|mincount=1|maxcount=14|head=1.25|leg=0.8&lt;br /&gt;
|damage1=60|rps1=1.14503816794|head1=1.75|leg1=0.9|name1=最大溜め&lt;br /&gt;
|damage2=44|rps2=1.58646218932|name2=55%溜め|collapsible2=true&lt;br /&gt;
|damage3=37|rps3=1.91448627951|name3=35%溜め|collapsible3=true&lt;br /&gt;
|damage4=32|rps4=2.26586102719|name4=20%溜め|collapsible4=true&lt;br /&gt;
|damage5=25|rps5=2.41351568785|name5=最小 (15%) 溜め|collapsible5=true&lt;br /&gt;
|damage6=11|pellet6=7|leg6=1|rps6=1.14503816794|name6={{Hopup|シャッターキャップ}} {{Epic|シャッターキャップ}}&amp;amp;thinsp;{{!}}&amp;amp;thinsp;最大溜め|rarity6=epic&lt;br /&gt;
|damage7=8|pellet7=7|rps7=1.91448627951|name7={{Hopup|シャッターキャップ}} {{Epic|シャッターキャップ}}&amp;amp;thinsp;{{!}}&amp;amp;thinsp;中間 (35%) 溜め|rarity7=epic|collapsible7=true&lt;br /&gt;
|damage8=5|pellet8=7|rps8=2.41351568785|name8={{Hopup|シャッターキャップ}} {{Epic|シャッターキャップ}}&amp;amp;thinsp;{{!}}&amp;amp;thinsp;最小 (15%) 溜め|rarity8=epic|collapsible8=true}}&lt;br /&gt;
&lt;br /&gt;
== 更新履歴 ==&lt;br /&gt;
; 英雄の軌跡 (2021/05/05)&lt;br /&gt;
: ボセックコンパウンドボウの実装&lt;br /&gt;
; 2021/05/12&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;{{AmmoC|アロー}}に対して以下のように変更&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;1スタック当たりの矢の減少: 16 → 14 本&amp;lt;!--Stack size decreased from 16 &amp;gt; 14--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;1スロット当たりの矢の減少: 48 → 28 本&amp;lt;!--inventory slot count decreased from 48 &amp;gt; 28--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;最大溜め時のダメージの減少: 70 → 60&amp;lt;!--Max charge body shot damage decreased from 70 &amp;gt; 60--&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;20%溜め: 34 → 32&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;35%溜め: 41 → 37&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;55%溜め: 50 → 44&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;チャージ時間の増加: 0.54 → 0.56 秒&amp;lt;!--Charge up time increased from 0.54 &amp;gt; 0.56--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Hopup|デッドアイズテンポ}} {{Epic|デッドアイズテンポ}}のチャージ時間の増加: 0.32 → 0.38 秒&amp;lt;!--Deadeye&#039;s Tempo charge up time increased from 0.32 &amp;gt; 0.38--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; イベント「エボリューション」 (2021/09/15)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;{{AmmoC|アロー}}に対して以下のように変更&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;1スタック当たりの矢の増加: 14 → 16 本&amp;lt;!--Arrows per brick increased from 14 to 16--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;1スロット当たりの矢の増加: 28 → 32 本&amp;lt;!--Arrows per inventory stack increased from 28 to 32--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;チャージ時間の減少: 0.56 → 0.54 秒&amp;lt;!--Draw speed slightly reduced from 0.56 to 0.54--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Hopup|シャッターキャップ}} {{Epic|シャッターキャップ}}のダメージの増加&amp;lt;!--Damage per pellet increased across all draw strengths--&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;最小溜め: 4 → 6&amp;lt;!--Short draw damage: 4 to 6--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;中間溜め: 7 → 9&amp;lt;!--Medium draw: 7 to 9--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;最大溜め: 11 → 12&amp;lt;!--Full draw: 11 to 12--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; デファイアンス (2022/02/09)&lt;br /&gt;
: &amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;{{Hopup|シャッターキャップ}} {{Epic|シャッターキャップ}}をつけている場合、腰だめで拡散弾が発射する仕様に変更&amp;lt;!--Passively affects hip-fire for both weapons--&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;{{Hopup|シャッターキャップ}} {{Epic|シャッターキャップ}}による射撃モード切り替えが不可能になった&amp;lt;!--No longer able to toggle on/off--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{Hopup|シャッターキャップ}} {{Epic|シャッターキャップ}}のダメージの減少&amp;lt;!--Bow pellet damage reduced 12 to 11--&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;最小溜め: 6 → 5&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;中間溜め: 9 → 8&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;最大溜め: 12 → 11&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; 救世主 (2022/05/11)&lt;br /&gt;
:* {{Patchnotes/Gear/Helmet/Buff}}&lt;br /&gt;
:* {{Mode|A}}&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Rare|レベル2}}にアップグレードするのに必要な材料の減少: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;250 → 200&amp;lt;small&amp;gt; (総コスト: 900 → 850)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Epic|レベル3}}にアップグレードするのに必要な材料の減少: {{Materials}} &amp;lt;span class=&amp;quot;text-materials&amp;quot;&amp;gt;300 → 250&amp;lt;small&amp;gt; (総コスト: 1,200 → 1,100)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
; ハンテッド (2022/08/10)&lt;br /&gt;
: {{Heirloom|物資投下武器}}化に伴い以下のように変更&amp;lt;!--Rampage LMG enters the crate.--&amp;gt;&amp;lt;ul class=&amp;quot;list-adjustment&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-nerf&amp;quot;&amp;gt;{{AmmoC|アロー}}が回収不可能になり、かつ出現しないように変更&amp;lt;!--Fired arrows can no longer be collected. Arrows spawns have been removed from the floor.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;弾薬の変更: {{AmmoC|アロー}} → {{AmmoC|専用アロー}}&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;最大溜め時のダメージの増加: 60 → 70&amp;lt;!--Damage at full draw increased to 70 from 60.--&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;20%溜め: 32 → 34&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;35%溜め: 37 → 41&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;55%溜め: 44 → 50&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Hopup|シャッターキャップ}} {{Epic|シャッターキャップ}}のダメージの増加&amp;lt;!--Shattercaps pellet damage increased to 12 from 11.--&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;最小溜め: 5 → 6&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;中間溜め: 8 → 9&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li&amp;gt;最大溜め: 11 → 12&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;li class=&amp;quot;list-adjustment-buff&amp;quot;&amp;gt;{{Hopup|デッドアイズテンポ}} {{Epic|デッドアイズテンポ}}のチャージ時間の増加: 0.38 → 0.32 秒&amp;lt;!--Tempo draw speed increased to 0.38 from 0.32.--&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{LanguageTable|key=bocek}}&lt;br /&gt;
{{Navbox/Weapon}}&lt;br /&gt;
{{DEFAULTSORT:ほせつくこんはうんとほう}}&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%A2%E3%82%B8%E3%83%A5%E3%83%BC%E3%83%AB:Utility/Image&amp;diff=4396</id>
		<title>モジュール:Utility/Image</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%A2%E3%82%B8%E3%83%A5%E3%83%BC%E3%83%AB:Utility/Image&amp;diff=4396"/>
		<updated>2022-08-10T05:01:56Z</updated>

		<summary type="html">&lt;p&gt;Mntone: 物資投下武器時の連射速度上昇の画像読み込みに対応&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;local p = {}&lt;br /&gt;
local cfg = mw.loadData(&#039;Module:Utility/Image/configuration&#039;)&lt;br /&gt;
&lt;br /&gt;
local aw = require(&#039;Module:Utility/Library&#039;)&lt;br /&gt;
local nu = require(&#039;Module:Utility/Name&#039;)&lt;br /&gt;
&lt;br /&gt;
local function buildClasses(base, params)&lt;br /&gt;
	local classes = {}&lt;br /&gt;
	for _, value in ipairs({ &#039;body&#039;, &#039;rarity&#039;, &#039;size&#039; }) do&lt;br /&gt;
		local baseClassName = base[value]&lt;br /&gt;
		local param = params[value]&lt;br /&gt;
		if param ~= nil then&lt;br /&gt;
			local classname = string.format(baseClassName, param)&lt;br /&gt;
			table.insert(classes, classname)&lt;br /&gt;
		else&lt;br /&gt;
			table.insert(classes, baseClassName)&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
	return table.concat(classes, &#039; &#039;)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function imagecore(cfg2, name, opts, altname)&lt;br /&gt;
	if opts.link and opts.link ~= &#039;&#039; then&lt;br /&gt;
		opts.link = string.format(opts.link, name)&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	local filename  = opts.filename or string.format(cfg2.filename, name)&lt;br /&gt;
	local classtext = buildClasses(cfg2.classes or cfg.classes, opts)&lt;br /&gt;
	return string.format(&lt;br /&gt;
		&#039;[[File:%s|%dpx|link=%s|alt=%s|class=%s]]&#039;,&lt;br /&gt;
		filename, opts.size, opts.link, altname or name, classtext)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.attachment(name, level, opts)&lt;br /&gt;
	local newopts = opts and aw.shallowCopy(opts) or {}&lt;br /&gt;
	newopts.link   = newopts.link   or cfg.attachment.default_link or cfg.default_link&lt;br /&gt;
	newopts.rarity = newopts.rarity or cfg.levels[math.min(5, 1 + level)]&lt;br /&gt;
	newopts.size   = newopts.size   or cfg.attachment.default_size or cfg.default_size&lt;br /&gt;
	return imagecore(cfg.attachment, name, newopts)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.gear(id, level, opts)&lt;br /&gt;
	local newopts = opts and aw.shallowCopy(opts) or {}&lt;br /&gt;
	newopts.link   = newopts.link   or cfg.gear.default_link or cfg.default_link&lt;br /&gt;
	newopts.rarity = newopts.rarity or cfg.levels[math.min(6, 1 + level)]&lt;br /&gt;
	newopts.size   = newopts.size   or cfg.gear.default_size or cfg.default_size&lt;br /&gt;
	&lt;br /&gt;
	local lang    = newopts.lang or &#039;ja&#039;&lt;br /&gt;
	local name    = nu.gear(id, &#039;ja&#039;)&lt;br /&gt;
	local altname = nu.gear(id, lang)&lt;br /&gt;
	if id == &#039;backpack&#039; then&lt;br /&gt;
		newopts.filename = string.format(cfg.gear.filename_backpack, math.max(1, math.min(level, 3)))&lt;br /&gt;
	end&lt;br /&gt;
	return imagecore(cfg.gear, name, newopts, altname)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.ammo(id, opts)&lt;br /&gt;
	opts      = opts      or { lang = &#039;ja&#039; }&lt;br /&gt;
	opts.lang = opts.lang or &#039;ja&#039;&lt;br /&gt;
	&lt;br /&gt;
	local linkname, name, altname&lt;br /&gt;
	if aw.stringends(id, &#039;_revved_up&#039;) then&lt;br /&gt;
		local baseid&lt;br /&gt;
		if aw.stringstarts(id, &#039;special_&#039;) then&lt;br /&gt;
			baseid = string.sub(id, 9, string.len(id) - 10)&lt;br /&gt;
		else&lt;br /&gt;
			baseid = string.sub(id, 1, string.len(id) - 10)&lt;br /&gt;
		end&lt;br /&gt;
		linkname = nu.ammo(baseid)&lt;br /&gt;
		name     = &#039;連射速度上昇時&#039; .. linkname&lt;br /&gt;
		altname  = &#039;連射速度上昇時&#039; .. nu.ammo(baseid, opts.lang)&lt;br /&gt;
	elseif aw.stringends(id, &#039;_amped&#039;) then&lt;br /&gt;
		local baseid = string.sub(id, 1, string.len(id) - 6)&lt;br /&gt;
		linkname = nu.ammo(baseid)&lt;br /&gt;
		name     = &#039;増幅時&#039; .. linkname&lt;br /&gt;
		altname  = &#039;増幅時&#039; .. nu.ammo(baseid, opts.lang)&lt;br /&gt;
	else&lt;br /&gt;
		linkname = nu.ammo(id)&lt;br /&gt;
		name     = linkname&lt;br /&gt;
		altname  = nu.ammo(id, opts.lang)&lt;br /&gt;
	end&lt;br /&gt;
	local newopts = opts and aw.shallowCopy(opts) or {}&lt;br /&gt;
	newopts.link = newopts.link or cfg.ammo.default_link or cfg.default_link&lt;br /&gt;
	newopts.size = newopts.size or cfg.ammo.default_size or cfg.default_size&lt;br /&gt;
	&lt;br /&gt;
	if newopts.link and newopts.link ~= &#039;&#039; then&lt;br /&gt;
		newopts.link = string.format(newopts.link, linkname)&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	local filename  = string.format(cfg.ammo.filename, name)&lt;br /&gt;
	return string.format(&lt;br /&gt;
		&#039;[[File:%s|x%dpx|link=%s|alt=%s]]&#039;,&lt;br /&gt;
		filename, newopts.size, newopts.link, altname)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function image(cfg2, name, opts, altname, rarity)&lt;br /&gt;
	opts = opts and aw.shallowCopy(opts) or {}&lt;br /&gt;
	opts.link   = opts.link   or cfg2.items and cfg2.items[name].default_link   or cfg2.default_link   or cfg.default_link&lt;br /&gt;
	opts.rarity = opts.rarity or cfg2.items and cfg2.items[name].default_rarity or cfg2.default_rarity or cfg.default_rarity&lt;br /&gt;
	opts.size   = opts.size   or cfg2.items and cfg2.items[name].default_size   or cfg2.default_size   or cfg.default_size&lt;br /&gt;
	return imagecore(cfg2, name, opts, altname)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.grenade(name, opts)&lt;br /&gt;
	return image(cfg.grenade, name, opts)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.hopup(id, opts)&lt;br /&gt;
	opts = opts or {}&lt;br /&gt;
	&lt;br /&gt;
	local name    = nu.hopup(id, &#039;ja&#039;)&lt;br /&gt;
	local altname = nu.hopup(id, opts and opts.lang)&lt;br /&gt;
	if not opts.rarity then&lt;br /&gt;
		opts.rarity = mw.loadData(&#039;Module:Stat/Hopup&#039;)[id].rarity&lt;br /&gt;
	end&lt;br /&gt;
	return image(cfg.hopup, name, opts, altname, rarity)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.item(name, opts)&lt;br /&gt;
	return image(cfg.item, name, opts)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.scope(name, opts)&lt;br /&gt;
	return image(cfg.scope, name, opts)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.passive(id, opts)&lt;br /&gt;
	local name = nu.passive(id, &#039;ja&#039;)&lt;br /&gt;
	local altname = nu.passive(id, opts and opts.lang)&lt;br /&gt;
	return image(cfg.passive, name, opts, altname)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.tactical(id, opts)&lt;br /&gt;
	local name = nu.tactical(id, &#039;ja&#039;)&lt;br /&gt;
	local altname = nu.tactical(id, opts and opts.lang)&lt;br /&gt;
	return image(cfg.tactical, name, opts, altname)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%A2%E3%82%B8%E3%83%A5%E3%83%BC%E3%83%AB:StatTable/DamagePerMagazine&amp;diff=4395</id>
		<title>モジュール:StatTable/DamagePerMagazine</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%A2%E3%82%B8%E3%83%A5%E3%83%BC%E3%83%AB:StatTable/DamagePerMagazine&amp;diff=4395"/>
		<updated>2022-08-10T04:56:07Z</updated>

		<summary type="html">&lt;p&gt;Mntone: ボセックコンパウンドボウの物資投下武器化に対応&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;local aw            = require(&#039;Module:Utility/Library&#039;)&lt;br /&gt;
local apex          = require(&#039;Module:Utility/ApexLibrary&#039;)&lt;br /&gt;
local iu            = require(&#039;Module:Utility/Image&#039;)&lt;br /&gt;
local scale         = require(&#039;Module:Utility/Scale&#039;)&lt;br /&gt;
local tableutil     = require(&#039;Module:Utility/TableUtil/Apex&#039;)&lt;br /&gt;
local Hopup         = mw.loadData(&#039;Module:Stat/Hopup&#039;)&lt;br /&gt;
local configuration = mw.loadData(&#039;Module:StatTable/configuration&#039;)&lt;br /&gt;
local getArgs  -- lazily initialized&lt;br /&gt;
&lt;br /&gt;
local function _addDataPrivate(dataset, data, fn, mul)&lt;br /&gt;
	local head = data.head&lt;br /&gt;
	local lvl1 = apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV1)&lt;br /&gt;
	local lvl2 = apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV2)&lt;br /&gt;
	local lvl3 = apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV3)&lt;br /&gt;
	local legs = data.legs&lt;br /&gt;
	data.bodyDmgmag = fn(data.damage, 1, 1)                               * mul&lt;br /&gt;
	data.headDmgmag = fn(apex.calcPartDamage(data.damage, head), head, 1) * mul&lt;br /&gt;
	data.lvl1Dmgmag = fn(apex.calcPartDamage(data.damage, lvl1), lvl1, 1) * mul&lt;br /&gt;
	data.lvl2Dmgmag = fn(apex.calcPartDamage(data.damage, lvl2), lvl2, 1) * mul&lt;br /&gt;
	data.lvl3Dmgmag = fn(apex.calcPartDamage(data.damage, lvl3), lvl3, 1) * mul&lt;br /&gt;
	data.legsDmgmag = fn(apex.calcPartDamage(data.damage, legs), legs, 1) * mul&lt;br /&gt;
	data.flLgDmgmag = fn(apex.calcDamageFromPartAndPassive(data.damage, legs, 0.85), legs, 0.85) * mul&lt;br /&gt;
	table.insert(dataset, data)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function addData(dataset, data, special, fn)&lt;br /&gt;
	fn = fn or function(val) return val end&lt;br /&gt;
	&lt;br /&gt;
	local magazinesType  = type(data.magazines)&lt;br /&gt;
	&lt;br /&gt;
	-- 拡張マガジンがつく場合&lt;br /&gt;
	if magazinesType == &#039;table&#039; then&lt;br /&gt;
		if special then&lt;br /&gt;
			local mul = data.pellets * math.floor(data.magazines[4] / data.ammopershot)&lt;br /&gt;
			_addDataPrivate(dataset, data, fn, mul)&lt;br /&gt;
		else&lt;br /&gt;
			for level, magazine in ipairs(data.magazines) do&lt;br /&gt;
				local data2 = aw.shallowCopy(data)&lt;br /&gt;
				local mul   = data.pellets * math.floor(magazine / data.ammopershot)&lt;br /&gt;
				data2.level = level - 1&lt;br /&gt;
				_addDataPrivate(dataset, data2, fn, mul)&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
	&lt;br /&gt;
	-- 拡張マガジンがつかない場合&lt;br /&gt;
	elseif magazinesType == &#039;number&#039; then&lt;br /&gt;
		local mul = data.pellets * math.floor(data.magazines / data.ammopershot)&lt;br /&gt;
		_addDataPrivate(dataset, data, fn, mul)&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local p = {}&lt;br /&gt;
function p._main(args, __debug)&lt;br /&gt;
	args = args or {}&lt;br /&gt;
	if __debug == nil then&lt;br /&gt;
		__debug = true&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	local lang  = args.lang or &#039;ja&#039;&lt;br /&gt;
	local res   = configuration[lang]&lt;br /&gt;
	local stats = mw.loadData(&#039;Module:Stat/Weapon&#039;)&lt;br /&gt;
	&lt;br /&gt;
	local dataset = {}&lt;br /&gt;
	for name, stat in pairs(stats) do&lt;br /&gt;
		local special     = aw.stringstarts(stat.ammo, &#039;special_&#039;)&lt;br /&gt;
		local baseDamage  = stat.damage.base&lt;br /&gt;
		local baseData = {&lt;br /&gt;
			ammo        = stat.ammo,&lt;br /&gt;
			ammoicon    = stat.ammo,&lt;br /&gt;
			ammopershot = stat.ammo_per_shot or 1,&lt;br /&gt;
			damage      = baseDamage,&lt;br /&gt;
			head        = stat.damage_head_scale,&lt;br /&gt;
			legs        = stat.damage_legs_scale,&lt;br /&gt;
			level       = -1,&lt;br /&gt;
			magazines   = stat.magazine,&lt;br /&gt;
			name        = name,&lt;br /&gt;
			pellets     = stat.pellet or 1,&lt;br /&gt;
			shortname   = stat.localization[&#039;Japanese_Short&#039;],&lt;br /&gt;
		}&lt;br /&gt;
		&lt;br /&gt;
		-- Mag is inf&lt;br /&gt;
		if stat.magazine == math.huge then&lt;br /&gt;
			-- Bocek Compound Bow&lt;br /&gt;
			if stat.ammo == &#039;arrows&#039; or stat.ammo == &#039;special_arrows&#039; then&lt;br /&gt;
				if special then&lt;br /&gt;
					baseData.magazines = stat.magazine_reserve&lt;br /&gt;
				else&lt;br /&gt;
					local ammoStats = mw.loadData(&#039;Module:Stat/Ammo&#039;)&lt;br /&gt;
					local gearStats = mw.loadData(&#039;Module:Stat/Gear&#039;)&lt;br /&gt;
					local virtualMagazines = {&lt;br /&gt;
						gearStats.backpack.level0.limit * ammoStats.arrows.slot,&lt;br /&gt;
						gearStats.backpack.level1.limit * ammoStats.arrows.slot,&lt;br /&gt;
						gearStats.backpack.level2.limit * ammoStats.arrows.slot,&lt;br /&gt;
						gearStats.backpack.level3.limit * ammoStats.arrows.slot,&lt;br /&gt;
					}&lt;br /&gt;
					baseData.magazines = virtualMagazines&lt;br /&gt;
				end&lt;br /&gt;
				&lt;br /&gt;
				-- Chargefire&lt;br /&gt;
				if aw.isNumberAndGreaterThanX(stat.damage.charged, baseDamage) then&lt;br /&gt;
					baseData.option = res.mincharge&lt;br /&gt;
					addData(dataset, baseData, special)&lt;br /&gt;
					&lt;br /&gt;
					local maxChargeData  = aw.shallowCopy(baseData)&lt;br /&gt;
					maxChargeData.damage = stat.damage.charged&lt;br /&gt;
					maxChargeData.option = res.maxcharge&lt;br /&gt;
					addData(dataset, maxChargeData, special)&lt;br /&gt;
				&lt;br /&gt;
				-- チャージなし&lt;br /&gt;
				else&lt;br /&gt;
					addData(dataset, baseData, special)&lt;br /&gt;
				end&lt;br /&gt;
				&lt;br /&gt;
				-- Shatter Caps&lt;br /&gt;
				if (__debug or Hopup.shatter_caps.enabled) and type(stat.shatter_caps) == &#039;table&#039; and aw.isNumberAndGreaterThanX(stat.shatter_caps.damage.base, 1) and aw.isNumberAndGreaterThanX(stat.shatter_caps.pellet, 1) then&lt;br /&gt;
					local shatterCapsData    = aw.shallowCopy(baseData)&lt;br /&gt;
					shatterCapsData.damage   = stat.shatter_caps.damage.base&lt;br /&gt;
					if stat.shatter_caps.damage_head_scale then&lt;br /&gt;
						shatterCapsData.head = stat.shatter_caps.damage_head_scale&lt;br /&gt;
					end&lt;br /&gt;
					shatterCapsData.hopup    = { &#039;shatter_caps&#039; }&lt;br /&gt;
					if stat.shatter_caps.damage_legs_scale then&lt;br /&gt;
						shatterCapsData.legs = stat.shatter_caps.damage_legs_scale&lt;br /&gt;
					end&lt;br /&gt;
					shatterCapsData.pellets  = stat.shatter_caps.pellet&lt;br /&gt;
						&lt;br /&gt;
					if aw.isNumberAndGreaterThanX(stat.shatter_caps.damage.charged, stat.shatter_caps.damage.base) then&lt;br /&gt;
						shatterCapsData.option = res.mincharge&lt;br /&gt;
						addData(dataset, shatterCapsData, special)&lt;br /&gt;
							&lt;br /&gt;
						local shatterCapsMaxChargeData    = aw.shallowCopy(shatterCapsData)&lt;br /&gt;
						shatterCapsMaxChargeData.damage   = stat.shatter_caps.damage.charged&lt;br /&gt;
						if stat.shatter_caps.damage.headshot_charged then&lt;br /&gt;
							shatterCapsMaxChargeData.head = stat.shatter_caps.damage.headshot_charged&lt;br /&gt;
						end&lt;br /&gt;
						if stat.shatter_caps.damage.legshot_charged then&lt;br /&gt;
							shatterCapsMaxChargeData.legs = stat.shatter_caps.damage.legshot_charged&lt;br /&gt;
						end&lt;br /&gt;
						shatterCapsMaxChargeData.option   = res.maxcharge&lt;br /&gt;
						addData(dataset, shatterCapsMaxChargeData, special)&lt;br /&gt;
					else&lt;br /&gt;
						addData(dataset, shatterCapsData, special)&lt;br /&gt;
					end&lt;br /&gt;
				end&lt;br /&gt;
			&lt;br /&gt;
			-- L-STAR EMG&lt;br /&gt;
			elseif aw.isNumberAndGreaterThanZero(stat.firerate) then&lt;br /&gt;
				local overheatType = type(stat.overheat)&lt;br /&gt;
				if overheatType == &#039;table&#039; then&lt;br /&gt;
					local virtualMagazines = {&lt;br /&gt;
						math.ceil(stat.overheat[1] * stat.firerate),&lt;br /&gt;
						math.ceil(stat.overheat[2] * stat.firerate),&lt;br /&gt;
						math.ceil(stat.overheat[3] * stat.firerate),&lt;br /&gt;
						math.ceil(stat.overheat[4] * stat.firerate),&lt;br /&gt;
					}&lt;br /&gt;
					baseData.magazines = virtualMagazines&lt;br /&gt;
					addData(dataset, baseData, special)&lt;br /&gt;
					&lt;br /&gt;
					-- Modded Loader&lt;br /&gt;
					if stat.category == &#039;light_machine_gun&#039; then&lt;br /&gt;
						local moddedLoaderVirtualMagazines = {&lt;br /&gt;
							math.ceil(1.15 * stat.overheat[1] * stat.firerate),&lt;br /&gt;
							math.ceil(1.15 * stat.overheat[2] * stat.firerate),&lt;br /&gt;
							math.ceil(1.15 * stat.overheat[3] * stat.firerate),&lt;br /&gt;
							math.ceil(1.15 * stat.overheat[4] * stat.firerate),&lt;br /&gt;
						}&lt;br /&gt;
						local moddedLoaderData = aw.shallowCopy(baseData)&lt;br /&gt;
						moddedLoaderData.hopup = { &#039;modded_loader&#039; }&lt;br /&gt;
						moddedLoaderData.magazines = moddedLoaderVirtualMagazines&lt;br /&gt;
						addData(dataset, moddedLoaderData, special)&lt;br /&gt;
					end&lt;br /&gt;
				elseif overheatType == &#039;number&#039; then&lt;br /&gt;
					baseData.magazines = math.ceil(stat.overheat * stat.firerate)&lt;br /&gt;
					addData(dataset, baseData, special)&lt;br /&gt;
					&lt;br /&gt;
					-- Modded Loader&lt;br /&gt;
					if stat.category == &#039;light_machine_gun&#039; then&lt;br /&gt;
						local moddedLoaderData     = aw.shallowCopy(baseData)&lt;br /&gt;
						moddedLoaderData.hopup     = { &#039;modded_loader&#039; }&lt;br /&gt;
						moddedLoaderData.magazines = math.ceil(stat.overheat * stat.firerate)&lt;br /&gt;
						addData(dataset, moddedLoaderData, special)&lt;br /&gt;
					end&lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
		&lt;br /&gt;
		-- Charge Rifle&lt;br /&gt;
		elseif stat.damage.beam then&lt;br /&gt;
			addData(dataset, baseData, special, function(val, part, passive)&lt;br /&gt;
				return val + apex.calcDamageFromPartAndPassive(stat.damage.beam.base, part, passive) * stat.damage.beam.ticks&lt;br /&gt;
			end)&lt;br /&gt;
		&lt;br /&gt;
		-- Other&lt;br /&gt;
		else&lt;br /&gt;
			-- Chargefire&lt;br /&gt;
			if aw.isNumberAndGreaterThanX(stat.damage.charged, baseDamage) then&lt;br /&gt;
				baseData.option = res.nocharge&lt;br /&gt;
				addData(dataset, baseData, special)&lt;br /&gt;
				&lt;br /&gt;
				local maxChargeData    = aw.shallowCopy(baseData)&lt;br /&gt;
				maxChargeData.damage   = stat.damage.charged&lt;br /&gt;
				if stat.damage.headshot_charged then&lt;br /&gt;
					maxChargeData.head = stat.damage.headshot_charged&lt;br /&gt;
				end&lt;br /&gt;
				if stat.damage.legshot_charged then&lt;br /&gt;
					maxChargeData.legs = stat.damage.legshot_charged&lt;br /&gt;
				end&lt;br /&gt;
				maxChargeData.option = res.maxcharge&lt;br /&gt;
				addData(dataset, maxChargeData, special)&lt;br /&gt;
			&lt;br /&gt;
			-- チャージが無効の場合の通常出力&lt;br /&gt;
			else&lt;br /&gt;
				addData(dataset, baseData, special)&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			-- Modded Loader&lt;br /&gt;
			if stat.category == &#039;light_machine_gun&#039; or stat.ammo == &#039;minigun&#039; then&lt;br /&gt;
				local moddedLoaderData     = aw.shallowCopy(baseData)&lt;br /&gt;
				moddedLoaderData.hopup     = { &#039;modded_loader&#039; }&lt;br /&gt;
				moddedLoaderData.magazines = apex.getMagazineWithModdedLoader(stat.magazine)&lt;br /&gt;
				addData(dataset, moddedLoaderData, special)&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			-- Amped mode&lt;br /&gt;
			if aw.isNumberAndGreaterThanX(stat.damage.amped, baseDamage) then&lt;br /&gt;
				local ampedData    = aw.shallowCopy(baseData)&lt;br /&gt;
				ampedData.ammoicon = ampedData.ammo .. &#039;_amped&#039;&lt;br /&gt;
				ampedData.damage   = stat.damage.amped&lt;br /&gt;
				ampedData.option   = res.amped&lt;br /&gt;
				addData(dataset, ampedData, special)&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			-- Selectfire Receiver (HAVOC Rifle)&lt;br /&gt;
			if (__debug or Hopup.selectfire_receiver.enabled) and type(stat.selectfire_receiver) == &#039;table&#039; and stat.selectfire_receiver.damage and aw.isNumberAndGreaterThanX(stat.selectfire_receiver.damage.base, baseDamage) then&lt;br /&gt;
				local selectfireReceiverData = aw.shallowCopy(baseData)&lt;br /&gt;
				if stat.selectfire_receiver.ammo_per_shot then&lt;br /&gt;
					selectfireReceiverData.ammopershot = stat.selectfire_receiver.ammo_per_shot&lt;br /&gt;
				end&lt;br /&gt;
				selectfireReceiverData.damage = stat.selectfire_receiver.damage.base&lt;br /&gt;
				if stat.selectfire_receiver.damage_head_scale then&lt;br /&gt;
					selectfireReceiverData.head = stat.selectfire_receiver.damage_head_scale&lt;br /&gt;
				end&lt;br /&gt;
				selectfireReceiverData.hopup = { &#039;selectfire_receiver&#039; }&lt;br /&gt;
				if stat.selectfire_receiver.damage_legs_scale then&lt;br /&gt;
					selectfireReceiverData.legs = stat.selectfire_receiver.damage_legs_scale&lt;br /&gt;
				end&lt;br /&gt;
				addData(dataset, selectfireReceiverData, special)&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			-- Skullpiercer Rifling &lt;br /&gt;
			if (__debug or Hopup.skullpiercer_rifling.enabled) and type(stat.skullpiercer_rifling) == &#039;table&#039; and aw.isNumberAndGreaterThanX(stat.skullpiercer_rifling.damage_head_scale, 1) then&lt;br /&gt;
				local skullpiercerRiflingData = aw.shallowCopy(baseData)&lt;br /&gt;
				skullpiercerRiflingData.head = stat.skullpiercer_rifling.damage_head_scale&lt;br /&gt;
				skullpiercerRiflingData.hopup = { &#039;skullpiercer_rifling&#039; }&lt;br /&gt;
				addData(dataset, skullpiercerRiflingData, special)&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			-- Hammerpoint Rounds&lt;br /&gt;
			if (__debug or Hopup.hammerpoint_rounds.enabled) and type(stat.hammerpoint_rounds) == &#039;table&#039; and aw.isNumberAndGreaterThanX(stat.hammerpoint_rounds.damage_unshielded_scale, 1) then&lt;br /&gt;
				local hammerpointRoundsData  = aw.shallowCopy(baseData)&lt;br /&gt;
				hammerpointRoundsData.damage = math.floor(stat.hammerpoint_rounds.damage_unshielded_scale * baseDamage)&lt;br /&gt;
				hammerpointRoundsData.hopup  = { &#039;hammerpoint_rounds&#039; }&lt;br /&gt;
				addData(dataset, hammerpointRoundsData, special)&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			-- Disruptor Rounds&lt;br /&gt;
			if (__debug or Hopup.disruptor_rounds.enabled or special) and type(stat.disruptor_rounds) == &#039;table&#039; and aw.isNumberAndGreaterThanX(stat.disruptor_rounds.damage_shield_scale, 1) then&lt;br /&gt;
				local disruptorRoundsData = aw.shallowCopy(baseData)&lt;br /&gt;
				disruptorRoundsData.hopup = { &#039;disruptor_rounds&#039; }&lt;br /&gt;
				addData(dataset, disruptorRoundsData, special, function(val)&lt;br /&gt;
					return apex.calcDisruptorDamage(val, stat.disruptor_rounds.damage_shield_scale)&lt;br /&gt;
				end)&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			-- Anvil Receiver&lt;br /&gt;
			if (__debug or Hopup.anvil_receiver.enabled) and type(stat.anvil_receiver) == &#039;table&#039; and aw.isNumberAndGreaterThanX(stat.anvil_receiver.damage.base, baseDamage) then&lt;br /&gt;
				local anvilReceiverData       = aw.shallowCopy(baseData)&lt;br /&gt;
				anvilReceiverData.ammopershot = stat.anvil_receiver.ammo_per_shot or 2&lt;br /&gt;
				anvilReceiverData.damage      = stat.anvil_receiver.damage.base&lt;br /&gt;
				if stat.anvil_receiver.damage_head_scale then&lt;br /&gt;
					anvilReceiverData.head    = stat.anvil_receiver.damage_head_scale&lt;br /&gt;
				end&lt;br /&gt;
				anvilReceiverData.hopup       = { &#039;anvil_receiver&#039; }&lt;br /&gt;
				if stat.anvil_receiver.damage_legs_scale then&lt;br /&gt;
					anvilReceiverData.legs    = stat.anvil_receiver.damage_legs_scale&lt;br /&gt;
				end&lt;br /&gt;
				addData(dataset, anvilReceiverData, special)&lt;br /&gt;
			end&lt;br /&gt;
				&lt;br /&gt;
			-- Shatter Caps&lt;br /&gt;
			if (__debug or Hopup.shatter_caps.enabled) and type(stat.shatter_caps) == &#039;table&#039; and aw.isNumberAndGreaterThanX(stat.shatter_caps.damage.base, 1) and aw.isNumberAndGreaterThanX(stat.shatter_caps.pellet, 1) then&lt;br /&gt;
				local shatterCapsData    = aw.shallowCopy(baseData)&lt;br /&gt;
				shatterCapsData.damage   = stat.shatter_caps.damage.base&lt;br /&gt;
				if stat.shatter_caps.damage_head_scale then&lt;br /&gt;
					shatterCapsData.head = stat.shatter_caps.damage_head_scale&lt;br /&gt;
				end&lt;br /&gt;
				shatterCapsData.hopup    = { &#039;shatter_caps&#039; }&lt;br /&gt;
				if stat.shatter_caps.damage_legs_scale then&lt;br /&gt;
					shatterCapsData.legs = stat.shatter_caps.damage_legs_scale&lt;br /&gt;
				end&lt;br /&gt;
				shatterCapsData.pellets  = stat.shatter_caps.pellet&lt;br /&gt;
					&lt;br /&gt;
				if aw.isNumberAndGreaterThanX(stat.shatter_caps.damage.charged, stat.shatter_caps.damage.base) then&lt;br /&gt;
					shatterCapsData.option = res.nocharge&lt;br /&gt;
					addData(dataset, shatterCapsData, special)&lt;br /&gt;
						&lt;br /&gt;
					local shatterCapsMaxChargeData    = aw.shallowCopy(shatterCapsData)&lt;br /&gt;
					shatterCapsMaxChargeData.damage   = stat.shatter_caps.damage.charged&lt;br /&gt;
					if stat.shatter_caps.damage.headshot_charged then&lt;br /&gt;
						shatterCapsMaxChargeData.head = stat.shatter_caps.damage.headshot_charged&lt;br /&gt;
					end&lt;br /&gt;
					if stat.shatter_caps.damage.legshot_charged then&lt;br /&gt;
						shatterCapsMaxChargeData.legs = stat.shatter_caps.damage.legshot_charged&lt;br /&gt;
					end&lt;br /&gt;
					shatterCapsMaxChargeData.option   = res.maxcharge&lt;br /&gt;
					addData(dataset, shatterCapsMaxChargeData, special)&lt;br /&gt;
				else&lt;br /&gt;
					addData(dataset, shatterCapsData, special)&lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
				&lt;br /&gt;
			-- Boosted Loader&lt;br /&gt;
			if (__debug or Hopup.boosted_loader.enabled) and type(stat.boosted_loader) == &#039;table&#039; then&lt;br /&gt;
				local boostedLoaderData     = aw.shallowCopy(baseData)&lt;br /&gt;
				boostedLoaderData.hopup     = { &#039;boosted_loader&#039; }&lt;br /&gt;
				boostedLoaderData.magazines = stat.boosted_loader.magazine&lt;br /&gt;
				addData(dataset, boostedLoaderData, special)&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	local metadata = {&lt;br /&gt;
		tableutil.RankCell.new(&#039;&#039;, &#039;bodyDmgmag&#039;, true),&lt;br /&gt;
		tableutil.AmmoCell.new(&#039;&#039;, &#039;ammoicon&#039;, {&lt;br /&gt;
			attributes  = { align = &#039;center&#039; },&lt;br /&gt;
			cellClass   = &#039;st-desktop&#039;,&lt;br /&gt;
			footerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			headerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			headerStyle = { width = &#039;36px&#039; },&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.WeaponNameCell.new(res.weaponname, &#039;name&#039;, {&lt;br /&gt;
			ammoIndex      = &#039;ammo&#039;,&lt;br /&gt;
			attributes     = { align = &#039;left&#039; },&lt;br /&gt;
			cellClass      = &#039;st-dashed-right st-mobile-none-right st-mobile-padding0-right&#039;,&lt;br /&gt;
			headerColspan  = 3,&lt;br /&gt;
			optionIndex    = &#039;option&#039;,&lt;br /&gt;
			shortnameIndex = &#039;shortname&#039;,&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.MagazineCell.new(res.mag, &#039;level&#039;, {&lt;br /&gt;
			ammoIndex      = &#039;ammo&#039;,&lt;br /&gt;
			attributes     = { align = &#039;left&#039; },&lt;br /&gt;
			cellClass      = &#039;st-dashed-right st-mobile-none-right st-mobile-padding0-both&#039;,&lt;br /&gt;
			headerColspan  = 0,&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.HopupCell.new(res.hopup, &#039;hopup&#039;, {&lt;br /&gt;
			attributes     = { align = &#039;left&#039; },&lt;br /&gt;
			cellClass      = &#039;st-mobile-padding0-both&#039;,&lt;br /&gt;
			headerColspan  = 0,&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.ValueCell.new(res.legsshot, &#039;legsDmgmag&#039;, {&lt;br /&gt;
			cellClass   = &#039;st-desktop&#039;,&lt;br /&gt;
			footerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			format      = aw.comma,&lt;br /&gt;
			headerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			headerStyle = {&lt;br /&gt;
				[&#039;min-width&#039;] = &#039;50px&#039;,&lt;br /&gt;
				[&#039;max-width&#039;] = &#039;4em&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.LineValueCell.new(res.bodyshot, &#039;bodyDmgmag&#039;, {&lt;br /&gt;
			startIndex    = &#039;legsDmgmag&#039;,&lt;br /&gt;
			endIndex      = &#039;lvl1Dmgmag&#039;,&lt;br /&gt;
			subStartIndex = &#039;flLgDmgmag&#039;,&lt;br /&gt;
			subEndIndex   = &#039;lvl1Dmgmag&#039;,&lt;br /&gt;
			cellClass     = &#039;st-mobile-graph st-mobile-medium st-mobile-textshadow&#039;,&lt;br /&gt;
			footerClass   = &#039;st-mobile-axis&#039;,&lt;br /&gt;
			format        = aw.comma,&lt;br /&gt;
			headerClass   = &#039;st-mobile-last&#039;,&lt;br /&gt;
			headerStyle   = {&lt;br /&gt;
				[&#039;min-width&#039;] = &#039;50px&#039;,&lt;br /&gt;
				[&#039;max-width&#039;] = &#039;4em&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			itemName      = res.normal,&lt;br /&gt;
			subItemName   = res.fortified,&lt;br /&gt;
			maximumValue  = 10000,&lt;br /&gt;
			preferredGridCount = 3,&lt;br /&gt;
			scale         = scale.LogScale.new():setClamp(true),&lt;br /&gt;
			ticksFormat = function(val)&lt;br /&gt;
				return string.format(&#039;%sk&#039;, 0.001 * val)&lt;br /&gt;
			end,&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.ValueCell.new(res.headlvl3, &#039;lvl3Dmgmag&#039;, {&lt;br /&gt;
			cellClass   = &#039;st-desktop&#039;,&lt;br /&gt;
			footerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			format      = aw.comma,&lt;br /&gt;
			headerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			headerStyle = {&lt;br /&gt;
				[&#039;min-width&#039;] = &#039;50px&#039;,&lt;br /&gt;
				[&#039;max-width&#039;] = &#039;4em&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.ValueCell.new(res.headlvl2, &#039;lvl2Dmgmag&#039;, {&lt;br /&gt;
			cellClass   = &#039;st-desktop&#039;,&lt;br /&gt;
			footerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			format      = aw.comma,&lt;br /&gt;
			headerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			headerStyle = {&lt;br /&gt;
				[&#039;min-width&#039;] = &#039;50px&#039;,&lt;br /&gt;
				[&#039;max-width&#039;] = &#039;4em&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.ValueCell.new(res.headlvl1, &#039;lvl1Dmgmag&#039;, {&lt;br /&gt;
			cellClass   = &#039;st-mobile-last&#039;,&lt;br /&gt;
			footerClass = &#039;st-mobile-last&#039;,&lt;br /&gt;
			format      = aw.comma,&lt;br /&gt;
			headerClass = &#039;st-mobile-last&#039;,&lt;br /&gt;
			headerStyle = {&lt;br /&gt;
				[&#039;min-width&#039;] = &#039;50px&#039;,&lt;br /&gt;
				[&#039;max-width&#039;] = &#039;4em&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.LineCell.new(res.graph, &#039;bodyDmgmag&#039;, {&lt;br /&gt;
			startIndex    = &#039;legsDmgmag&#039;,&lt;br /&gt;
			endIndex      = &#039;lvl1Dmgmag&#039;,&lt;br /&gt;
			subStartIndex = &#039;flLgDmgmag&#039;,&lt;br /&gt;
			subEndIndex   = &#039;lvl1Dmgmag&#039;,&lt;br /&gt;
			cellClass     = &#039;st-desktop st-desktop-graph&#039;,&lt;br /&gt;
			footerClass   = &#039;st-desktop&#039;,&lt;br /&gt;
			headerClass   = &#039;st-desktop&#039;,&lt;br /&gt;
			headerStyle   = {&lt;br /&gt;
				[&#039;min-width&#039;] = &#039;200px&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			hoverEnabled  = true,&lt;br /&gt;
			hoverFormat   = aw.comma,&lt;br /&gt;
			itemName      = res.normal,&lt;br /&gt;
			subItemName   = res.fortified,&lt;br /&gt;
			maximumValue  = 10000,&lt;br /&gt;
			scale         = scale.LogScale.new():setClamp(true),&lt;br /&gt;
		}),&lt;br /&gt;
	}&lt;br /&gt;
	local node = tableutil.createTable(dataset, metadata, opts)&lt;br /&gt;
	return tostring(node)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.main(frame)&lt;br /&gt;
	if not getArgs then&lt;br /&gt;
		getArgs = require(&#039;Module:Arguments&#039;).getArgs&lt;br /&gt;
	end&lt;br /&gt;
	args = getArgs(frame)&lt;br /&gt;
	&lt;br /&gt;
	return p._main(args, false)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%A2%E3%82%B8%E3%83%A5%E3%83%BC%E3%83%AB:StatTable/DamagePerSlot&amp;diff=4394</id>
		<title>モジュール:StatTable/DamagePerSlot</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%A2%E3%82%B8%E3%83%A5%E3%83%BC%E3%83%AB:StatTable/DamagePerSlot&amp;diff=4394"/>
		<updated>2022-08-10T04:52:02Z</updated>

		<summary type="html">&lt;p&gt;Mntone: ボセックコンパウンドボウの物資投下武器化に対応&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;local aw            = require(&#039;Module:Utility/Library&#039;)&lt;br /&gt;
local apex          = require(&#039;Module:Utility/ApexLibrary&#039;)&lt;br /&gt;
local iu            = require(&#039;Module:Utility/Image&#039;)&lt;br /&gt;
local scale         = require(&#039;Module:Utility/Scale&#039;)&lt;br /&gt;
local tableutil     = require(&#039;Module:Utility/TableUtil/Apex&#039;)&lt;br /&gt;
local Hopup         = mw.loadData(&#039;Module:Stat/Hopup&#039;)&lt;br /&gt;
local configuration = mw.loadData(&#039;Module:StatTable/configuration&#039;)&lt;br /&gt;
local getArgs  -- lazily initialized&lt;br /&gt;
&lt;br /&gt;
local function addData(dataset, data, fn)&lt;br /&gt;
	fn = fn or function(val) return val end&lt;br /&gt;
	&lt;br /&gt;
	local head = data.head&lt;br /&gt;
	local lvl1 = apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV1)&lt;br /&gt;
	local lvl2 = apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV2)&lt;br /&gt;
	local lvl3 = apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV3)&lt;br /&gt;
	local legs = data.legs&lt;br /&gt;
	local mul  = data.pellets * data.slotammo&lt;br /&gt;
	data.bodyDmgslot = fn(data.damage, 1, 1)                               * mul&lt;br /&gt;
	data.headDmgslot = fn(apex.calcPartDamage(data.damage, head), head, 1) * mul&lt;br /&gt;
	data.lvl1Dmgslot = fn(apex.calcPartDamage(data.damage, lvl1), lvl1, 1) * mul&lt;br /&gt;
	data.lvl2Dmgslot = fn(apex.calcPartDamage(data.damage, lvl2), lvl2, 1) * mul&lt;br /&gt;
	data.lvl3Dmgslot = fn(apex.calcPartDamage(data.damage, lvl3), lvl3, 1) * mul&lt;br /&gt;
	data.legsDmgslot = fn(apex.calcPartDamage(data.damage, legs), legs, 1) * mul&lt;br /&gt;
	data.flLgDmgslot = fn(apex.calcDamageFromPartAndPassive(data.damage, legs, 0.85), legs, 0.85) * mul&lt;br /&gt;
	table.insert(dataset, data)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
local p = {}&lt;br /&gt;
function p._main(args, __debug)&lt;br /&gt;
	args = args or {}&lt;br /&gt;
	if __debug == nil then&lt;br /&gt;
		__debug = true&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	local lang      = args.lang or &#039;ja&#039;&lt;br /&gt;
	local res       = configuration[lang]&lt;br /&gt;
	local stats     = mw.loadData(&#039;Module:Stat/Weapon&#039;)&lt;br /&gt;
	local ammoStats = mw.loadData(&#039;Module:Stat/Ammo&#039;)&lt;br /&gt;
	&lt;br /&gt;
	local dataset = {}&lt;br /&gt;
	for name, stat in pairs(stats) do&lt;br /&gt;
		local special = aw.stringstarts(stat.ammo, &#039;special_&#039;)&lt;br /&gt;
		&lt;br /&gt;
		local ammoPerSlot&lt;br /&gt;
		if special or stat.ammo == &#039;minigun&#039; then&lt;br /&gt;
			if type(stat.magazine) == &#039;table&#039; then&lt;br /&gt;
				ammoPerSlot = stat.magazine[4] + stat.magazine_reserve&lt;br /&gt;
			elseif stat.magazine == math.huge then&lt;br /&gt;
				ammoPerSlot = stat.magazine_reserve&lt;br /&gt;
			else&lt;br /&gt;
				ammoPerSlot = stat.magazine + stat.magazine_reserve&lt;br /&gt;
			end&lt;br /&gt;
		else&lt;br /&gt;
			ammoPerSlot = ammoStats[stat.ammo].slot&lt;br /&gt;
		end&lt;br /&gt;
		&lt;br /&gt;
		local ammoPerShot = stat.ammo_per_shot or 1&lt;br /&gt;
		local baseDamage = stat.damage.base&lt;br /&gt;
		local baseData = {&lt;br /&gt;
			ammo      = stat.ammo,&lt;br /&gt;
			ammoicon  = stat.ammo,&lt;br /&gt;
			damage    = baseDamage,&lt;br /&gt;
			head      = stat.damage_head_scale,&lt;br /&gt;
			legs      = stat.damage_legs_scale,&lt;br /&gt;
			name      = name,&lt;br /&gt;
			pellets   = stat.pellet or 1,&lt;br /&gt;
			shortname = stat.localization[&#039;Japanese_Short&#039;],&lt;br /&gt;
			slotammo  = math.floor(ammoPerSlot / ammoPerShot),&lt;br /&gt;
		}&lt;br /&gt;
		&lt;br /&gt;
		-- チャージビーム (チャージライフル)&lt;br /&gt;
		if stat.damage.beam then&lt;br /&gt;
			addData(dataset, baseData, function(val, part, passive)&lt;br /&gt;
				return val + apex.calcDamageFromPartAndPassive(stat.damage.beam.base, part, passive) * stat.damage.beam.ticks&lt;br /&gt;
			end)&lt;br /&gt;
		&lt;br /&gt;
		-- Other&lt;br /&gt;
		else&lt;br /&gt;
			-- Chargefire&lt;br /&gt;
			if aw.isNumberAndGreaterThanX(stat.damage.charged, baseDamage) then&lt;br /&gt;
				if aw.isNumberAndGreaterThanZero(stat.charge_minimum) then&lt;br /&gt;
					baseData.option = res.mincharge&lt;br /&gt;
				else&lt;br /&gt;
					baseData.option = res.nocharge&lt;br /&gt;
				end&lt;br /&gt;
				addData(dataset, baseData)&lt;br /&gt;
				&lt;br /&gt;
				local maxChargeData    = aw.shallowCopy(baseData)&lt;br /&gt;
				maxChargeData.damage   = stat.damage.charged&lt;br /&gt;
				if stat.damage.headshot_charged then&lt;br /&gt;
					maxChargeData.head = stat.damage.headshot_charged&lt;br /&gt;
				end&lt;br /&gt;
				if stat.damage.legshot_charged then&lt;br /&gt;
					maxChargeData.legs = stat.damage.legshot_charged&lt;br /&gt;
				end&lt;br /&gt;
				maxChargeData.option   = res.maxcharge&lt;br /&gt;
				addData(dataset, maxChargeData)&lt;br /&gt;
			&lt;br /&gt;
			-- チャージが無効の場合の通常出力&lt;br /&gt;
			else&lt;br /&gt;
				addData(dataset, baseData)&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			-- Amped mode&lt;br /&gt;
			if aw.isNumberAndGreaterThanX(stat.damage.amped, baseDamage) then&lt;br /&gt;
				local ampedData    = aw.shallowCopy(baseData)&lt;br /&gt;
				ampedData.ammoicon = ampedData.ammo .. &#039;_amped&#039;&lt;br /&gt;
				ampedData.damage   = stat.damage.amped&lt;br /&gt;
				ampedData.option   = res.amped&lt;br /&gt;
				addData(dataset, ampedData)&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			-- Selectfire Receiver (HAVOC Rifle)&lt;br /&gt;
			if (__debug or Hopup.selectfire_receiver.enabled) and type(stat.selectfire_receiver) == &#039;table&#039; and stat.selectfire_receiver.damage and aw.isNumberAndGreaterThanX(stat.selectfire_receiver.damage.base, baseDamage) then&lt;br /&gt;
				local selectfireReceiverData = aw.shallowCopy(baseData)&lt;br /&gt;
				selectfireReceiverData.damage = stat.selectfire_receiver.damage.base&lt;br /&gt;
				if stat.selectfire_receiver.damage_head_scale then&lt;br /&gt;
					selectfireReceiverData.head = stat.selectfire_receiver.damage_head_scale&lt;br /&gt;
				end&lt;br /&gt;
				selectfireReceiverData.hopup = { &#039;selectfire_receiver&#039; }&lt;br /&gt;
				if stat.selectfire_receiver.damage_legs_scale then&lt;br /&gt;
					selectfireReceiverData.legs = stat.selectfire_receiver.damage_legs_scale&lt;br /&gt;
				end&lt;br /&gt;
				if stat.selectfire_receiver.ammo_per_shot then&lt;br /&gt;
					selectfireReceiverData.slotammo = math.floor(ammoPerSlot / stat.selectfire_receiver.ammo_per_shot)&lt;br /&gt;
				end&lt;br /&gt;
				addData(dataset, selectfireReceiverData)&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			-- Skullpiercer Rifling &lt;br /&gt;
			if (__debug or Hopup.skullpiercer_rifling.enabled) and type(stat.skullpiercer_rifling) == &#039;table&#039; and aw.isNumberAndGreaterThanX(stat.skullpiercer_rifling.damage_head_scale, 1) then&lt;br /&gt;
				local skullpiercerRiflingData = aw.shallowCopy(baseData)&lt;br /&gt;
				skullpiercerRiflingData.head = stat.skullpiercer_rifling.damage_head_scale&lt;br /&gt;
				skullpiercerRiflingData.hopup = { &#039;skullpiercer_rifling&#039; }&lt;br /&gt;
				addData(dataset, skullpiercerRiflingData)&lt;br /&gt;
			end&lt;br /&gt;
				&lt;br /&gt;
			-- Hammerpoint Rounds&lt;br /&gt;
			if (__debug or Hopup.hammerpoint_rounds.enabled) and type(stat.hammerpoint_rounds) == &#039;table&#039; and aw.isNumberAndGreaterThanX(stat.hammerpoint_rounds.damage_unshielded_scale, 1) then&lt;br /&gt;
				local hammerpointRoundsData  = aw.shallowCopy(baseData)&lt;br /&gt;
				hammerpointRoundsData.damage = math.floor(stat.hammerpoint_rounds.damage_unshielded_scale * baseDamage)&lt;br /&gt;
				hammerpointRoundsData.hopup  = { &#039;hammerpoint_rounds&#039; }&lt;br /&gt;
				addData(dataset, hammerpointRoundsData)&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			-- Disruptor Rounds&lt;br /&gt;
			if (__debug or Hopup.disruptor_rounds.enabled or special) and type(stat.disruptor_rounds) == &#039;table&#039; and aw.isNumberAndGreaterThanX(stat.disruptor_rounds.damage_shield_scale, 1) then&lt;br /&gt;
				local disruptorRoundsData = aw.shallowCopy(baseData)&lt;br /&gt;
				disruptorRoundsData.hopup = { &#039;disruptor_rounds&#039; }&lt;br /&gt;
				addData(dataset, disruptorRoundsData, function(val)&lt;br /&gt;
					return apex.calcDisruptorDamage(val, stat.disruptor_rounds.damage_shield_scale)&lt;br /&gt;
				end)&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			-- Anvil Receiver&lt;br /&gt;
			if (__debug or Hopup.anvil_receiver.enabled) and type(stat.anvil_receiver) == &#039;table&#039; and aw.isNumberAndGreaterThanX(stat.anvil_receiver.damage.base, baseDamage) then&lt;br /&gt;
				local anvilAmmoPerShot = stat.anvil_receiver.ammo_per_shot or 2&lt;br /&gt;
				local anvilReceiverData    = aw.shallowCopy(baseData)&lt;br /&gt;
				anvilReceiverData.damage   = stat.anvil_receiver.damage.base&lt;br /&gt;
				if stat.anvil_receiver.damage_head_scale then&lt;br /&gt;
					anvilReceiverData.head = stat.anvil_receiver.damage_head_scale&lt;br /&gt;
				end&lt;br /&gt;
				anvilReceiverData.hopup    = { &#039;anvil_receiver&#039; }&lt;br /&gt;
				if stat.anvil_receiver.damage_legs_scale then&lt;br /&gt;
					anvilReceiverData.legs = stat.anvil_receiver.damage_legs_scale&lt;br /&gt;
				end&lt;br /&gt;
				anvilReceiverData.slotammo = math.floor(ammoPerSlot / anvilAmmoPerShot)&lt;br /&gt;
				addData(dataset, anvilReceiverData)&lt;br /&gt;
			end&lt;br /&gt;
				&lt;br /&gt;
			-- Shatter Caps&lt;br /&gt;
			if (__debug or Hopup.shatter_caps.enabled) and type(stat.shatter_caps) == &#039;table&#039; and aw.isNumberAndGreaterThanX(stat.shatter_caps.damage.base, 1) and aw.isNumberAndGreaterThanX(stat.shatter_caps.pellet, 1) then&lt;br /&gt;
				local shatterCapsData    = aw.shallowCopy(baseData)&lt;br /&gt;
				shatterCapsData.damage   = stat.shatter_caps.damage.base&lt;br /&gt;
				if stat.shatter_caps.damage_head_scale then&lt;br /&gt;
					shatterCapsData.head = stat.shatter_caps.damage_head_scale&lt;br /&gt;
				end&lt;br /&gt;
				shatterCapsData.hopup    = { &#039;shatter_caps&#039; }&lt;br /&gt;
				if stat.shatter_caps.damage_legs_scale then&lt;br /&gt;
					shatterCapsData.legs = stat.shatter_caps.damage_legs_scale&lt;br /&gt;
				end&lt;br /&gt;
				shatterCapsData.pellets  = stat.shatter_caps.pellet&lt;br /&gt;
				&lt;br /&gt;
				if aw.isNumberAndGreaterThanX(stat.shatter_caps.damage.charged, stat.shatter_caps.damage.base) then&lt;br /&gt;
					if aw.isNumberAndGreaterThanZero(stat.charge_minimum) then&lt;br /&gt;
						shatterCapsData.option = res.mincharge&lt;br /&gt;
					else&lt;br /&gt;
						shatterCapsData.option = res.nocharge&lt;br /&gt;
					end&lt;br /&gt;
					addData(dataset, shatterCapsData)&lt;br /&gt;
						&lt;br /&gt;
					local shatterCapsMaxChargeData    = aw.shallowCopy(shatterCapsData)&lt;br /&gt;
					shatterCapsMaxChargeData.damage   = stat.shatter_caps.damage.charged&lt;br /&gt;
					if stat.shatter_caps.damage.headshot_charged then&lt;br /&gt;
						shatterCapsMaxChargeData.head = stat.shatter_caps.damage.headshot_charged&lt;br /&gt;
					end&lt;br /&gt;
					if stat.shatter_caps.damage.legshot_charged then&lt;br /&gt;
						shatterCapsMaxChargeData.legs = stat.shatter_caps.damage.legshot_charged&lt;br /&gt;
					end&lt;br /&gt;
					shatterCapsMaxChargeData.option   = res.maxcharge&lt;br /&gt;
					addData(dataset, shatterCapsMaxChargeData)&lt;br /&gt;
				else&lt;br /&gt;
					addData(dataset, shatterCapsData)&lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	local formatFunction = function(dmgslot)&lt;br /&gt;
		if dmgslot == math.huge then&lt;br /&gt;
			return res.infinity&lt;br /&gt;
		else&lt;br /&gt;
			return aw.comma(dmgslot)&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
	local metadata = {&lt;br /&gt;
		tableutil.RankCell.new(&#039;&#039;, &#039;bodyDmgslot&#039;, true),&lt;br /&gt;
		tableutil.AmmoCell.new(&#039;&#039;, &#039;ammoicon&#039;, {&lt;br /&gt;
			attributes  = { align = &#039;center&#039; },&lt;br /&gt;
			cellClass   = &#039;st-desktop&#039;,&lt;br /&gt;
			footerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			headerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			headerStyle = { width = &#039;36px&#039; },&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.WeaponNameCell.new(res.weaponname, &#039;name&#039;, {&lt;br /&gt;
			ammoIndex      = &#039;ammo&#039;,&lt;br /&gt;
			attributes     = { align = &#039;left&#039; },&lt;br /&gt;
			cellClass      = &#039;st-dashed-right st-mobile-none-right st-mobile-padding0-right&#039;,&lt;br /&gt;
			headerColspan  = 2,&lt;br /&gt;
			optionIndex    = &#039;option&#039;,&lt;br /&gt;
			shortnameIndex = &#039;shortname&#039;,&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.HopupCell.new(res.hopup, &#039;hopup&#039;, {&lt;br /&gt;
			attributes     = { align = &#039;left&#039; },&lt;br /&gt;
			cellClass      = &#039;st-mobile-padding0-both&#039;,&lt;br /&gt;
			headerColspan  = 0,&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.ValueCell.new(res.legsshot, &#039;legsDmgslot&#039;, {&lt;br /&gt;
			cellClass   = &#039;st-desktop&#039;,&lt;br /&gt;
			footerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			format      = formatFunction,&lt;br /&gt;
			headerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			headerStyle = {&lt;br /&gt;
				[&#039;min-width&#039;] = &#039;50px&#039;,&lt;br /&gt;
				[&#039;max-width&#039;] = &#039;4em&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.LineValueCell.new(res.bodyshot, &#039;bodyDmgslot&#039;, {&lt;br /&gt;
			startIndex    = &#039;legsDmgslot&#039;,&lt;br /&gt;
			endIndex      = &#039;lvl1Dmgslot&#039;,&lt;br /&gt;
			subStartIndex = &#039;flLgDmgslot&#039;,&lt;br /&gt;
			subEndIndex   = &#039;lvl1Dmgslot&#039;,&lt;br /&gt;
			cellClass     = &#039;st-mobile-graph st-mobile-medium st-mobile-textshadow&#039;,&lt;br /&gt;
			footerClass   = &#039;st-mobile-axis&#039;,&lt;br /&gt;
			format        = formatFunction,&lt;br /&gt;
			headerStyle   = {&lt;br /&gt;
				[&#039;min-width&#039;] = &#039;50px&#039;,&lt;br /&gt;
				[&#039;max-width&#039;] = &#039;4em&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			itemName      = res.normal,&lt;br /&gt;
			subItemName   = res.fortified,&lt;br /&gt;
			preferredGridCount = 3,&lt;br /&gt;
			scale         = scale.LogScale.new():setClamp(true),&lt;br /&gt;
			ticksFormat   = function(val)&lt;br /&gt;
				return string.format(&#039;%sk&#039;, 0.001 * val)&lt;br /&gt;
			end&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.ValueCell.new(res.headlvl3, &#039;lvl3Dmgslot&#039;, {&lt;br /&gt;
			cellClass   = &#039;st-desktop&#039;,&lt;br /&gt;
			footerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			format      = formatFunction,&lt;br /&gt;
			headerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			headerStyle = {&lt;br /&gt;
				[&#039;min-width&#039;] = &#039;50px&#039;,&lt;br /&gt;
				[&#039;max-width&#039;] = &#039;4em&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.ValueCell.new(res.headlvl2, &#039;lvl2Dmgslot&#039;, {&lt;br /&gt;
			cellClass   = &#039;st-desktop&#039;,&lt;br /&gt;
			footerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			format      = formatFunction,&lt;br /&gt;
			headerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			headerStyle = {&lt;br /&gt;
				[&#039;min-width&#039;] = &#039;50px&#039;,&lt;br /&gt;
				[&#039;max-width&#039;] = &#039;4em&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.ValueCell.new(res.headlvl1, &#039;lvl1Dmgslot&#039;, {&lt;br /&gt;
			cellClass   = &#039;st-mobile-last&#039;,&lt;br /&gt;
			footerClass = &#039;st-mobile-last&#039;,&lt;br /&gt;
			format      = formatFunction,&lt;br /&gt;
			headerClass = &#039;st-mobile-last&#039;,&lt;br /&gt;
			headerStyle = {&lt;br /&gt;
				[&#039;min-width&#039;] = &#039;50px&#039;,&lt;br /&gt;
				[&#039;max-width&#039;] = &#039;4em&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.LineCell.new(res.graph, &#039;bodyDmgslot&#039;, {&lt;br /&gt;
			startIndex    = &#039;legsDmgslot&#039;,&lt;br /&gt;
			endIndex      = &#039;lvl1Dmgslot&#039;,&lt;br /&gt;
			subStartIndex = &#039;flLgDmgslot&#039;,&lt;br /&gt;
			subEndIndex   = &#039;lvl1Dmgslot&#039;,&lt;br /&gt;
			cellClass     = &#039;st-desktop st-desktop-graph&#039;,&lt;br /&gt;
			footerClass   = &#039;st-desktop&#039;,&lt;br /&gt;
			headerClass   = &#039;st-desktop&#039;,&lt;br /&gt;
			headerStyle   = {&lt;br /&gt;
				[&#039;min-width&#039;] = &#039;200px&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			hoverEnabled  = true,&lt;br /&gt;
			hoverFormat   = formatFunction,&lt;br /&gt;
			itemName      = res.normal,&lt;br /&gt;
			subItemName   = res.fortified,&lt;br /&gt;
			scale         = scale.LogScale.new():setClamp(true),&lt;br /&gt;
		}),&lt;br /&gt;
	}&lt;br /&gt;
	local node = tableutil.createTable(dataset, metadata)&lt;br /&gt;
	return tostring(node)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.main(frame)&lt;br /&gt;
	if not getArgs then&lt;br /&gt;
		getArgs = require(&#039;Module:Arguments&#039;).getArgs&lt;br /&gt;
	end&lt;br /&gt;
	args = getArgs(frame)&lt;br /&gt;
	&lt;br /&gt;
	return p._main(args, false)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%A2%E3%82%B8%E3%83%A5%E3%83%BC%E3%83%AB:StatTable/DamagePerSlot&amp;diff=4393</id>
		<title>モジュール:StatTable/DamagePerSlot</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%A2%E3%82%B8%E3%83%A5%E3%83%BC%E3%83%AB:StatTable/DamagePerSlot&amp;diff=4393"/>
		<updated>2022-08-10T04:47:05Z</updated>

		<summary type="html">&lt;p&gt;Mntone: スカルピアサーライフリングに対応&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;local aw            = require(&#039;Module:Utility/Library&#039;)&lt;br /&gt;
local apex          = require(&#039;Module:Utility/ApexLibrary&#039;)&lt;br /&gt;
local iu            = require(&#039;Module:Utility/Image&#039;)&lt;br /&gt;
local scale         = require(&#039;Module:Utility/Scale&#039;)&lt;br /&gt;
local tableutil     = require(&#039;Module:Utility/TableUtil/Apex&#039;)&lt;br /&gt;
local Hopup         = mw.loadData(&#039;Module:Stat/Hopup&#039;)&lt;br /&gt;
local configuration = mw.loadData(&#039;Module:StatTable/configuration&#039;)&lt;br /&gt;
local getArgs  -- lazily initialized&lt;br /&gt;
&lt;br /&gt;
local function addData(dataset, data, fn)&lt;br /&gt;
	fn = fn or function(val) return val end&lt;br /&gt;
	&lt;br /&gt;
	local head = data.head&lt;br /&gt;
	local lvl1 = apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV1)&lt;br /&gt;
	local lvl2 = apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV2)&lt;br /&gt;
	local lvl3 = apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV3)&lt;br /&gt;
	local legs = data.legs&lt;br /&gt;
	local mul  = data.pellets * data.slotammo&lt;br /&gt;
	data.bodyDmgslot = fn(data.damage, 1, 1)                               * mul&lt;br /&gt;
	data.headDmgslot = fn(apex.calcPartDamage(data.damage, head), head, 1) * mul&lt;br /&gt;
	data.lvl1Dmgslot = fn(apex.calcPartDamage(data.damage, lvl1), lvl1, 1) * mul&lt;br /&gt;
	data.lvl2Dmgslot = fn(apex.calcPartDamage(data.damage, lvl2), lvl2, 1) * mul&lt;br /&gt;
	data.lvl3Dmgslot = fn(apex.calcPartDamage(data.damage, lvl3), lvl3, 1) * mul&lt;br /&gt;
	data.legsDmgslot = fn(apex.calcPartDamage(data.damage, legs), legs, 1) * mul&lt;br /&gt;
	data.flLgDmgslot = fn(apex.calcDamageFromPartAndPassive(data.damage, legs, 0.85), legs, 0.85) * mul&lt;br /&gt;
	table.insert(dataset, data)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
local p = {}&lt;br /&gt;
function p._main(args, __debug)&lt;br /&gt;
	args = args or {}&lt;br /&gt;
	if __debug == nil then&lt;br /&gt;
		__debug = true&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	local lang      = args.lang or &#039;ja&#039;&lt;br /&gt;
	local res       = configuration[lang]&lt;br /&gt;
	local stats     = mw.loadData(&#039;Module:Stat/Weapon&#039;)&lt;br /&gt;
	local ammoStats = mw.loadData(&#039;Module:Stat/Ammo&#039;)&lt;br /&gt;
	&lt;br /&gt;
	local dataset = {}&lt;br /&gt;
	for name, stat in pairs(stats) do&lt;br /&gt;
		local special = aw.stringstarts(stat.ammo, &#039;special_&#039;)&lt;br /&gt;
		&lt;br /&gt;
		local ammoPerSlot&lt;br /&gt;
		if special or stat.ammo == &#039;minigun&#039; then&lt;br /&gt;
			if type(stat.magazine) == &#039;table&#039; then&lt;br /&gt;
				ammoPerSlot = stat.magazine[4] + stat.magazine_reserve&lt;br /&gt;
			else&lt;br /&gt;
				ammoPerSlot = stat.magazine + stat.magazine_reserve&lt;br /&gt;
			end&lt;br /&gt;
		else&lt;br /&gt;
			ammoPerSlot = ammoStats[stat.ammo].slot&lt;br /&gt;
		end&lt;br /&gt;
		&lt;br /&gt;
		local ammoPerShot = stat.ammo_per_shot or 1&lt;br /&gt;
		local baseDamage = stat.damage.base&lt;br /&gt;
		local baseData = {&lt;br /&gt;
			ammo      = stat.ammo,&lt;br /&gt;
			ammoicon  = stat.ammo,&lt;br /&gt;
			damage    = baseDamage,&lt;br /&gt;
			head      = stat.damage_head_scale,&lt;br /&gt;
			legs      = stat.damage_legs_scale,&lt;br /&gt;
			name      = name,&lt;br /&gt;
			pellets   = stat.pellet or 1,&lt;br /&gt;
			shortname = stat.localization[&#039;Japanese_Short&#039;],&lt;br /&gt;
			slotammo  = math.floor(ammoPerSlot / ammoPerShot),&lt;br /&gt;
		}&lt;br /&gt;
		&lt;br /&gt;
		-- チャージビーム (チャージライフル)&lt;br /&gt;
		if stat.damage.beam then&lt;br /&gt;
			addData(dataset, baseData, function(val, part, passive)&lt;br /&gt;
				return val + apex.calcDamageFromPartAndPassive(stat.damage.beam.base, part, passive) * stat.damage.beam.ticks&lt;br /&gt;
			end)&lt;br /&gt;
		&lt;br /&gt;
		-- Other&lt;br /&gt;
		else&lt;br /&gt;
			-- Chargefire&lt;br /&gt;
			if aw.isNumberAndGreaterThanX(stat.damage.charged, baseDamage) then&lt;br /&gt;
				if aw.isNumberAndGreaterThanZero(stat.charge_minimum) then&lt;br /&gt;
					baseData.option = res.mincharge&lt;br /&gt;
				else&lt;br /&gt;
					baseData.option = res.nocharge&lt;br /&gt;
				end&lt;br /&gt;
				addData(dataset, baseData)&lt;br /&gt;
				&lt;br /&gt;
				local maxChargeData    = aw.shallowCopy(baseData)&lt;br /&gt;
				maxChargeData.damage   = stat.damage.charged&lt;br /&gt;
				if stat.damage.headshot_charged then&lt;br /&gt;
					maxChargeData.head = stat.damage.headshot_charged&lt;br /&gt;
				end&lt;br /&gt;
				if stat.damage.legshot_charged then&lt;br /&gt;
					maxChargeData.legs = stat.damage.legshot_charged&lt;br /&gt;
				end&lt;br /&gt;
				maxChargeData.option   = res.maxcharge&lt;br /&gt;
				addData(dataset, maxChargeData)&lt;br /&gt;
			&lt;br /&gt;
			-- チャージが無効の場合の通常出力&lt;br /&gt;
			else&lt;br /&gt;
				addData(dataset, baseData)&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			-- Amped mode&lt;br /&gt;
			if aw.isNumberAndGreaterThanX(stat.damage.amped, baseDamage) then&lt;br /&gt;
				local ampedData    = aw.shallowCopy(baseData)&lt;br /&gt;
				ampedData.ammoicon = ampedData.ammo .. &#039;_amped&#039;&lt;br /&gt;
				ampedData.damage   = stat.damage.amped&lt;br /&gt;
				ampedData.option   = res.amped&lt;br /&gt;
				addData(dataset, ampedData)&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			-- Selectfire Receiver (HAVOC Rifle)&lt;br /&gt;
			if (__debug or Hopup.selectfire_receiver.enabled) and type(stat.selectfire_receiver) == &#039;table&#039; and stat.selectfire_receiver.damage and aw.isNumberAndGreaterThanX(stat.selectfire_receiver.damage.base, baseDamage) then&lt;br /&gt;
				local selectfireReceiverData = aw.shallowCopy(baseData)&lt;br /&gt;
				selectfireReceiverData.damage = stat.selectfire_receiver.damage.base&lt;br /&gt;
				if stat.selectfire_receiver.damage_head_scale then&lt;br /&gt;
					selectfireReceiverData.head = stat.selectfire_receiver.damage_head_scale&lt;br /&gt;
				end&lt;br /&gt;
				selectfireReceiverData.hopup = { &#039;selectfire_receiver&#039; }&lt;br /&gt;
				if stat.selectfire_receiver.damage_legs_scale then&lt;br /&gt;
					selectfireReceiverData.legs = stat.selectfire_receiver.damage_legs_scale&lt;br /&gt;
				end&lt;br /&gt;
				if stat.selectfire_receiver.ammo_per_shot then&lt;br /&gt;
					selectfireReceiverData.slotammo = math.floor(ammoPerSlot / stat.selectfire_receiver.ammo_per_shot)&lt;br /&gt;
				end&lt;br /&gt;
				addData(dataset, selectfireReceiverData)&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			-- Skullpiercer Rifling &lt;br /&gt;
			if (__debug or Hopup.skullpiercer_rifling.enabled) and type(stat.skullpiercer_rifling) == &#039;table&#039; and aw.isNumberAndGreaterThanX(stat.skullpiercer_rifling.damage_head_scale, 1) then&lt;br /&gt;
				local skullpiercerRiflingData = aw.shallowCopy(baseData)&lt;br /&gt;
				skullpiercerRiflingData.head = stat.skullpiercer_rifling.damage_head_scale&lt;br /&gt;
				skullpiercerRiflingData.hopup = { &#039;skullpiercer_rifling&#039; }&lt;br /&gt;
				addData(dataset, skullpiercerRiflingData)&lt;br /&gt;
			end&lt;br /&gt;
				&lt;br /&gt;
			-- Hammerpoint Rounds&lt;br /&gt;
			if (__debug or Hopup.hammerpoint_rounds.enabled) and type(stat.hammerpoint_rounds) == &#039;table&#039; and aw.isNumberAndGreaterThanX(stat.hammerpoint_rounds.damage_unshielded_scale, 1) then&lt;br /&gt;
				local hammerpointRoundsData  = aw.shallowCopy(baseData)&lt;br /&gt;
				hammerpointRoundsData.damage = math.floor(stat.hammerpoint_rounds.damage_unshielded_scale * baseDamage)&lt;br /&gt;
				hammerpointRoundsData.hopup  = { &#039;hammerpoint_rounds&#039; }&lt;br /&gt;
				addData(dataset, hammerpointRoundsData)&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			-- Disruptor Rounds&lt;br /&gt;
			if (__debug or Hopup.disruptor_rounds.enabled or special) and type(stat.disruptor_rounds) == &#039;table&#039; and aw.isNumberAndGreaterThanX(stat.disruptor_rounds.damage_shield_scale, 1) then&lt;br /&gt;
				local disruptorRoundsData = aw.shallowCopy(baseData)&lt;br /&gt;
				disruptorRoundsData.hopup = { &#039;disruptor_rounds&#039; }&lt;br /&gt;
				addData(dataset, disruptorRoundsData, function(val)&lt;br /&gt;
					return apex.calcDisruptorDamage(val, stat.disruptor_rounds.damage_shield_scale)&lt;br /&gt;
				end)&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			-- Anvil Receiver&lt;br /&gt;
			if (__debug or Hopup.anvil_receiver.enabled) and type(stat.anvil_receiver) == &#039;table&#039; and aw.isNumberAndGreaterThanX(stat.anvil_receiver.damage.base, baseDamage) then&lt;br /&gt;
				local anvilAmmoPerShot = stat.anvil_receiver.ammo_per_shot or 2&lt;br /&gt;
				local anvilReceiverData    = aw.shallowCopy(baseData)&lt;br /&gt;
				anvilReceiverData.damage   = stat.anvil_receiver.damage.base&lt;br /&gt;
				if stat.anvil_receiver.damage_head_scale then&lt;br /&gt;
					anvilReceiverData.head = stat.anvil_receiver.damage_head_scale&lt;br /&gt;
				end&lt;br /&gt;
				anvilReceiverData.hopup    = { &#039;anvil_receiver&#039; }&lt;br /&gt;
				if stat.anvil_receiver.damage_legs_scale then&lt;br /&gt;
					anvilReceiverData.legs = stat.anvil_receiver.damage_legs_scale&lt;br /&gt;
				end&lt;br /&gt;
				anvilReceiverData.slotammo = math.floor(ammoPerSlot / anvilAmmoPerShot)&lt;br /&gt;
				addData(dataset, anvilReceiverData)&lt;br /&gt;
			end&lt;br /&gt;
				&lt;br /&gt;
			-- Shatter Caps&lt;br /&gt;
			if (__debug or Hopup.shatter_caps.enabled) and type(stat.shatter_caps) == &#039;table&#039; and aw.isNumberAndGreaterThanX(stat.shatter_caps.damage.base, 1) and aw.isNumberAndGreaterThanX(stat.shatter_caps.pellet, 1) then&lt;br /&gt;
				local shatterCapsData    = aw.shallowCopy(baseData)&lt;br /&gt;
				shatterCapsData.damage   = stat.shatter_caps.damage.base&lt;br /&gt;
				if stat.shatter_caps.damage_head_scale then&lt;br /&gt;
					shatterCapsData.head = stat.shatter_caps.damage_head_scale&lt;br /&gt;
				end&lt;br /&gt;
				shatterCapsData.hopup    = { &#039;shatter_caps&#039; }&lt;br /&gt;
				if stat.shatter_caps.damage_legs_scale then&lt;br /&gt;
					shatterCapsData.legs = stat.shatter_caps.damage_legs_scale&lt;br /&gt;
				end&lt;br /&gt;
				shatterCapsData.pellets  = stat.shatter_caps.pellet&lt;br /&gt;
				&lt;br /&gt;
				if aw.isNumberAndGreaterThanX(stat.shatter_caps.damage.charged, stat.shatter_caps.damage.base) then&lt;br /&gt;
					if aw.isNumberAndGreaterThanZero(stat.charge_minimum) then&lt;br /&gt;
						shatterCapsData.option = res.mincharge&lt;br /&gt;
					else&lt;br /&gt;
						shatterCapsData.option = res.nocharge&lt;br /&gt;
					end&lt;br /&gt;
					addData(dataset, shatterCapsData)&lt;br /&gt;
						&lt;br /&gt;
					local shatterCapsMaxChargeData    = aw.shallowCopy(shatterCapsData)&lt;br /&gt;
					shatterCapsMaxChargeData.damage   = stat.shatter_caps.damage.charged&lt;br /&gt;
					if stat.shatter_caps.damage.headshot_charged then&lt;br /&gt;
						shatterCapsMaxChargeData.head = stat.shatter_caps.damage.headshot_charged&lt;br /&gt;
					end&lt;br /&gt;
					if stat.shatter_caps.damage.legshot_charged then&lt;br /&gt;
						shatterCapsMaxChargeData.legs = stat.shatter_caps.damage.legshot_charged&lt;br /&gt;
					end&lt;br /&gt;
					shatterCapsMaxChargeData.option   = res.maxcharge&lt;br /&gt;
					addData(dataset, shatterCapsMaxChargeData)&lt;br /&gt;
				else&lt;br /&gt;
					addData(dataset, shatterCapsData)&lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	local formatFunction = function(dmgslot)&lt;br /&gt;
		if dmgslot == math.huge then&lt;br /&gt;
			return res.infinity&lt;br /&gt;
		else&lt;br /&gt;
			return aw.comma(dmgslot)&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
	local metadata = {&lt;br /&gt;
		tableutil.RankCell.new(&#039;&#039;, &#039;bodyDmgslot&#039;, true),&lt;br /&gt;
		tableutil.AmmoCell.new(&#039;&#039;, &#039;ammoicon&#039;, {&lt;br /&gt;
			attributes  = { align = &#039;center&#039; },&lt;br /&gt;
			cellClass   = &#039;st-desktop&#039;,&lt;br /&gt;
			footerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			headerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			headerStyle = { width = &#039;36px&#039; },&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.WeaponNameCell.new(res.weaponname, &#039;name&#039;, {&lt;br /&gt;
			ammoIndex      = &#039;ammo&#039;,&lt;br /&gt;
			attributes     = { align = &#039;left&#039; },&lt;br /&gt;
			cellClass      = &#039;st-dashed-right st-mobile-none-right st-mobile-padding0-right&#039;,&lt;br /&gt;
			headerColspan  = 2,&lt;br /&gt;
			optionIndex    = &#039;option&#039;,&lt;br /&gt;
			shortnameIndex = &#039;shortname&#039;,&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.HopupCell.new(res.hopup, &#039;hopup&#039;, {&lt;br /&gt;
			attributes     = { align = &#039;left&#039; },&lt;br /&gt;
			cellClass      = &#039;st-mobile-padding0-both&#039;,&lt;br /&gt;
			headerColspan  = 0,&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.ValueCell.new(res.legsshot, &#039;legsDmgslot&#039;, {&lt;br /&gt;
			cellClass   = &#039;st-desktop&#039;,&lt;br /&gt;
			footerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			format      = formatFunction,&lt;br /&gt;
			headerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			headerStyle = {&lt;br /&gt;
				[&#039;min-width&#039;] = &#039;50px&#039;,&lt;br /&gt;
				[&#039;max-width&#039;] = &#039;4em&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.LineValueCell.new(res.bodyshot, &#039;bodyDmgslot&#039;, {&lt;br /&gt;
			startIndex    = &#039;legsDmgslot&#039;,&lt;br /&gt;
			endIndex      = &#039;lvl1Dmgslot&#039;,&lt;br /&gt;
			subStartIndex = &#039;flLgDmgslot&#039;,&lt;br /&gt;
			subEndIndex   = &#039;lvl1Dmgslot&#039;,&lt;br /&gt;
			cellClass     = &#039;st-mobile-graph st-mobile-medium st-mobile-textshadow&#039;,&lt;br /&gt;
			footerClass   = &#039;st-mobile-axis&#039;,&lt;br /&gt;
			format        = formatFunction,&lt;br /&gt;
			headerStyle   = {&lt;br /&gt;
				[&#039;min-width&#039;] = &#039;50px&#039;,&lt;br /&gt;
				[&#039;max-width&#039;] = &#039;4em&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			itemName      = res.normal,&lt;br /&gt;
			subItemName   = res.fortified,&lt;br /&gt;
			preferredGridCount = 3,&lt;br /&gt;
			scale         = scale.LogScale.new():setClamp(true),&lt;br /&gt;
			ticksFormat   = function(val)&lt;br /&gt;
				return string.format(&#039;%sk&#039;, 0.001 * val)&lt;br /&gt;
			end&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.ValueCell.new(res.headlvl3, &#039;lvl3Dmgslot&#039;, {&lt;br /&gt;
			cellClass   = &#039;st-desktop&#039;,&lt;br /&gt;
			footerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			format      = formatFunction,&lt;br /&gt;
			headerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			headerStyle = {&lt;br /&gt;
				[&#039;min-width&#039;] = &#039;50px&#039;,&lt;br /&gt;
				[&#039;max-width&#039;] = &#039;4em&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.ValueCell.new(res.headlvl2, &#039;lvl2Dmgslot&#039;, {&lt;br /&gt;
			cellClass   = &#039;st-desktop&#039;,&lt;br /&gt;
			footerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			format      = formatFunction,&lt;br /&gt;
			headerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			headerStyle = {&lt;br /&gt;
				[&#039;min-width&#039;] = &#039;50px&#039;,&lt;br /&gt;
				[&#039;max-width&#039;] = &#039;4em&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.ValueCell.new(res.headlvl1, &#039;lvl1Dmgslot&#039;, {&lt;br /&gt;
			cellClass   = &#039;st-mobile-last&#039;,&lt;br /&gt;
			footerClass = &#039;st-mobile-last&#039;,&lt;br /&gt;
			format      = formatFunction,&lt;br /&gt;
			headerClass = &#039;st-mobile-last&#039;,&lt;br /&gt;
			headerStyle = {&lt;br /&gt;
				[&#039;min-width&#039;] = &#039;50px&#039;,&lt;br /&gt;
				[&#039;max-width&#039;] = &#039;4em&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.LineCell.new(res.graph, &#039;bodyDmgslot&#039;, {&lt;br /&gt;
			startIndex    = &#039;legsDmgslot&#039;,&lt;br /&gt;
			endIndex      = &#039;lvl1Dmgslot&#039;,&lt;br /&gt;
			subStartIndex = &#039;flLgDmgslot&#039;,&lt;br /&gt;
			subEndIndex   = &#039;lvl1Dmgslot&#039;,&lt;br /&gt;
			cellClass     = &#039;st-desktop st-desktop-graph&#039;,&lt;br /&gt;
			footerClass   = &#039;st-desktop&#039;,&lt;br /&gt;
			headerClass   = &#039;st-desktop&#039;,&lt;br /&gt;
			headerStyle   = {&lt;br /&gt;
				[&#039;min-width&#039;] = &#039;200px&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			hoverEnabled  = true,&lt;br /&gt;
			hoverFormat   = formatFunction,&lt;br /&gt;
			itemName      = res.normal,&lt;br /&gt;
			subItemName   = res.fortified,&lt;br /&gt;
			scale         = scale.LogScale.new():setClamp(true),&lt;br /&gt;
		}),&lt;br /&gt;
	}&lt;br /&gt;
	local node = tableutil.createTable(dataset, metadata)&lt;br /&gt;
	return tostring(node)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.main(frame)&lt;br /&gt;
	if not getArgs then&lt;br /&gt;
		getArgs = require(&#039;Module:Arguments&#039;).getArgs&lt;br /&gt;
	end&lt;br /&gt;
	args = getArgs(frame)&lt;br /&gt;
	&lt;br /&gt;
	return p._main(args, false)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%A2%E3%82%B8%E3%83%A5%E3%83%BC%E3%83%AB:StatTable/DamagePerMagazine&amp;diff=4392</id>
		<title>モジュール:StatTable/DamagePerMagazine</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%A2%E3%82%B8%E3%83%A5%E3%83%BC%E3%83%AB:StatTable/DamagePerMagazine&amp;diff=4392"/>
		<updated>2022-08-10T04:46:19Z</updated>

		<summary type="html">&lt;p&gt;Mntone: スカルピアサーライフリングに対応&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;local aw            = require(&#039;Module:Utility/Library&#039;)&lt;br /&gt;
local apex          = require(&#039;Module:Utility/ApexLibrary&#039;)&lt;br /&gt;
local iu            = require(&#039;Module:Utility/Image&#039;)&lt;br /&gt;
local scale         = require(&#039;Module:Utility/Scale&#039;)&lt;br /&gt;
local tableutil     = require(&#039;Module:Utility/TableUtil/Apex&#039;)&lt;br /&gt;
local Hopup         = mw.loadData(&#039;Module:Stat/Hopup&#039;)&lt;br /&gt;
local configuration = mw.loadData(&#039;Module:StatTable/configuration&#039;)&lt;br /&gt;
local getArgs  -- lazily initialized&lt;br /&gt;
&lt;br /&gt;
local function _addDataPrivate(dataset, data, fn, mul)&lt;br /&gt;
	local head = data.head&lt;br /&gt;
	local lvl1 = apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV1)&lt;br /&gt;
	local lvl2 = apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV2)&lt;br /&gt;
	local lvl3 = apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV3)&lt;br /&gt;
	local legs = data.legs&lt;br /&gt;
	data.bodyDmgmag = fn(data.damage, 1, 1)                               * mul&lt;br /&gt;
	data.headDmgmag = fn(apex.calcPartDamage(data.damage, head), head, 1) * mul&lt;br /&gt;
	data.lvl1Dmgmag = fn(apex.calcPartDamage(data.damage, lvl1), lvl1, 1) * mul&lt;br /&gt;
	data.lvl2Dmgmag = fn(apex.calcPartDamage(data.damage, lvl2), lvl2, 1) * mul&lt;br /&gt;
	data.lvl3Dmgmag = fn(apex.calcPartDamage(data.damage, lvl3), lvl3, 1) * mul&lt;br /&gt;
	data.legsDmgmag = fn(apex.calcPartDamage(data.damage, legs), legs, 1) * mul&lt;br /&gt;
	data.flLgDmgmag = fn(apex.calcDamageFromPartAndPassive(data.damage, legs, 0.85), legs, 0.85) * mul&lt;br /&gt;
	table.insert(dataset, data)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function addData(dataset, data, special, fn)&lt;br /&gt;
	fn = fn or function(val) return val end&lt;br /&gt;
	&lt;br /&gt;
	local magazinesType  = type(data.magazines)&lt;br /&gt;
	&lt;br /&gt;
	-- 拡張マガジンがつく場合&lt;br /&gt;
	if magazinesType == &#039;table&#039; then&lt;br /&gt;
		if special then&lt;br /&gt;
			local mul = data.pellets * math.floor(data.magazines[4] / data.ammopershot)&lt;br /&gt;
			_addDataPrivate(dataset, data, fn, mul)&lt;br /&gt;
		else&lt;br /&gt;
			for level, magazine in ipairs(data.magazines) do&lt;br /&gt;
				local data2 = aw.shallowCopy(data)&lt;br /&gt;
				local mul   = data.pellets * math.floor(magazine / data.ammopershot)&lt;br /&gt;
				data2.level = level - 1&lt;br /&gt;
				_addDataPrivate(dataset, data2, fn, mul)&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
	&lt;br /&gt;
	-- 拡張マガジンがつかない場合&lt;br /&gt;
	elseif magazinesType == &#039;number&#039; then&lt;br /&gt;
		local mul = data.pellets * math.floor(data.magazines / data.ammopershot)&lt;br /&gt;
		_addDataPrivate(dataset, data, fn, mul)&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local p = {}&lt;br /&gt;
function p._main(args, __debug)&lt;br /&gt;
	args = args or {}&lt;br /&gt;
	if __debug == nil then&lt;br /&gt;
		__debug = true&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	local lang  = args.lang or &#039;ja&#039;&lt;br /&gt;
	local res   = configuration[lang]&lt;br /&gt;
	local stats = mw.loadData(&#039;Module:Stat/Weapon&#039;)&lt;br /&gt;
	&lt;br /&gt;
	local dataset = {}&lt;br /&gt;
	for name, stat in pairs(stats) do&lt;br /&gt;
		local special     = aw.stringstarts(stat.ammo, &#039;special_&#039;)&lt;br /&gt;
		local baseDamage  = stat.damage.base&lt;br /&gt;
		local baseData = {&lt;br /&gt;
			ammo        = stat.ammo,&lt;br /&gt;
			ammoicon    = stat.ammo,&lt;br /&gt;
			ammopershot = stat.ammo_per_shot or 1,&lt;br /&gt;
			damage      = baseDamage,&lt;br /&gt;
			head        = stat.damage_head_scale,&lt;br /&gt;
			legs        = stat.damage_legs_scale,&lt;br /&gt;
			level       = -1,&lt;br /&gt;
			magazines   = stat.magazine,&lt;br /&gt;
			name        = name,&lt;br /&gt;
			pellets     = stat.pellet or 1,&lt;br /&gt;
			shortname   = stat.localization[&#039;Japanese_Short&#039;],&lt;br /&gt;
		}&lt;br /&gt;
		&lt;br /&gt;
		-- Mag is inf&lt;br /&gt;
		if stat.magazine == math.huge then&lt;br /&gt;
			-- Bocek Compound Bow&lt;br /&gt;
			if stat.ammo == &#039;arrows&#039; then&lt;br /&gt;
				local ammoStats = mw.loadData(&#039;Module:Stat/Ammo&#039;)&lt;br /&gt;
				local gearStats = mw.loadData(&#039;Module:Stat/Gear&#039;)&lt;br /&gt;
				local virtualMagazines = {&lt;br /&gt;
					gearStats.backpack.level0.limit * ammoStats.arrows.slot,&lt;br /&gt;
					gearStats.backpack.level1.limit * ammoStats.arrows.slot,&lt;br /&gt;
					gearStats.backpack.level2.limit * ammoStats.arrows.slot,&lt;br /&gt;
					gearStats.backpack.level3.limit * ammoStats.arrows.slot,&lt;br /&gt;
				}&lt;br /&gt;
				baseData.magazines = virtualMagazines&lt;br /&gt;
				&lt;br /&gt;
				-- Chargefire&lt;br /&gt;
				if aw.isNumberAndGreaterThanX(stat.damage.charged, baseDamage) then&lt;br /&gt;
					baseData.option = res.mincharge&lt;br /&gt;
					addData(dataset, baseData, special)&lt;br /&gt;
					&lt;br /&gt;
					local maxChargeData  = aw.shallowCopy(baseData)&lt;br /&gt;
					maxChargeData.damage = stat.damage.charged&lt;br /&gt;
					maxChargeData.option = res.maxcharge&lt;br /&gt;
					addData(dataset, maxChargeData, special)&lt;br /&gt;
				&lt;br /&gt;
				-- チャージなし&lt;br /&gt;
				else&lt;br /&gt;
					addData(dataset, baseData, special)&lt;br /&gt;
				end&lt;br /&gt;
				&lt;br /&gt;
				-- Shatter Caps&lt;br /&gt;
				if (__debug or Hopup.shatter_caps.enabled) and type(stat.shatter_caps) == &#039;table&#039; and aw.isNumberAndGreaterThanX(stat.shatter_caps.damage.base, 1) and aw.isNumberAndGreaterThanX(stat.shatter_caps.pellet, 1) then&lt;br /&gt;
					local shatterCapsData    = aw.shallowCopy(baseData)&lt;br /&gt;
					shatterCapsData.damage   = stat.shatter_caps.damage.base&lt;br /&gt;
					if stat.shatter_caps.damage_head_scale then&lt;br /&gt;
						shatterCapsData.head = stat.shatter_caps.damage_head_scale&lt;br /&gt;
					end&lt;br /&gt;
					shatterCapsData.hopup    = { &#039;shatter_caps&#039; }&lt;br /&gt;
					if stat.shatter_caps.damage_legs_scale then&lt;br /&gt;
						shatterCapsData.legs = stat.shatter_caps.damage_legs_scale&lt;br /&gt;
					end&lt;br /&gt;
					shatterCapsData.pellets  = stat.shatter_caps.pellet&lt;br /&gt;
						&lt;br /&gt;
					if aw.isNumberAndGreaterThanX(stat.shatter_caps.damage.charged, stat.shatter_caps.damage.base) then&lt;br /&gt;
						shatterCapsData.option = res.mincharge&lt;br /&gt;
						addData(dataset, shatterCapsData, special)&lt;br /&gt;
							&lt;br /&gt;
						local shatterCapsMaxChargeData    = aw.shallowCopy(shatterCapsData)&lt;br /&gt;
						shatterCapsMaxChargeData.damage   = stat.shatter_caps.damage.charged&lt;br /&gt;
						if stat.shatter_caps.damage.headshot_charged then&lt;br /&gt;
							shatterCapsMaxChargeData.head = stat.shatter_caps.damage.headshot_charged&lt;br /&gt;
						end&lt;br /&gt;
						if stat.shatter_caps.damage.legshot_charged then&lt;br /&gt;
							shatterCapsMaxChargeData.legs = stat.shatter_caps.damage.legshot_charged&lt;br /&gt;
						end&lt;br /&gt;
						shatterCapsMaxChargeData.option   = res.maxcharge&lt;br /&gt;
						addData(dataset, shatterCapsMaxChargeData, special)&lt;br /&gt;
					else&lt;br /&gt;
						addData(dataset, shatterCapsData, special)&lt;br /&gt;
					end&lt;br /&gt;
				end&lt;br /&gt;
			&lt;br /&gt;
			-- L-STAR EMG&lt;br /&gt;
			elseif aw.isNumberAndGreaterThanZero(stat.firerate) then&lt;br /&gt;
				local overheatType = type(stat.overheat)&lt;br /&gt;
				if overheatType == &#039;table&#039; then&lt;br /&gt;
					local virtualMagazines = {&lt;br /&gt;
						math.ceil(stat.overheat[1] * stat.firerate),&lt;br /&gt;
						math.ceil(stat.overheat[2] * stat.firerate),&lt;br /&gt;
						math.ceil(stat.overheat[3] * stat.firerate),&lt;br /&gt;
						math.ceil(stat.overheat[4] * stat.firerate),&lt;br /&gt;
					}&lt;br /&gt;
					baseData.magazines = virtualMagazines&lt;br /&gt;
					addData(dataset, baseData, special)&lt;br /&gt;
					&lt;br /&gt;
					-- Modded Loader&lt;br /&gt;
					if stat.category == &#039;light_machine_gun&#039; then&lt;br /&gt;
						local moddedLoaderVirtualMagazines = {&lt;br /&gt;
							math.ceil(1.15 * stat.overheat[1] * stat.firerate),&lt;br /&gt;
							math.ceil(1.15 * stat.overheat[2] * stat.firerate),&lt;br /&gt;
							math.ceil(1.15 * stat.overheat[3] * stat.firerate),&lt;br /&gt;
							math.ceil(1.15 * stat.overheat[4] * stat.firerate),&lt;br /&gt;
						}&lt;br /&gt;
						local moddedLoaderData = aw.shallowCopy(baseData)&lt;br /&gt;
						moddedLoaderData.hopup = { &#039;modded_loader&#039; }&lt;br /&gt;
						moddedLoaderData.magazines = moddedLoaderVirtualMagazines&lt;br /&gt;
						addData(dataset, moddedLoaderData, special)&lt;br /&gt;
					end&lt;br /&gt;
				elseif overheatType == &#039;number&#039; then&lt;br /&gt;
					baseData.magazines = math.ceil(stat.overheat * stat.firerate)&lt;br /&gt;
					addData(dataset, baseData, special)&lt;br /&gt;
					&lt;br /&gt;
					-- Modded Loader&lt;br /&gt;
					if stat.category == &#039;light_machine_gun&#039; then&lt;br /&gt;
						local moddedLoaderData     = aw.shallowCopy(baseData)&lt;br /&gt;
						moddedLoaderData.hopup     = { &#039;modded_loader&#039; }&lt;br /&gt;
						moddedLoaderData.magazines = math.ceil(stat.overheat * stat.firerate)&lt;br /&gt;
						addData(dataset, moddedLoaderData, special)&lt;br /&gt;
					end&lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
		&lt;br /&gt;
		-- Charge Rifle&lt;br /&gt;
		elseif stat.damage.beam then&lt;br /&gt;
			addData(dataset, baseData, special, function(val, part, passive)&lt;br /&gt;
				return val + apex.calcDamageFromPartAndPassive(stat.damage.beam.base, part, passive) * stat.damage.beam.ticks&lt;br /&gt;
			end)&lt;br /&gt;
		&lt;br /&gt;
		-- Other&lt;br /&gt;
		else&lt;br /&gt;
			-- Chargefire&lt;br /&gt;
			if aw.isNumberAndGreaterThanX(stat.damage.charged, baseDamage) then&lt;br /&gt;
				baseData.option = res.nocharge&lt;br /&gt;
				addData(dataset, baseData, special)&lt;br /&gt;
				&lt;br /&gt;
				local maxChargeData    = aw.shallowCopy(baseData)&lt;br /&gt;
				maxChargeData.damage   = stat.damage.charged&lt;br /&gt;
				if stat.damage.headshot_charged then&lt;br /&gt;
					maxChargeData.head = stat.damage.headshot_charged&lt;br /&gt;
				end&lt;br /&gt;
				if stat.damage.legshot_charged then&lt;br /&gt;
					maxChargeData.legs = stat.damage.legshot_charged&lt;br /&gt;
				end&lt;br /&gt;
				maxChargeData.option = res.maxcharge&lt;br /&gt;
				addData(dataset, maxChargeData, special)&lt;br /&gt;
			&lt;br /&gt;
			-- チャージが無効の場合の通常出力&lt;br /&gt;
			else&lt;br /&gt;
				addData(dataset, baseData, special)&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			-- Modded Loader&lt;br /&gt;
			if stat.category == &#039;light_machine_gun&#039; or stat.ammo == &#039;minigun&#039; then&lt;br /&gt;
				local moddedLoaderData     = aw.shallowCopy(baseData)&lt;br /&gt;
				moddedLoaderData.hopup     = { &#039;modded_loader&#039; }&lt;br /&gt;
				moddedLoaderData.magazines = apex.getMagazineWithModdedLoader(stat.magazine)&lt;br /&gt;
				addData(dataset, moddedLoaderData, special)&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			-- Amped mode&lt;br /&gt;
			if aw.isNumberAndGreaterThanX(stat.damage.amped, baseDamage) then&lt;br /&gt;
				local ampedData    = aw.shallowCopy(baseData)&lt;br /&gt;
				ampedData.ammoicon = ampedData.ammo .. &#039;_amped&#039;&lt;br /&gt;
				ampedData.damage   = stat.damage.amped&lt;br /&gt;
				ampedData.option   = res.amped&lt;br /&gt;
				addData(dataset, ampedData, special)&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			-- Selectfire Receiver (HAVOC Rifle)&lt;br /&gt;
			if (__debug or Hopup.selectfire_receiver.enabled) and type(stat.selectfire_receiver) == &#039;table&#039; and stat.selectfire_receiver.damage and aw.isNumberAndGreaterThanX(stat.selectfire_receiver.damage.base, baseDamage) then&lt;br /&gt;
				local selectfireReceiverData = aw.shallowCopy(baseData)&lt;br /&gt;
				if stat.selectfire_receiver.ammo_per_shot then&lt;br /&gt;
					selectfireReceiverData.ammopershot = stat.selectfire_receiver.ammo_per_shot&lt;br /&gt;
				end&lt;br /&gt;
				selectfireReceiverData.damage = stat.selectfire_receiver.damage.base&lt;br /&gt;
				if stat.selectfire_receiver.damage_head_scale then&lt;br /&gt;
					selectfireReceiverData.head = stat.selectfire_receiver.damage_head_scale&lt;br /&gt;
				end&lt;br /&gt;
				selectfireReceiverData.hopup = { &#039;selectfire_receiver&#039; }&lt;br /&gt;
				if stat.selectfire_receiver.damage_legs_scale then&lt;br /&gt;
					selectfireReceiverData.legs = stat.selectfire_receiver.damage_legs_scale&lt;br /&gt;
				end&lt;br /&gt;
				addData(dataset, selectfireReceiverData, special)&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			-- Skullpiercer Rifling &lt;br /&gt;
			if (__debug or Hopup.skullpiercer_rifling.enabled) and type(stat.skullpiercer_rifling) == &#039;table&#039; and aw.isNumberAndGreaterThanX(stat.skullpiercer_rifling.damage_head_scale, 1) then&lt;br /&gt;
				local skullpiercerRiflingData = aw.shallowCopy(baseData)&lt;br /&gt;
				skullpiercerRiflingData.head = stat.skullpiercer_rifling.damage_head_scale&lt;br /&gt;
				skullpiercerRiflingData.hopup = { &#039;skullpiercer_rifling&#039; }&lt;br /&gt;
				addData(dataset, skullpiercerRiflingData, special)&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			-- Hammerpoint Rounds&lt;br /&gt;
			if (__debug or Hopup.hammerpoint_rounds.enabled) and type(stat.hammerpoint_rounds) == &#039;table&#039; and aw.isNumberAndGreaterThanX(stat.hammerpoint_rounds.damage_unshielded_scale, 1) then&lt;br /&gt;
				local hammerpointRoundsData  = aw.shallowCopy(baseData)&lt;br /&gt;
				hammerpointRoundsData.damage = math.floor(stat.hammerpoint_rounds.damage_unshielded_scale * baseDamage)&lt;br /&gt;
				hammerpointRoundsData.hopup  = { &#039;hammerpoint_rounds&#039; }&lt;br /&gt;
				addData(dataset, hammerpointRoundsData, special)&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			-- Disruptor Rounds&lt;br /&gt;
			if (__debug or Hopup.disruptor_rounds.enabled or special) and type(stat.disruptor_rounds) == &#039;table&#039; and aw.isNumberAndGreaterThanX(stat.disruptor_rounds.damage_shield_scale, 1) then&lt;br /&gt;
				local disruptorRoundsData = aw.shallowCopy(baseData)&lt;br /&gt;
				disruptorRoundsData.hopup = { &#039;disruptor_rounds&#039; }&lt;br /&gt;
				addData(dataset, disruptorRoundsData, special, function(val)&lt;br /&gt;
					return apex.calcDisruptorDamage(val, stat.disruptor_rounds.damage_shield_scale)&lt;br /&gt;
				end)&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			-- Anvil Receiver&lt;br /&gt;
			if (__debug or Hopup.anvil_receiver.enabled) and type(stat.anvil_receiver) == &#039;table&#039; and aw.isNumberAndGreaterThanX(stat.anvil_receiver.damage.base, baseDamage) then&lt;br /&gt;
				local anvilReceiverData       = aw.shallowCopy(baseData)&lt;br /&gt;
				anvilReceiverData.ammopershot = stat.anvil_receiver.ammo_per_shot or 2&lt;br /&gt;
				anvilReceiverData.damage      = stat.anvil_receiver.damage.base&lt;br /&gt;
				if stat.anvil_receiver.damage_head_scale then&lt;br /&gt;
					anvilReceiverData.head    = stat.anvil_receiver.damage_head_scale&lt;br /&gt;
				end&lt;br /&gt;
				anvilReceiverData.hopup       = { &#039;anvil_receiver&#039; }&lt;br /&gt;
				if stat.anvil_receiver.damage_legs_scale then&lt;br /&gt;
					anvilReceiverData.legs    = stat.anvil_receiver.damage_legs_scale&lt;br /&gt;
				end&lt;br /&gt;
				addData(dataset, anvilReceiverData, special)&lt;br /&gt;
			end&lt;br /&gt;
				&lt;br /&gt;
			-- Shatter Caps&lt;br /&gt;
			if (__debug or Hopup.shatter_caps.enabled) and type(stat.shatter_caps) == &#039;table&#039; and aw.isNumberAndGreaterThanX(stat.shatter_caps.damage.base, 1) and aw.isNumberAndGreaterThanX(stat.shatter_caps.pellet, 1) then&lt;br /&gt;
				local shatterCapsData    = aw.shallowCopy(baseData)&lt;br /&gt;
				shatterCapsData.damage   = stat.shatter_caps.damage.base&lt;br /&gt;
				if stat.shatter_caps.damage_head_scale then&lt;br /&gt;
					shatterCapsData.head = stat.shatter_caps.damage_head_scale&lt;br /&gt;
				end&lt;br /&gt;
				shatterCapsData.hopup    = { &#039;shatter_caps&#039; }&lt;br /&gt;
				if stat.shatter_caps.damage_legs_scale then&lt;br /&gt;
					shatterCapsData.legs = stat.shatter_caps.damage_legs_scale&lt;br /&gt;
				end&lt;br /&gt;
				shatterCapsData.pellets  = stat.shatter_caps.pellet&lt;br /&gt;
					&lt;br /&gt;
				if aw.isNumberAndGreaterThanX(stat.shatter_caps.damage.charged, stat.shatter_caps.damage.base) then&lt;br /&gt;
					shatterCapsData.option = res.nocharge&lt;br /&gt;
					addData(dataset, shatterCapsData, special)&lt;br /&gt;
						&lt;br /&gt;
					local shatterCapsMaxChargeData    = aw.shallowCopy(shatterCapsData)&lt;br /&gt;
					shatterCapsMaxChargeData.damage   = stat.shatter_caps.damage.charged&lt;br /&gt;
					if stat.shatter_caps.damage.headshot_charged then&lt;br /&gt;
						shatterCapsMaxChargeData.head = stat.shatter_caps.damage.headshot_charged&lt;br /&gt;
					end&lt;br /&gt;
					if stat.shatter_caps.damage.legshot_charged then&lt;br /&gt;
						shatterCapsMaxChargeData.legs = stat.shatter_caps.damage.legshot_charged&lt;br /&gt;
					end&lt;br /&gt;
					shatterCapsMaxChargeData.option   = res.maxcharge&lt;br /&gt;
					addData(dataset, shatterCapsMaxChargeData, special)&lt;br /&gt;
				else&lt;br /&gt;
					addData(dataset, shatterCapsData, special)&lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
				&lt;br /&gt;
			-- Boosted Loader&lt;br /&gt;
			if (__debug or Hopup.boosted_loader.enabled) and type(stat.boosted_loader) == &#039;table&#039; then&lt;br /&gt;
				local boostedLoaderData     = aw.shallowCopy(baseData)&lt;br /&gt;
				boostedLoaderData.hopup     = { &#039;boosted_loader&#039; }&lt;br /&gt;
				boostedLoaderData.magazines = stat.boosted_loader.magazine&lt;br /&gt;
				addData(dataset, boostedLoaderData, special)&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	local metadata = {&lt;br /&gt;
		tableutil.RankCell.new(&#039;&#039;, &#039;bodyDmgmag&#039;, true),&lt;br /&gt;
		tableutil.AmmoCell.new(&#039;&#039;, &#039;ammoicon&#039;, {&lt;br /&gt;
			attributes  = { align = &#039;center&#039; },&lt;br /&gt;
			cellClass   = &#039;st-desktop&#039;,&lt;br /&gt;
			footerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			headerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			headerStyle = { width = &#039;36px&#039; },&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.WeaponNameCell.new(res.weaponname, &#039;name&#039;, {&lt;br /&gt;
			ammoIndex      = &#039;ammo&#039;,&lt;br /&gt;
			attributes     = { align = &#039;left&#039; },&lt;br /&gt;
			cellClass      = &#039;st-dashed-right st-mobile-none-right st-mobile-padding0-right&#039;,&lt;br /&gt;
			headerColspan  = 3,&lt;br /&gt;
			optionIndex    = &#039;option&#039;,&lt;br /&gt;
			shortnameIndex = &#039;shortname&#039;,&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.MagazineCell.new(res.mag, &#039;level&#039;, {&lt;br /&gt;
			ammoIndex      = &#039;ammo&#039;,&lt;br /&gt;
			attributes     = { align = &#039;left&#039; },&lt;br /&gt;
			cellClass      = &#039;st-dashed-right st-mobile-none-right st-mobile-padding0-both&#039;,&lt;br /&gt;
			headerColspan  = 0,&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.HopupCell.new(res.hopup, &#039;hopup&#039;, {&lt;br /&gt;
			attributes     = { align = &#039;left&#039; },&lt;br /&gt;
			cellClass      = &#039;st-mobile-padding0-both&#039;,&lt;br /&gt;
			headerColspan  = 0,&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.ValueCell.new(res.legsshot, &#039;legsDmgmag&#039;, {&lt;br /&gt;
			cellClass   = &#039;st-desktop&#039;,&lt;br /&gt;
			footerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			format      = aw.comma,&lt;br /&gt;
			headerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			headerStyle = {&lt;br /&gt;
				[&#039;min-width&#039;] = &#039;50px&#039;,&lt;br /&gt;
				[&#039;max-width&#039;] = &#039;4em&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.LineValueCell.new(res.bodyshot, &#039;bodyDmgmag&#039;, {&lt;br /&gt;
			startIndex    = &#039;legsDmgmag&#039;,&lt;br /&gt;
			endIndex      = &#039;lvl1Dmgmag&#039;,&lt;br /&gt;
			subStartIndex = &#039;flLgDmgmag&#039;,&lt;br /&gt;
			subEndIndex   = &#039;lvl1Dmgmag&#039;,&lt;br /&gt;
			cellClass     = &#039;st-mobile-graph st-mobile-medium st-mobile-textshadow&#039;,&lt;br /&gt;
			footerClass   = &#039;st-mobile-axis&#039;,&lt;br /&gt;
			format        = aw.comma,&lt;br /&gt;
			headerClass   = &#039;st-mobile-last&#039;,&lt;br /&gt;
			headerStyle   = {&lt;br /&gt;
				[&#039;min-width&#039;] = &#039;50px&#039;,&lt;br /&gt;
				[&#039;max-width&#039;] = &#039;4em&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			itemName      = res.normal,&lt;br /&gt;
			subItemName   = res.fortified,&lt;br /&gt;
			maximumValue  = 10000,&lt;br /&gt;
			preferredGridCount = 3,&lt;br /&gt;
			scale         = scale.LogScale.new():setClamp(true),&lt;br /&gt;
			ticksFormat = function(val)&lt;br /&gt;
				return string.format(&#039;%sk&#039;, 0.001 * val)&lt;br /&gt;
			end,&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.ValueCell.new(res.headlvl3, &#039;lvl3Dmgmag&#039;, {&lt;br /&gt;
			cellClass   = &#039;st-desktop&#039;,&lt;br /&gt;
			footerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			format      = aw.comma,&lt;br /&gt;
			headerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			headerStyle = {&lt;br /&gt;
				[&#039;min-width&#039;] = &#039;50px&#039;,&lt;br /&gt;
				[&#039;max-width&#039;] = &#039;4em&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.ValueCell.new(res.headlvl2, &#039;lvl2Dmgmag&#039;, {&lt;br /&gt;
			cellClass   = &#039;st-desktop&#039;,&lt;br /&gt;
			footerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			format      = aw.comma,&lt;br /&gt;
			headerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			headerStyle = {&lt;br /&gt;
				[&#039;min-width&#039;] = &#039;50px&#039;,&lt;br /&gt;
				[&#039;max-width&#039;] = &#039;4em&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.ValueCell.new(res.headlvl1, &#039;lvl1Dmgmag&#039;, {&lt;br /&gt;
			cellClass   = &#039;st-mobile-last&#039;,&lt;br /&gt;
			footerClass = &#039;st-mobile-last&#039;,&lt;br /&gt;
			format      = aw.comma,&lt;br /&gt;
			headerClass = &#039;st-mobile-last&#039;,&lt;br /&gt;
			headerStyle = {&lt;br /&gt;
				[&#039;min-width&#039;] = &#039;50px&#039;,&lt;br /&gt;
				[&#039;max-width&#039;] = &#039;4em&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.LineCell.new(res.graph, &#039;bodyDmgmag&#039;, {&lt;br /&gt;
			startIndex    = &#039;legsDmgmag&#039;,&lt;br /&gt;
			endIndex      = &#039;lvl1Dmgmag&#039;,&lt;br /&gt;
			subStartIndex = &#039;flLgDmgmag&#039;,&lt;br /&gt;
			subEndIndex   = &#039;lvl1Dmgmag&#039;,&lt;br /&gt;
			cellClass     = &#039;st-desktop st-desktop-graph&#039;,&lt;br /&gt;
			footerClass   = &#039;st-desktop&#039;,&lt;br /&gt;
			headerClass   = &#039;st-desktop&#039;,&lt;br /&gt;
			headerStyle   = {&lt;br /&gt;
				[&#039;min-width&#039;] = &#039;200px&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			hoverEnabled  = true,&lt;br /&gt;
			hoverFormat   = aw.comma,&lt;br /&gt;
			itemName      = res.normal,&lt;br /&gt;
			subItemName   = res.fortified,&lt;br /&gt;
			maximumValue  = 10000,&lt;br /&gt;
			scale         = scale.LogScale.new():setClamp(true),&lt;br /&gt;
		}),&lt;br /&gt;
	}&lt;br /&gt;
	local node = tableutil.createTable(dataset, metadata, opts)&lt;br /&gt;
	return tostring(node)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.main(frame)&lt;br /&gt;
	if not getArgs then&lt;br /&gt;
		getArgs = require(&#039;Module:Arguments&#039;).getArgs&lt;br /&gt;
	end&lt;br /&gt;
	args = getArgs(frame)&lt;br /&gt;
	&lt;br /&gt;
	return p._main(args, false)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%A2%E3%82%B8%E3%83%A5%E3%83%BC%E3%83%AB:StatTable/DamagePerSecond&amp;diff=4391</id>
		<title>モジュール:StatTable/DamagePerSecond</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%A2%E3%82%B8%E3%83%A5%E3%83%BC%E3%83%AB:StatTable/DamagePerSecond&amp;diff=4391"/>
		<updated>2022-08-10T04:45:23Z</updated>

		<summary type="html">&lt;p&gt;Mntone: スカルピアサーライフリングに対応&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;local aw            = require(&#039;Module:Utility/Library&#039;)&lt;br /&gt;
local apex          = require(&#039;Module:Utility/ApexLibrary&#039;)&lt;br /&gt;
local iu            = require(&#039;Module:Utility/Image&#039;)&lt;br /&gt;
local inu           = require(&#039;Module:Utility/ImageWithName&#039;)&lt;br /&gt;
local tableutil     = require(&#039;Module:Utility/TableUtil/Apex&#039;)&lt;br /&gt;
local Hopup         = mw.loadData(&#039;Module:Stat/Hopup&#039;)&lt;br /&gt;
local configuration = mw.loadData(&#039;Module:StatTable/configuration&#039;)&lt;br /&gt;
local getArgs  -- lazily initialized&lt;br /&gt;
&lt;br /&gt;
local function _getAddData(fn)&lt;br /&gt;
	fn = fn or function(val) return val end&lt;br /&gt;
	return function(dataset, data, firerate)&lt;br /&gt;
		local head = data.head&lt;br /&gt;
		local lvl1 = apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV1)&lt;br /&gt;
		local lvl2 = apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV2)&lt;br /&gt;
		local lvl3 = apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV3)&lt;br /&gt;
		local legs = data.legs&lt;br /&gt;
		local mul  = firerate * data.pellets&lt;br /&gt;
		data.bodyDPS = fn(data.damage, 1, 1)                               * mul&lt;br /&gt;
		data.headDPS = fn(apex.calcPartDamage(data.damage, head), head, 1) * mul&lt;br /&gt;
		data.lvl1DPS = fn(apex.calcPartDamage(data.damage, lvl1), lvl1, 1) * mul&lt;br /&gt;
		data.lvl2DPS = fn(apex.calcPartDamage(data.damage, lvl2), lvl2, 1) * mul&lt;br /&gt;
		data.lvl3DPS = fn(apex.calcPartDamage(data.damage, lvl3), lvl3, 1) * mul&lt;br /&gt;
		data.legsDPS = fn(apex.calcPartDamage(data.damage, legs), legs, 1) * mul&lt;br /&gt;
		data.flLgDPS = fn(apex.calcDamageFromPartAndPassive(data.damage, legs, 0.85), legs, 0.85) * mul&lt;br /&gt;
		table.insert(dataset, data)&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local fnRatio&lt;br /&gt;
local function _getAddDataComplex(fns)&lt;br /&gt;
	local bf = fns.unsd or function(val) return val end&lt;br /&gt;
	local at = fns.shld or function(val) return val end&lt;br /&gt;
	&lt;br /&gt;
	return function(dataset, data, firerate)&lt;br /&gt;
		local head = data.head&lt;br /&gt;
		local lvl1 = apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV1)&lt;br /&gt;
		local lvl2 = apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV2)&lt;br /&gt;
		local lvl3 = apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV3)&lt;br /&gt;
		local legs = data.legs&lt;br /&gt;
		local mul  = firerate * data.pellets&lt;br /&gt;
		&lt;br /&gt;
		local unsdDamage = bf(data.damage)&lt;br /&gt;
		data.unsdBodyDPS = unsdDamage                            * mul&lt;br /&gt;
		data.unsdHeadDPS = apex.calcPartDamage(unsdDamage, head) * mul&lt;br /&gt;
		data.unsdLvl1DPS = apex.calcPartDamage(unsdDamage, lvl1) * mul&lt;br /&gt;
		data.unsdLvl2DPS = apex.calcPartDamage(unsdDamage, lvl2) * mul&lt;br /&gt;
		data.unsdLvl3DPS = apex.calcPartDamage(unsdDamage, lvl3) * mul&lt;br /&gt;
		data.unsdLegsDPS = apex.calcPartDamage(unsdDamage, legs) * mul&lt;br /&gt;
		data.unsdFlLgDPS = apex.calcDamageFromPartAndPassive(unsdDamage, legs, 0.85) * mul&lt;br /&gt;
		&lt;br /&gt;
		data.shldBodyDPS = at(data.damage, 1, 1)                               * mul&lt;br /&gt;
		data.shldHeadDPS = at(apex.calcPartDamage(data.damage, head), head, 1) * mul&lt;br /&gt;
		data.shldLvl1DPS = at(apex.calcPartDamage(data.damage, lvl1), lvl1, 1) * mul&lt;br /&gt;
		data.shldLvl2DPS = at(apex.calcPartDamage(data.damage, lvl2), lvl2, 1) * mul&lt;br /&gt;
		data.shldLvl3DPS = at(apex.calcPartDamage(data.damage, lvl3), lvl3, 1) * mul&lt;br /&gt;
		data.shldLegsDPS = at(apex.calcPartDamage(data.damage, legs), legs, 1) * mul&lt;br /&gt;
		data.shldFlLgDPS = at(apex.calcDamageFromPartAndPassive(data.damage, legs, 0.85), legs, 0.85) * mul&lt;br /&gt;
		&lt;br /&gt;
		for _, target in ipairs(fnRatio) do&lt;br /&gt;
			local data2 = aw.shallowCopy(data)&lt;br /&gt;
			data2.option  = target.name&lt;br /&gt;
			data2.bodyDPS = target.fn(data.unsdBodyDPS, data.shldBodyDPS)&lt;br /&gt;
			data2.headDPS = target.fn(data.unsdHeadDPS, data.shldHeadDPS)&lt;br /&gt;
			data2.lvl1DPS = target.fn(data.unsdLvl1DPS, data.shldLvl1DPS)&lt;br /&gt;
			data2.lvl2DPS = target.fn(data.unsdLvl2DPS, data.shldLvl2DPS)&lt;br /&gt;
			data2.lvl3DPS = target.fn(data.unsdLvl3DPS, data.shldLvl3DPS)&lt;br /&gt;
			data2.legsDPS = target.fn(data.unsdLegsDPS, data.shldLegsDPS)&lt;br /&gt;
			data2.flLgDPS = target.fn(data.unsdFlLgDPS, data.shldFlLgDPS)&lt;br /&gt;
			table.insert(dataset, data2)&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function addData(dataset, data, special, fn, bf, at)&lt;br /&gt;
	local __addData&lt;br /&gt;
	if type(fn) == &#039;table&#039; then&lt;br /&gt;
		__addData = _getAddDataComplex(fn)&lt;br /&gt;
	else&lt;br /&gt;
		__addData = _getAddData(fn)&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	local fireratesType  = type(data.firerates)&lt;br /&gt;
	&lt;br /&gt;
	-- ファイアレートが可変&lt;br /&gt;
	if fireratesType == &#039;table&#039; then&lt;br /&gt;
		if special then&lt;br /&gt;
			__addData(dataset, data, data.firerates[4])&lt;br /&gt;
		else&lt;br /&gt;
			for level, firerate in ipairs(data.firerates) do&lt;br /&gt;
				local data2 = aw.shallowCopy(data)&lt;br /&gt;
				data2.level = level - 1&lt;br /&gt;
				__addData(dataset, data2, firerate)&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
	&lt;br /&gt;
	-- ファイアレートが固定&lt;br /&gt;
	elseif fireratesType == &#039;number&#039; then&lt;br /&gt;
		__addData(dataset, data, data.firerates)&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function getDataAsCharge(baseData, stat, root, additional, level)&lt;br /&gt;
	local charge   = (stat.charge  or root.charge) * (level - 1) / (root.charge_levels - 1)&lt;br /&gt;
	local firerate = stat.firerate or root.firerate&lt;br /&gt;
	local fullcharge = level == root.charge_levels&lt;br /&gt;
	local chargeData = aw.shallowCopy(baseData)&lt;br /&gt;
	if fullcharge and stat.damage.charged then&lt;br /&gt;
		chargeData.damage = stat.damage.charged&lt;br /&gt;
	end&lt;br /&gt;
	if type(additional) == &#039;table&#039; then&lt;br /&gt;
		chargeData.firerates = {&lt;br /&gt;
			apex.calcRechamberFirerate(firerate, charge + additional[1]),&lt;br /&gt;
			apex.calcRechamberFirerate(firerate, charge + additional[2]),&lt;br /&gt;
			apex.calcRechamberFirerate(firerate, charge + additional[3]),&lt;br /&gt;
			apex.calcRechamberFirerate(firerate, charge + additional[4]),&lt;br /&gt;
		}&lt;br /&gt;
	else&lt;br /&gt;
		chargeData.firerates = apex.calcRechamberFirerate(firerate, charge + additional)&lt;br /&gt;
	end&lt;br /&gt;
	if fullcharge and stat.damage.headshot_charged then&lt;br /&gt;
		chargeData.head = stat.damage.headshot_charged&lt;br /&gt;
	end&lt;br /&gt;
	if fullcharge and stat.damage.legshot_charged then&lt;br /&gt;
		chargeData.legs = stat.damage.legshot_charged&lt;br /&gt;
	end&lt;br /&gt;
	return chargeData&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function createDataset(dataset, stats, res, addData, __debug)&lt;br /&gt;
	for name, stat in pairs(stats) do&lt;br /&gt;
		local baseData = {&lt;br /&gt;
			ammo      = stat.ammo,&lt;br /&gt;
			ammoicon  = stat.ammo,&lt;br /&gt;
			damage    = stat.damage.base,&lt;br /&gt;
			firerates = stat.firerate,&lt;br /&gt;
			head      = stat.damage_head_scale,&lt;br /&gt;
			legs      = stat.damage_legs_scale,&lt;br /&gt;
			level     = -1,&lt;br /&gt;
			name      = name,&lt;br /&gt;
			pellets   = stat.pellet or 1,&lt;br /&gt;
			shortname = stat.localization[&#039;Japanese_Short&#039;],&lt;br /&gt;
		}&lt;br /&gt;
		local special  = aw.stringstarts(stat.ammo, &#039;special_&#039;)&lt;br /&gt;
		&lt;br /&gt;
		-- Altfire mode&lt;br /&gt;
		if type(stat.altfire) == &#039;table&#039; and aw.isNumberAndGreaterThanZero(stat.altfire.firerate) then&lt;br /&gt;
			local burstfireData     = aw.shallowCopy(baseData)&lt;br /&gt;
			burstfireData.firerates = apex.calcBurstAverageFirerate(stat.burst_count, stat.burst_delay, stat.firerate)&lt;br /&gt;
			burstfireData.option    = res.burst&lt;br /&gt;
			addData(dataset, burstfireData, special)&lt;br /&gt;
			&lt;br /&gt;
			local altfireData     = aw.shallowCopy(baseData)&lt;br /&gt;
			altfireData.firerates = stat.altfire.firerate&lt;br /&gt;
			altfireData.semiauto  = stat.altfire.is_semi_auto == nil and stat.is_semi_auto or stat.altfire.is_semi_auto&lt;br /&gt;
			altfireData.option    = altfireData.semiauto and res.single or res.auto&lt;br /&gt;
			addData(dataset, altfireData, special)&lt;br /&gt;
		&lt;br /&gt;
		-- Burst mode&lt;br /&gt;
		elseif aw.isNumberAndGreaterThanOrEqualToX(stat.burst_count, 2) then&lt;br /&gt;
			local burstfireData     = aw.shallowCopy(baseData)&lt;br /&gt;
			burstfireData.firerates = apex.calcBurstAverageFirerate(stat.burst_count, stat.burst_delay, stat.firerate)&lt;br /&gt;
			addData(dataset, burstfireData, special)&lt;br /&gt;
		&lt;br /&gt;
		-- Rechamber fire&lt;br /&gt;
		elseif type(stat.rechamber) == &#039;table&#039; then&lt;br /&gt;
			baseData.firerates = {&lt;br /&gt;
				apex.calcRechamberFirerate(stat.firerate, stat.rechamber[1]),&lt;br /&gt;
				apex.calcRechamberFirerate(stat.firerate, stat.rechamber[2]),&lt;br /&gt;
				apex.calcRechamberFirerate(stat.firerate, stat.rechamber[3]),&lt;br /&gt;
				apex.calcRechamberFirerate(stat.firerate, stat.rechamber[4]),&lt;br /&gt;
			}&lt;br /&gt;
			&lt;br /&gt;
			-- Chargefire&lt;br /&gt;
			if aw.isNumberAndGreaterThanZero(stat.charge) then&lt;br /&gt;
				baseData.option = res.nocharge&lt;br /&gt;
				addData(dataset, baseData, special)&lt;br /&gt;
				&lt;br /&gt;
				if stat.charge_levels == 2 then&lt;br /&gt;
					local maxData = getDataAsCharge(baseData, stat, stat, stat.rechamber, 2)&lt;br /&gt;
					maxData.option = res.maxcharge&lt;br /&gt;
					addData(dataset, maxData, special)&lt;br /&gt;
				else&lt;br /&gt;
					for lvl = 2, stat.charge_levels do&lt;br /&gt;
						local chargeData = getDataAsCharge(baseData, stat, stat, stat.rechamber, lvl)&lt;br /&gt;
						chargeData.option = aw.getQuantityString(res.charges, lvl - 1)&lt;br /&gt;
						addData(dataset, chargeData, special)&lt;br /&gt;
					end&lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				addData(dataset, baseData, special)&lt;br /&gt;
			end&lt;br /&gt;
		&lt;br /&gt;
		elseif aw.isNumberAndGreaterThanZero(stat.rechamber) then&lt;br /&gt;
			-- Chargefire&lt;br /&gt;
			if aw.isNumberAndGreaterThanOrEqualToX(stat.charge_levels, 2) and aw.isNumberAndGreaterThanZero(stat.charge) then&lt;br /&gt;
				if aw.isNumberAndGreaterThanZero(stat.charge_minimum) then&lt;br /&gt;
					baseData.firerates = apex.calcRechamberFirerate(stat.firerate, stat.rechamber + stat.charge_minimum)&lt;br /&gt;
					baseData.option    = res.mincharge&lt;br /&gt;
				else&lt;br /&gt;
					baseData.firerates = apex.calcRechamberFirerate(stat.firerate, stat.rechamber)&lt;br /&gt;
					baseData.option    = res.nocharge&lt;br /&gt;
				end&lt;br /&gt;
				addData(dataset, baseData, special)&lt;br /&gt;
				&lt;br /&gt;
				local maxData = getDataAsCharge(baseData, stat, stat, stat.rechamber, stat.charge_levels)&lt;br /&gt;
				maxData.option = res.maxcharge&lt;br /&gt;
				addData(dataset, maxData, special)&lt;br /&gt;
			&lt;br /&gt;
			-- Amped mode&lt;br /&gt;
			elseif aw.isNumberAndGreaterThanX(stat.damage.amped, stat.damage.base) then&lt;br /&gt;
				baseData.firerates = apex.calcRechamberFirerate(stat.firerate, stat.rechamber)&lt;br /&gt;
				addData(dataset, baseData, special)&lt;br /&gt;
				&lt;br /&gt;
				local ampedData    = aw.shallowCopy(baseData)&lt;br /&gt;
				ampedData.ammoicon = stat.ammo .. &#039;_amped&#039;&lt;br /&gt;
				ampedData.damage   = stat.damage.amped&lt;br /&gt;
				ampedData.option   = res.amped&lt;br /&gt;
				addData(dataset, ampedData)&lt;br /&gt;
			else&lt;br /&gt;
				baseData.firerates = apex.calcRechamberFirerate(stat.firerate, stat.rechamber)&lt;br /&gt;
				addData(dataset, baseData, special)&lt;br /&gt;
			end&lt;br /&gt;
		&lt;br /&gt;
		-- Chargefire&lt;br /&gt;
		elseif aw.isNumberAndGreaterThanOrEqualToX(stat.charge_levels, 2) and aw.isNumberAndGreaterThanZero(stat.charge) then&lt;br /&gt;
			if aw.isNumberAndGreaterThanZero(stat.charge_minimum) then&lt;br /&gt;
				baseData.firerates = apex.calcRechamberFirerate(stat.firerate, stat.charge_minimum)&lt;br /&gt;
				baseData.option    = res.mincharge&lt;br /&gt;
			else&lt;br /&gt;
				baseData.option    = res.nocharge&lt;br /&gt;
			end&lt;br /&gt;
			addData(dataset, baseData, special)&lt;br /&gt;
			&lt;br /&gt;
			if stat.charge_levels == 2 or stat.charge_levels &amp;gt; 4 then&lt;br /&gt;
				local maxData = getDataAsCharge(baseData, stat, stat, 0, stat.charge_levels)&lt;br /&gt;
				maxData.option = res.maxcharge&lt;br /&gt;
				addData(dataset, maxData, special)&lt;br /&gt;
			else&lt;br /&gt;
				for lvl = 2, stat.charge_levels do&lt;br /&gt;
					local chargeData = getDataAsCharge(baseData, stat, stat, 0, lvl)&lt;br /&gt;
					chargeData.option = aw.getQuantityString(res.charges, lvl - 1)&lt;br /&gt;
					addData(dataset, chargeData, special)&lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
		&lt;br /&gt;
		-- Charge Rifle&lt;br /&gt;
		elseif aw.isNumberAndGreaterThanZero(stat.sustained_discharge_duration) then&lt;br /&gt;
			baseData.firerates = apex.calcRechamberFirerate(stat.firerate, stat.sustained_discharge_duration)&lt;br /&gt;
			addData(dataset, baseData, special, function(val, part, passive)&lt;br /&gt;
				return val + apex.calcDamageFromPartAndPassive(stat.damage.beam.base, part, passive) * stat.damage.beam.ticks&lt;br /&gt;
			end)&lt;br /&gt;
		&lt;br /&gt;
		-- Other&lt;br /&gt;
		else&lt;br /&gt;
			addData(dataset, baseData, special)&lt;br /&gt;
		end&lt;br /&gt;
		&lt;br /&gt;
		-- Revved Up mode&lt;br /&gt;
		if aw.isNumberAndGreaterThanOrEqualToX(stat.firerate_revvedup, stat.firerate) then&lt;br /&gt;
			local revvedUpData     = aw.shallowCopy(baseData)&lt;br /&gt;
			revvedUpData.ammoicon  = stat.ammo .. &#039;_revved_up&#039;&lt;br /&gt;
			revvedUpData.firerates = stat.firerate_revvedup&lt;br /&gt;
			revvedUpData.option    = res.revvedup&lt;br /&gt;
			addData(dataset, revvedUpData, special)&lt;br /&gt;
		end&lt;br /&gt;
		&lt;br /&gt;
		-- Turbocharger&lt;br /&gt;
		--[[if (__debug or Hopup.turbocharger.enabled) and type(stat.turbocharger) == &#039;table&#039; and aw.isNumberAndGreaterThanZero(stat.turbocharger.raise) then&lt;br /&gt;
			local turbochargerData = aw.shallowCopy(baseData)&lt;br /&gt;
			turbochargerData.hopup = { &#039;turbocharger&#039; }&lt;br /&gt;
			turbochargerData.raise = stat.turbocharger.raise or stat.raise or 0&lt;br /&gt;
			addData(dataset, turbochargerData, special)&lt;br /&gt;
		end]]&lt;br /&gt;
		&lt;br /&gt;
		-- Selectfire Receiver&lt;br /&gt;
		if (__debug or Hopup.selectfire_receiver.enabled) and type(stat.selectfire_receiver) == &#039;table&#039; and aw.isNumberAndGreaterThanZero(stat.selectfire_receiver.firerate) then&lt;br /&gt;
			local semiauto&lt;br /&gt;
			if stat.selectfire_receiver.is_semi_auto then&lt;br /&gt;
				semiauto = stat.selectfire_receiver.is_semi_auto&lt;br /&gt;
			else&lt;br /&gt;
				semiauto = stat.is_semi_auto&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			local firerate&lt;br /&gt;
			if semiauto then&lt;br /&gt;
				local raiseTime = stat.selectfire_receiver.raise or stat.raise or 0&lt;br /&gt;
				if raiseTime &amp;gt; 0 then&lt;br /&gt;
					firerate = apex.calcRechamberFirerate(stat.selectfire_receiver.firerate, raiseTime)&lt;br /&gt;
				else&lt;br /&gt;
					firerate = stat.selectfire_receiver.firerate&lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				firerate = stat.selectfire_receiver.firerate&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			local selectfireReceiverData     = aw.shallowCopy(baseData)&lt;br /&gt;
			selectfireReceiverData.damage    = stat.selectfire_receiver.damage and stat.selectfire_receiver.damage.base or stat.damage.base&lt;br /&gt;
			selectfireReceiverData.firerates = firerate&lt;br /&gt;
			if stat.selectfire_receiver.damage_head_scale then&lt;br /&gt;
				selectfireReceiverData.head  = stat.selectfire_receiver.damage_head_scale&lt;br /&gt;
			end&lt;br /&gt;
			selectfireReceiverData.hopup     = { &#039;selectfire_receiver&#039; }&lt;br /&gt;
			if stat.selectfire_receiver.damage_legs_scale then&lt;br /&gt;
				selectfireReceiverData.legs  = stat.selectfire_receiver.damage_legs_scale&lt;br /&gt;
			end&lt;br /&gt;
			addData(dataset, selectfireReceiverData, special)&lt;br /&gt;
		end&lt;br /&gt;
		&lt;br /&gt;
		-- Skullpiercer Rifling &lt;br /&gt;
		if (__debug or Hopup.skullpiercer_rifling.enabled) and type(stat.skullpiercer_rifling) == &#039;table&#039; and aw.isNumberAndGreaterThanX(stat.skullpiercer_rifling.damage_head_scale, 1) then&lt;br /&gt;
			local skullpiercerRiflingData = aw.shallowCopy(baseData)&lt;br /&gt;
			skullpiercerRiflingData.head = stat.skullpiercer_rifling.damage_head_scale&lt;br /&gt;
			skullpiercerRiflingData.hopup = { &#039;skullpiercer_rifling&#039; }&lt;br /&gt;
			addData(dataset, skullpiercerRiflingData, special)&lt;br /&gt;
		end&lt;br /&gt;
		&lt;br /&gt;
		-- Hammerpoint Rounds&lt;br /&gt;
		if (__debug or Hopup.hammerpoint_rounds.enabled) and type(stat.hammerpoint_rounds) == &#039;table&#039; and aw.isNumberAndGreaterThanX(stat.hammerpoint_rounds.damage_unshielded_scale, 1) then&lt;br /&gt;
			local hammerpointRoundsData  = aw.shallowCopy(baseData)&lt;br /&gt;
			hammerpointRoundsData.hopup  = { &#039;hammerpoint_rounds&#039; }&lt;br /&gt;
			addData(dataset, hammerpointRoundsData, special, { unsd = function(val)&lt;br /&gt;
				return math.floor(stat.hammerpoint_rounds.damage_unshielded_scale * val)&lt;br /&gt;
			end })&lt;br /&gt;
		end&lt;br /&gt;
		&lt;br /&gt;
		-- Disruptor Rounds&lt;br /&gt;
		if (__debug or Hopup.disruptor_rounds.enabled or special) and type(stat.disruptor_rounds) == &#039;table&#039; and aw.isNumberAndGreaterThanX(stat.disruptor_rounds.damage_shield_scale, 1) then&lt;br /&gt;
			local disruptorRoundsData = aw.shallowCopy(baseData)&lt;br /&gt;
			disruptorRoundsData.hopup = { &#039;disruptor_rounds&#039; }&lt;br /&gt;
			addData(dataset, disruptorRoundsData, special, { shld = function(val)&lt;br /&gt;
				return apex.calcDisruptorDamage(val, stat.disruptor_rounds.damage_shield_scale)&lt;br /&gt;
			end })&lt;br /&gt;
		end&lt;br /&gt;
			&lt;br /&gt;
		-- Anvil Receiver&lt;br /&gt;
		if (__debug or Hopup.anvil_receiver.enabled) and type(stat.anvil_receiver) == &#039;table&#039; and aw.isNumberAndGreaterThanZero(stat.anvil_receiver.firerate) then&lt;br /&gt;
			local anvilReceiverData     = aw.shallowCopy(baseData)&lt;br /&gt;
			anvilReceiverData.damage    = stat.anvil_receiver.damage.base&lt;br /&gt;
			anvilReceiverData.firerates = stat.anvil_receiver.firerate&lt;br /&gt;
			if stat.anvil_receiver.damage_head_scale then&lt;br /&gt;
				anvilReceiverData.head  = stat.anvil_receiver.damage_head_scale&lt;br /&gt;
			end&lt;br /&gt;
			anvilReceiverData.hopup     = { &#039;anvil_receiver&#039; }&lt;br /&gt;
			if stat.anvil_receiver.damage_legs_scale then&lt;br /&gt;
				anvilReceiverData.legs  = stat.anvil_receiver.damage_legs_scale&lt;br /&gt;
			end&lt;br /&gt;
			addData(dataset, anvilReceiverData, special)&lt;br /&gt;
		end&lt;br /&gt;
			&lt;br /&gt;
		-- Double Tap Trigger&lt;br /&gt;
		if (__debug or Hopup.double_tap_trigger.enabled or special) and type(stat.double_tap_trigger) == &#039;table&#039; and aw.isNumberAndGreaterThanOrEqualToX(stat.double_tap_trigger.burst_count, 2) then&lt;br /&gt;
			local doubleTapTriggerData     = aw.shallowCopy(baseData)&lt;br /&gt;
			local delay = stat.double_tap_trigger.burst_delay&lt;br /&gt;
			if type(delay) == &#039;table&#039; then&lt;br /&gt;
				doubleTapTriggerData.firerates = {&lt;br /&gt;
					apex.calcBurstAverageFirerate(stat.double_tap_trigger.burst_count, delay[1], stat.double_tap_trigger.firerate),&lt;br /&gt;
					apex.calcBurstAverageFirerate(stat.double_tap_trigger.burst_count, delay[2], stat.double_tap_trigger.firerate),&lt;br /&gt;
					apex.calcBurstAverageFirerate(stat.double_tap_trigger.burst_count, delay[3], stat.double_tap_trigger.firerate),&lt;br /&gt;
					apex.calcBurstAverageFirerate(stat.double_tap_trigger.burst_count, delay[4], stat.double_tap_trigger.firerate),&lt;br /&gt;
				}&lt;br /&gt;
			else&lt;br /&gt;
				doubleTapTriggerData.firerates = apex.calcBurstAverageFirerate(stat.double_tap_trigger.burst_count, delay, stat.double_tap_trigger.firerate)&lt;br /&gt;
			end&lt;br /&gt;
			doubleTapTriggerData.hopup     = { &#039;double_tap_trigger&#039; }&lt;br /&gt;
			addData(dataset, doubleTapTriggerData, special)&lt;br /&gt;
		end&lt;br /&gt;
		&lt;br /&gt;
		-- Shatter Caps&lt;br /&gt;
		if (__debug or Hopup.shatter_caps.enabled) and type(stat.shatter_caps) == &#039;table&#039; and aw.isNumberAndGreaterThanX(stat.shatter_caps.damage.base, 1) and aw.isNumberAndGreaterThanX(stat.shatter_caps.pellet, 1) then&lt;br /&gt;
			local shatterCapsData    = aw.shallowCopy(baseData)&lt;br /&gt;
			if stat.shatter_caps.charge then&lt;br /&gt;
				shatterCapsData.charge = stat.shatter_caps.charge&lt;br /&gt;
			end&lt;br /&gt;
			if stat.shatter_caps.charge_levels then&lt;br /&gt;
				shatterCapsData.charge_levels = stat.shatter_caps.charge_levels&lt;br /&gt;
			end&lt;br /&gt;
			shatterCapsData.damage   = stat.shatter_caps.damage.base&lt;br /&gt;
			if stat.shatter_caps.damage_head_scale then&lt;br /&gt;
				shatterCapsData.head = stat.shatter_caps.damage_head_scale&lt;br /&gt;
			end&lt;br /&gt;
			shatterCapsData.hopup    = { &#039;shatter_caps&#039; }&lt;br /&gt;
			if stat.shatter_caps.damage_legs_scale then&lt;br /&gt;
				shatterCapsData.legs = stat.shatter_caps.damage_legs_scale&lt;br /&gt;
			end&lt;br /&gt;
			shatterCapsData.option   = nil&lt;br /&gt;
			shatterCapsData.pellets  = stat.shatter_caps.pellet&lt;br /&gt;
			&lt;br /&gt;
			-- Chargefire&lt;br /&gt;
			if aw.isNumberAndGreaterThanOrEqualToX(shatterCapsData.charge_levels, 2) and aw.isNumberAndGreaterThanZero(shatterCapsData.charge) then&lt;br /&gt;
				if aw.isNumberAndGreaterThanZero(stat.charge_minimum) then&lt;br /&gt;
					shatterCapsData.firerates = apex.calcRechamberFirerate(stat.firerate, stat.charge_minimum)&lt;br /&gt;
					shatterCapsData.option    = res.mincharge&lt;br /&gt;
				else&lt;br /&gt;
					shatterCapsData.option    = res.nocharge&lt;br /&gt;
				end&lt;br /&gt;
				addData(dataset, shatterCapsData)&lt;br /&gt;
				&lt;br /&gt;
				local maxShatterCapsData = getDataAsCharge(shatterCapsData, stat.shatter_caps, stat, stat.rechamber or 0, shatterCapsData.charge_levels)&lt;br /&gt;
				maxShatterCapsData.option = res.maxcharge&lt;br /&gt;
				addData(dataset, maxShatterCapsData)&lt;br /&gt;
			else&lt;br /&gt;
				addData(dataset, shatterCapsData)&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			-- Deadeye&#039;s Tempo&lt;br /&gt;
			if (__debug or Hopup.deadeyes_tempo.enabled) and type(stat.deadeyes_tempo) == &#039;table&#039; then&lt;br /&gt;
				local deadeyesTempoShatterCapsData = aw.shallowCopy(shatterCapsData)&lt;br /&gt;
				if aw.isNumberAndGreaterThanZero(stat.deadeyes_tempo.charge_minimum) then&lt;br /&gt;
					deadeyesTempoShatterCapsData.firerates = apex.calcRechamberFirerate(stat.firerate, stat.deadeyes_tempo.charge_minimum)&lt;br /&gt;
				elseif aw.isNumberAndGreaterThanZero(stat.deadeyes_tempo.rechamber) then&lt;br /&gt;
					deadeyesTempoShatterCapsData.firerates = apex.calcRechamberFirerate(stat.firerate, stat.deadeyes_tempo.rechamber)&lt;br /&gt;
				end&lt;br /&gt;
				deadeyesTempoShatterCapsData.hopup = { &#039;shatter_caps&#039;, &#039;deadeyes_tempo&#039; }&lt;br /&gt;
				&lt;br /&gt;
				-- Chargefire&lt;br /&gt;
				if aw.isNumberAndGreaterThanOrEqualToX(shatterCapsData.charge_levels, 2) and aw.isNumberAndGreaterThanZero(stat.charge) and aw.isNumberAndGreaterThanX(stat.shatter_caps.damage.charged, stat.shatter_caps.damage.base) then&lt;br /&gt;
					deadeyesTempoShatterCapsData.option = res.mincharge&lt;br /&gt;
					addData(dataset, deadeyesTempoShatterCapsData)&lt;br /&gt;
					&lt;br /&gt;
					local maxDeadeyesTempoShatterCapsData = getDataAsCharge(deadeyesTempoShatterCapsData, stat.shatter_caps, stat, stat.deadeyes_tempo.charge, shatterCapsData.charge_levels)&lt;br /&gt;
					maxDeadeyesTempoShatterCapsData.option = res.maxcharge&lt;br /&gt;
					addData(dataset, maxDeadeyesTempoShatterCapsData)&lt;br /&gt;
				else&lt;br /&gt;
					addData(dataset, deadeyesTempoShatterCapsData)&lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
			&lt;br /&gt;
		-- Deadeye&#039;s Tempo&lt;br /&gt;
		if (__debug or Hopup.deadeyes_tempo.enabled) and type(stat.deadeyes_tempo) == &#039;table&#039; then&lt;br /&gt;
			local deadeyesTempoData = aw.shallowCopy(baseData)&lt;br /&gt;
			if aw.isNumberAndGreaterThanZero(stat.deadeyes_tempo.charge_minimum) then&lt;br /&gt;
				deadeyesTempoData.firerates = apex.calcRechamberFirerate(stat.firerate, stat.deadeyes_tempo.charge_minimum)&lt;br /&gt;
			elseif aw.isNumberAndGreaterThanZero(stat.deadeyes_tempo.rechamber) then&lt;br /&gt;
				deadeyesTempoData.firerates = apex.calcRechamberFirerate(stat.firerate, stat.deadeyes_tempo.rechamber)&lt;br /&gt;
			end&lt;br /&gt;
			deadeyesTempoData.hopup = { &#039;deadeyes_tempo&#039; }&lt;br /&gt;
			&lt;br /&gt;
			-- Chargefire&lt;br /&gt;
			if aw.isNumberAndGreaterThanOrEqualToX(stat.charge_levels, 2) and aw.isNumberAndGreaterThanZero(stat.deadeyes_tempo.charge) and aw.isNumberAndGreaterThanX(stat.damage.charged, stat.damage.base) then&lt;br /&gt;
				deadeyesTempoData.option = res.mincharge&lt;br /&gt;
				addData(dataset, deadeyesTempoData)&lt;br /&gt;
				&lt;br /&gt;
				local maxDeadeyesTempoData = getDataAsCharge(deadeyesTempoData, stat, stat, stat.deadeyes_tempo.charge, stat.charge_levels)&lt;br /&gt;
				maxDeadeyesTempoData.option = res.maxcharge&lt;br /&gt;
				addData(dataset, maxDeadeyesTempoData)&lt;br /&gt;
			else&lt;br /&gt;
				addData(dataset, deadeyesTempoData, special)&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			-- Amped mode&lt;br /&gt;
			if aw.isNumberAndGreaterThanX(stat.damage.amped, stat.damage.base) then&lt;br /&gt;
				local ampedDeadeyesTempoData    = aw.shallowCopy(deadeyesTempoData)&lt;br /&gt;
				ampedDeadeyesTempoData.ammoicon = stat.ammo .. &#039;_amped&#039;&lt;br /&gt;
				ampedDeadeyesTempoData.damage   = stat.damage.amped&lt;br /&gt;
				ampedDeadeyesTempoData.option   = iu.item(&#039;シールドセル&#039;) .. &#039; &amp;lt;span class=&amp;quot;text-desktoponly&amp;quot;&amp;gt;増幅モード&amp;lt;/span&amp;gt;&#039;&lt;br /&gt;
				addData(dataset, ampedDeadeyesTempoData)&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local p = {}&lt;br /&gt;
function p._main(args, __debug)&lt;br /&gt;
	args = args or {}&lt;br /&gt;
	if __debug == nil then&lt;br /&gt;
		__debug = true&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	local lang  = args.lang or &#039;ja&#039;&lt;br /&gt;
	local res   = configuration[lang]&lt;br /&gt;
	local stats = mw.loadData(&#039;Module:Stat/Weapon&#039;)&lt;br /&gt;
	&lt;br /&gt;
	local desktopOnlyAndNoLinkObj = { desktopOnly = true, lang = lang, link = &#039;&#039; }&lt;br /&gt;
	fnRatio = {&lt;br /&gt;
		{ name = inu.gear(&#039;backpack&#039;, 4, desktopOnlyAndNoLinkObj),   fn = function(a, b) return (7 * a + 5 * b) / 12 end },&lt;br /&gt;
		{ name = inu.gear(&#039;evo_shield&#039;, 1, desktopOnlyAndNoLinkObj), fn = function(a, b) return (2 * a +     b) / 3 end },&lt;br /&gt;
		{ name = inu.gear(&#039;evo_shield&#039;, 2, desktopOnlyAndNoLinkObj), fn = function(a, b) return (4 * a + 3 * b) / 7 end },&lt;br /&gt;
		{ name = inu.gear(&#039;evo_shield&#039;, 3, desktopOnlyAndNoLinkObj), fn = function(a, b) return (    a +     b) / 2 end },&lt;br /&gt;
		{ name = inu.gear(&#039;evo_shield&#039;, 5, desktopOnlyAndNoLinkObj), fn = function(a, b) return (4 * a + 5 * b) / 9 end },&lt;br /&gt;
		{ name = res.maxvalue,                                       fn = function(a, b) return math.max(a, b)      end },&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	local dataset = {}&lt;br /&gt;
	createDataset(dataset, stats, res, addData, __debug)&lt;br /&gt;
	&lt;br /&gt;
	local formatFunction = function(dps)&lt;br /&gt;
		return string.format(&#039;%.1f&#039;, dps)&lt;br /&gt;
	end&lt;br /&gt;
	local metadata = {&lt;br /&gt;
		tableutil.RankCell.new(&#039;&#039;, &#039;bodyDPS&#039;, true),&lt;br /&gt;
		tableutil.AmmoCell.new(&#039;&#039;, &#039;ammoicon&#039;, {&lt;br /&gt;
			attributes  = { align = &#039;center&#039; },&lt;br /&gt;
			cellClass   = &#039;st-desktop&#039;,&lt;br /&gt;
			footerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			headerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			headerStyle = { width = &#039;36px&#039; },&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.WeaponNameCell.new(res.weaponname, &#039;name&#039;, {&lt;br /&gt;
			ammoIndex      = &#039;ammo&#039;,&lt;br /&gt;
			attributes     = { align = &#039;left&#039; },&lt;br /&gt;
			cellClass      = &#039;st-dashed-right st-mobile-none-right st-mobile-padding0-right&#039;,&lt;br /&gt;
			headerColspan  = 3,&lt;br /&gt;
			optionIndex    = &#039;option&#039;,&lt;br /&gt;
			shortnameIndex = &#039;shortname&#039;,&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.MagazineCell.new(res.mag, &#039;level&#039;, {&lt;br /&gt;
			ammoIndex      = &#039;ammo&#039;,&lt;br /&gt;
			attributes     = { align = &#039;left&#039; },&lt;br /&gt;
			cellClass      = &#039;st-dashed-right st-mobile-none-right st-mobile-padding0-both&#039;,&lt;br /&gt;
			headerColspan  = 0,&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.HopupCell.new(res.hopup, &#039;hopup&#039;, {&lt;br /&gt;
			attributes     = { align = &#039;left&#039; },&lt;br /&gt;
			cellClass      = &#039;st-mobile-padding0-both&#039;,&lt;br /&gt;
			headerColspan  = 0,&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.ValueCell.new(res.legsshot, &#039;legsDPS&#039;, {&lt;br /&gt;
			cellClass   = &#039;st-desktop&#039;,&lt;br /&gt;
			footerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			format      = formatFunction,&lt;br /&gt;
			headerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			headerStyle = {&lt;br /&gt;
				[&#039;min-width&#039;] = &#039;50px&#039;,&lt;br /&gt;
				[&#039;max-width&#039;] = &#039;4em&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.LineValueCell.new(res.bodyshot, &#039;bodyDPS&#039;, {&lt;br /&gt;
			startIndex    = &#039;legsDPS&#039;,&lt;br /&gt;
			endIndex      = &#039;lvl1DPS&#039;,&lt;br /&gt;
			subStartIndex = &#039;flLgDPS&#039;,&lt;br /&gt;
			subEndIndex   = &#039;lvl1DPS&#039;,&lt;br /&gt;
			cellClass     = &#039;st-mobile-graph st-mobile-medium st-mobile-textshadow&#039;,&lt;br /&gt;
			footerClass   = &#039;st-mobile-axis&#039;,&lt;br /&gt;
			format        = formatFunction,&lt;br /&gt;
			headerStyle   = {&lt;br /&gt;
				[&#039;min-width&#039;] = &#039;50px&#039;,&lt;br /&gt;
				[&#039;max-width&#039;] = &#039;4em&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			itemName      = res.normal,&lt;br /&gt;
			subItemName   = res.fortified,&lt;br /&gt;
			maximumValue  = 400,&lt;br /&gt;
			preferredGridCount = 3,&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.ValueCell.new(res.headlvl3, &#039;lvl3DPS&#039;, {&lt;br /&gt;
			cellClass   = &#039;st-desktop&#039;,&lt;br /&gt;
			footerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			format      = formatFunction,&lt;br /&gt;
			headerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			headerStyle = {&lt;br /&gt;
				[&#039;min-width&#039;] = &#039;50px&#039;,&lt;br /&gt;
				[&#039;max-width&#039;] = &#039;4em&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.ValueCell.new(res.headlvl2, &#039;lvl2DPS&#039;, {&lt;br /&gt;
			cellClass   = &#039;st-desktop&#039;,&lt;br /&gt;
			footerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			format      = formatFunction,&lt;br /&gt;
			headerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			headerStyle = {&lt;br /&gt;
				[&#039;min-width&#039;] = &#039;50px&#039;,&lt;br /&gt;
				[&#039;max-width&#039;] = &#039;4em&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.ValueCell.new(res.headlvl1, &#039;lvl1DPS&#039;, {&lt;br /&gt;
			cellClass   = &#039;st-mobile-last&#039;,&lt;br /&gt;
			footerClass = &#039;st-mobile-last&#039;,&lt;br /&gt;
			format      = formatFunction,&lt;br /&gt;
			headerClass = &#039;st-mobile-last&#039;,&lt;br /&gt;
			headerStyle = {&lt;br /&gt;
				[&#039;min-width&#039;] = &#039;50px&#039;,&lt;br /&gt;
				[&#039;max-width&#039;] = &#039;4em&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.LineCell.new(res.graph, &#039;bodyDPS&#039;, {&lt;br /&gt;
			startIndex    = &#039;legsDPS&#039;,&lt;br /&gt;
			endIndex      = &#039;lvl1DPS&#039;,&lt;br /&gt;
			subStartIndex = &#039;flLgDPS&#039;,&lt;br /&gt;
			subEndIndex   = &#039;lvl1DPS&#039;,&lt;br /&gt;
			cellClass     = &#039;st-desktop st-desktop-graph&#039;,&lt;br /&gt;
			footerClass   = &#039;st-desktop&#039;,&lt;br /&gt;
			headerClass   = &#039;st-desktop&#039;,&lt;br /&gt;
			headerStyle   = {&lt;br /&gt;
				[&#039;min-width&#039;] = &#039;200px&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			hoverEnabled  = true,&lt;br /&gt;
			hoverFormat   = formatFunction,&lt;br /&gt;
			itemName      = res.normal,&lt;br /&gt;
			subItemName   = res.fortified,&lt;br /&gt;
			maximumValue  = 500,&lt;br /&gt;
		}),&lt;br /&gt;
	}&lt;br /&gt;
	local node = tableutil.createTable(dataset, metadata)&lt;br /&gt;
	return tostring(node)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.main(frame)&lt;br /&gt;
	if not getArgs then&lt;br /&gt;
		getArgs = require(&#039;Module:Arguments&#039;).getArgs&lt;br /&gt;
	end&lt;br /&gt;
	args = getArgs(frame)&lt;br /&gt;
	&lt;br /&gt;
	return p._main(args, false)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%A2%E3%82%B8%E3%83%A5%E3%83%BC%E3%83%AB:StatTable/Damage&amp;diff=4390</id>
		<title>モジュール:StatTable/Damage</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%A2%E3%82%B8%E3%83%A5%E3%83%BC%E3%83%AB:StatTable/Damage&amp;diff=4390"/>
		<updated>2022-08-10T04:43:39Z</updated>

		<summary type="html">&lt;p&gt;Mntone: スカルピアサーライフリングに対応&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;local aw            = require(&#039;Module:Utility/Library&#039;)&lt;br /&gt;
local apex          = require(&#039;Module:Utility/ApexLibrary&#039;)&lt;br /&gt;
local iu            = require(&#039;Module:Utility/Image&#039;)&lt;br /&gt;
local tableutil     = require(&#039;Module:Utility/TableUtil/Apex&#039;)&lt;br /&gt;
local Hopup         = mw.loadData(&#039;Module:Stat/Hopup&#039;)&lt;br /&gt;
local configuration = mw.loadData(&#039;Module:StatTable/configuration&#039;)&lt;br /&gt;
local getArgs  -- lazily initialized&lt;br /&gt;
&lt;br /&gt;
local function addData(dataset, data, fn)&lt;br /&gt;
	fn = fn or function(val) return val end&lt;br /&gt;
	&lt;br /&gt;
	local head = data.head&lt;br /&gt;
	local lvl1 = apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV1)&lt;br /&gt;
	local lvl2 = apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV2)&lt;br /&gt;
	local lvl3 = apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV3)&lt;br /&gt;
	local legs = data.legs&lt;br /&gt;
	data.bodyDamage = fn(data.damage, 1, 1)                               * data.pellets&lt;br /&gt;
	data.headDamage = fn(apex.calcPartDamage(data.damage, head), head, 1) * data.pellets&lt;br /&gt;
	data.lvl1Damage = fn(apex.calcPartDamage(data.damage, lvl1), lvl1, 1) * data.pellets&lt;br /&gt;
	data.lvl2Damage = fn(apex.calcPartDamage(data.damage, lvl2), lvl2, 1) * data.pellets&lt;br /&gt;
	data.lvl3Damage = fn(apex.calcPartDamage(data.damage, lvl3), lvl3, 1) * data.pellets&lt;br /&gt;
	data.legsDamage = fn(apex.calcPartDamage(data.damage, legs), legs, 1) * data.pellets&lt;br /&gt;
	data.flLgDamage = fn(apex.calcDamageFromPartAndPassive(data.damage, legs, 0.85), legs, 0.85) * data.pellets&lt;br /&gt;
	table.insert(dataset, data)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local p = {}&lt;br /&gt;
function p._main(args, __debug)&lt;br /&gt;
	args = args or {}&lt;br /&gt;
	if __debug == nil then&lt;br /&gt;
		__debug = true&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	local lang  = args.lang or &#039;ja&#039;&lt;br /&gt;
	local res   = configuration[lang]&lt;br /&gt;
	local stats = mw.loadData(&#039;Module:Stat/Weapon&#039;)&lt;br /&gt;
	&lt;br /&gt;
	local dataset = {}&lt;br /&gt;
	for name, stat in pairs(stats) do&lt;br /&gt;
		local baseDamage = stat.damage.base&lt;br /&gt;
		local baseData = {&lt;br /&gt;
			ammo      = stat.ammo,&lt;br /&gt;
			ammoicon  = stat.ammo,&lt;br /&gt;
			damage    = stat.damage.base,&lt;br /&gt;
			head      = stat.damage_head_scale,&lt;br /&gt;
			legs      = stat.damage_legs_scale,&lt;br /&gt;
			name      = name,&lt;br /&gt;
			pellets   = stat.pellet or 1,&lt;br /&gt;
			shortname = stat.localization[&#039;Japanese_Short&#039;],&lt;br /&gt;
		}&lt;br /&gt;
		local special = aw.stringstarts(stat.ammo, &#039;special_&#039;)&lt;br /&gt;
		&lt;br /&gt;
		-- Charge Rifle&lt;br /&gt;
		if stat.damage.beam then&lt;br /&gt;
			for t = 0, stat.damage.beam.ticks do&lt;br /&gt;
				local tickData  = aw.shallowCopy(baseData)&lt;br /&gt;
				tickData.option = aw.getQuantityString(res.ticks, t)&lt;br /&gt;
				addData(dataset, tickData, function(val, part, passive)&lt;br /&gt;
					return val + apex.calcDamageFromPartAndPassive(stat.damage.beam.base, part, passive) * t&lt;br /&gt;
				end)&lt;br /&gt;
			end&lt;br /&gt;
		&lt;br /&gt;
		-- 散弾 (ショットガン・トリプルテイク)&lt;br /&gt;
		elseif aw.isNumberAndGreaterThanX(stat.pellet, 1) then&lt;br /&gt;
			for p = 1, stat.pellet do&lt;br /&gt;
				local pelletData   = aw.shallowCopy(baseData)&lt;br /&gt;
				pelletData.option  = aw.getQuantityString(res.pellets, p)&lt;br /&gt;
				pelletData.pellets = p&lt;br /&gt;
				addData(dataset, pelletData)&lt;br /&gt;
				&lt;br /&gt;
				-- Hammerpoint Rounds (Mozambique Shotgun)&lt;br /&gt;
				if (configuration.__debug__enableAllHopup or Hopup.hammerpoint_rounds.enabled) and type(stat.hammerpoint_rounds) == &#039;table&#039; and aw.isNumberAndGreaterThanX(stat.hammerpoint_rounds.damage_unshielded_scale, 1) then&lt;br /&gt;
					local pelletUnshieldedData  = aw.shallowCopy(pelletData)&lt;br /&gt;
					pelletUnshieldedData.damage = math.floor(stat.hammerpoint_rounds.damage_unshielded_scale * baseDamage)&lt;br /&gt;
					pelletUnshieldedData.hopup  = { &#039;hammerpoint_rounds&#039; }&lt;br /&gt;
					addData(dataset, pelletUnshieldedData)&lt;br /&gt;
				end&lt;br /&gt;
			end &lt;br /&gt;
		&lt;br /&gt;
		-- Other&lt;br /&gt;
		else&lt;br /&gt;
			-- Chargefire&lt;br /&gt;
			if aw.isNumberAndGreaterThanX(stat.damage.charged, baseDamage) then&lt;br /&gt;
				baseData.option = res.mincharge&lt;br /&gt;
				addData(dataset, baseData)&lt;br /&gt;
				&lt;br /&gt;
				local maxChargeData  = aw.shallowCopy(baseData)&lt;br /&gt;
				maxChargeData.damage = stat.damage.charged&lt;br /&gt;
				if stat.damage.headshot_charged then&lt;br /&gt;
					maxChargeData.head = stat.damage.headshot_charged&lt;br /&gt;
				end&lt;br /&gt;
				if stat.damage.legshot_charged then&lt;br /&gt;
					maxChargeData.legs = stat.damage.legshot_charged&lt;br /&gt;
				end&lt;br /&gt;
				maxChargeData.option = res.maxcharge&lt;br /&gt;
				addData(dataset, maxChargeData)&lt;br /&gt;
			&lt;br /&gt;
			-- チャージが無効の場合の通常出力&lt;br /&gt;
			else&lt;br /&gt;
				addData(dataset, baseData)&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			-- Amped mode&lt;br /&gt;
			if aw.isNumberAndGreaterThanX(stat.damage.amped, baseDamage) then&lt;br /&gt;
				local ampedData    = aw.shallowCopy(baseData)&lt;br /&gt;
				ampedData.ammoicon = stat.ammo .. &#039;_amped&#039;&lt;br /&gt;
				ampedData.damage   = stat.damage.amped&lt;br /&gt;
				ampedData.option   = res.amped&lt;br /&gt;
				addData(dataset, ampedData)&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			-- Selectfire Receiver (HAVOC Rifle)&lt;br /&gt;
			if (__debug or Hopup.selectfire_receiver.enabled) and type(stat.selectfire_receiver) == &#039;table&#039; and stat.selectfire_receiver.damage and aw.isNumberAndGreaterThanX(stat.selectfire_receiver.damage.base, baseDamage) then&lt;br /&gt;
				local selectfireReceiverData = aw.shallowCopy(baseData)&lt;br /&gt;
				selectfireReceiverData.damage = stat.selectfire_receiver.damage.base or stat.damage.base&lt;br /&gt;
				if stat.selectfire_receiver.damage_head_scale then&lt;br /&gt;
					selectfireReceiverData.head = stat.selectfire_receiver.damage_head_scale&lt;br /&gt;
				end&lt;br /&gt;
				selectfireReceiverData.hopup = { &#039;selectfire_receiver&#039; }&lt;br /&gt;
				if stat.selectfire_receiver.damage_legs_scale then&lt;br /&gt;
					selectfireReceiverData.legs = stat.selectfire_receiver.damage_legs_scale&lt;br /&gt;
				end&lt;br /&gt;
				addData(dataset, selectfireReceiverData)&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			-- Skullpiercer Rifling &lt;br /&gt;
			if (__debug or Hopup.skullpiercer_rifling.enabled) and type(stat.skullpiercer_rifling) == &#039;table&#039; and aw.isNumberAndGreaterThanX(stat.skullpiercer_rifling.damage_head_scale, 1) then&lt;br /&gt;
				local skullpiercerRiflingData = aw.shallowCopy(baseData)&lt;br /&gt;
				skullpiercerRiflingData.head = stat.skullpiercer_rifling.damage_head_scale&lt;br /&gt;
				skullpiercerRiflingData.hopup = { &#039;skullpiercer_rifling&#039; }&lt;br /&gt;
				addData(dataset, skullpiercerRiflingData)&lt;br /&gt;
			end&lt;br /&gt;
				&lt;br /&gt;
			-- Hammerpoint Rounds (P2020)&lt;br /&gt;
			if (__debug or Hopup.hammerpoint_rounds.enabled) and type(stat.hammerpoint_rounds) == &#039;table&#039; and aw.isNumberAndGreaterThanX(stat.hammerpoint_rounds.damage_unshielded_scale, 1) then&lt;br /&gt;
				local hammerpointRoundsData  = aw.shallowCopy(baseData)&lt;br /&gt;
				hammerpointRoundsData.damage = math.floor(stat.hammerpoint_rounds.damage_unshielded_scale * baseDamage)&lt;br /&gt;
				hammerpointRoundsData.hopup  = { &#039;hammerpoint_rounds&#039; }&lt;br /&gt;
				addData(dataset, hammerpointRoundsData)&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			-- Disruptor Rounds&lt;br /&gt;
			if (__debug or Hopup.disruptor_rounds.enabled or special) and type(stat.disruptor_rounds) == &#039;table&#039; and aw.isNumberAndGreaterThanX(stat.disruptor_rounds.damage_shield_scale, 1) then&lt;br /&gt;
				local disruptorRoundsData = aw.shallowCopy(baseData)&lt;br /&gt;
				disruptorRoundsData.hopup = { &#039;disruptor_rounds&#039; }&lt;br /&gt;
				addData(dataset, disruptorRoundsData, function(val)&lt;br /&gt;
					return apex.calcDisruptorDamage(val, stat.disruptor_rounds.damage_shield_scale)&lt;br /&gt;
				end)&lt;br /&gt;
			end&lt;br /&gt;
				&lt;br /&gt;
			-- Anvil Receiver&lt;br /&gt;
			if (__debug or Hopup.anvil_receiver.enabled) and type(stat.anvil_receiver) == &#039;table&#039; and aw.isNumberAndGreaterThanX(stat.anvil_receiver.damage.base, baseDamage) then&lt;br /&gt;
				local anvilReceiverData = aw.shallowCopy(baseData)&lt;br /&gt;
				anvilReceiverData.damage = stat.anvil_receiver.damage.base&lt;br /&gt;
				if stat.anvil_receiver.damage_head_scale then&lt;br /&gt;
					anvilReceiverData.head = stat.anvil_receiver.damage_head_scale&lt;br /&gt;
				end&lt;br /&gt;
				anvilReceiverData.hopup = { &#039;anvil_receiver&#039; }&lt;br /&gt;
				if stat.anvil_receiver.damage_legs_scale then&lt;br /&gt;
					anvilReceiverData.legs = stat.anvil_receiver.damage_legs_scale&lt;br /&gt;
				end&lt;br /&gt;
				addData(dataset, anvilReceiverData)&lt;br /&gt;
			end&lt;br /&gt;
				&lt;br /&gt;
			-- Shatter Caps&lt;br /&gt;
			if (__debug or Hopup.shatter_caps.enabled) and type(stat.shatter_caps) == &#039;table&#039; and aw.isNumberAndGreaterThanX(stat.shatter_caps.damage.base, 1) and aw.isNumberAndGreaterThanX(stat.shatter_caps.pellet, 1) then&lt;br /&gt;
				if aw.isNumberAndGreaterThanX(stat.shatter_caps.damage.charged, stat.shatter_caps.damage.base) then&lt;br /&gt;
					for p = 1, stat.shatter_caps.pellet do&lt;br /&gt;
						local shatterCapsMinChargeData = aw.shallowCopy(baseData)&lt;br /&gt;
						shatterCapsMinChargeData.damage = stat.shatter_caps.damage.base&lt;br /&gt;
						if stat.shatter_caps.damage_head_scale then&lt;br /&gt;
							shatterCapsMinChargeData.head = stat.shatter_caps.damage_head_scale&lt;br /&gt;
						end&lt;br /&gt;
						shatterCapsMinChargeData.hopup = { &#039;shatter_caps&#039; }&lt;br /&gt;
						if stat.shatter_caps.damage_legs_scale then&lt;br /&gt;
							shatterCapsMinChargeData.legs = stat.shatter_caps.damage_legs_scale&lt;br /&gt;
						end&lt;br /&gt;
						shatterCapsMinChargeData.option = string.format(res.mixins, res.mincharge, aw.getQuantityString(res.pellets, p))&lt;br /&gt;
						shatterCapsMinChargeData.pellets = p&lt;br /&gt;
						addData(dataset, shatterCapsMinChargeData)&lt;br /&gt;
						&lt;br /&gt;
						local shatterCapsMaxChargeData  = aw.shallowCopy(shatterCapsMinChargeData)&lt;br /&gt;
						shatterCapsMaxChargeData.damage = stat.shatter_caps.damage.charged&lt;br /&gt;
						if stat.shatter_caps.damage.headshot_charged then&lt;br /&gt;
							shatterCapsMaxChargeData.head = stat.shatter_caps.damage.headshot_charged&lt;br /&gt;
						end&lt;br /&gt;
						if stat.shatter_caps.damage.legshot_charged then&lt;br /&gt;
							shatterCapsMaxChargeData.legs = stat.shatter_caps.damage.legshot_charged&lt;br /&gt;
						end&lt;br /&gt;
						shatterCapsMaxChargeData.option = string.format(res.mixins, res.maxcharge, aw.getQuantityString(res.pellets, p))&lt;br /&gt;
						addData(dataset, shatterCapsMaxChargeData)&lt;br /&gt;
					end&lt;br /&gt;
				else&lt;br /&gt;
					for p = 1, stat.shatter_caps.pellet do&lt;br /&gt;
						local shatterCapsData  = aw.shallowCopy(baseData)&lt;br /&gt;
						shatterCapsData.damage = stat.shatter_caps.damage.base&lt;br /&gt;
						if stat.shatter_caps.damage_head_scale then&lt;br /&gt;
							shatterCapsData.head = stat.shatter_caps.damage_head_scale&lt;br /&gt;
						end&lt;br /&gt;
						shatterCapsData.hopup  = { &#039;shatter_caps&#039; }&lt;br /&gt;
						if stat.shatter_caps.damage_legs_scale then&lt;br /&gt;
							shatterCapsData.legs = stat.shatter_caps.damage_legs_scale&lt;br /&gt;
						end&lt;br /&gt;
						shatterCapsData.option = aw.getQuantityString(res.pellets, p)&lt;br /&gt;
						addData(dataset, shatterCapsData)&lt;br /&gt;
					end&lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	local metadata = {&lt;br /&gt;
		tableutil.RankCell.new(&#039;&#039;, &#039;bodyDamage&#039;, true),&lt;br /&gt;
		tableutil.AmmoCell.new(&#039;&#039;, &#039;ammoicon&#039;, {&lt;br /&gt;
			attributes  = { align = &#039;center&#039; },&lt;br /&gt;
			cellClass   = &#039;st-desktop&#039;,&lt;br /&gt;
			footerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			headerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			headerStyle = { width = &#039;36px&#039; },&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.WeaponNameCell.new(res.weaponname, &#039;name&#039;, {&lt;br /&gt;
			ammoIndex      = &#039;ammo&#039;,&lt;br /&gt;
			attributes     = { align = &#039;left&#039; },&lt;br /&gt;
			cellClass      = &#039;st-dashed-right st-mobile-none-right st-mobile-padding0-right&#039;,&lt;br /&gt;
			headerColspan  = 2,&lt;br /&gt;
			optionIndex    = &#039;option&#039;,&lt;br /&gt;
			shortnameIndex = &#039;shortname&#039;,&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.HopupCell.new(res.hopup, &#039;hopup&#039;, {&lt;br /&gt;
			attributes     = { align = &#039;left&#039; },&lt;br /&gt;
			cellClass      = &#039;st-mobile-padding0-both&#039;,&lt;br /&gt;
			headerColspan  = 0,&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.ValueCell.new(res.legsshot, &#039;legsDamage&#039;, {&lt;br /&gt;
			cellClass   = &#039;st-desktop&#039;,&lt;br /&gt;
			footerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			headerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			headerStyle = {&lt;br /&gt;
				[&#039;min-width&#039;] = &#039;50px&#039;,&lt;br /&gt;
				[&#039;max-width&#039;] = &#039;4em&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.LineValueCell.new(res.bodyshot, &#039;bodyDamage&#039;, {&lt;br /&gt;
			startIndex    = &#039;legsDamage&#039;,&lt;br /&gt;
			endIndex      = &#039;lvl1Damage&#039;,&lt;br /&gt;
			subStartIndex = &#039;flLgDamage&#039;,&lt;br /&gt;
			subEndIndex   = &#039;lvl1Damage&#039;,&lt;br /&gt;
			cellClass     = &#039;st-mobile-graph st-mobile-medium st-mobile-textshadow&#039;,&lt;br /&gt;
			footerClass   = &#039;st-mobile-axis&#039;,&lt;br /&gt;
			headerStyle   = {&lt;br /&gt;
				[&#039;min-width&#039;] = &#039;50px&#039;,&lt;br /&gt;
				[&#039;max-width&#039;] = &#039;4em&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			itemName      = res.normal,&lt;br /&gt;
			subItemName   = res.fortified,&lt;br /&gt;
			maximumValue  = 150,&lt;br /&gt;
			preferredGridCount = 3,&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.ValueCell.new(res.headlvl3, &#039;lvl3Damage&#039;, {&lt;br /&gt;
			cellClass   = &#039;st-desktop&#039;,&lt;br /&gt;
			footerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			headerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			headerStyle = {&lt;br /&gt;
				[&#039;min-width&#039;] = &#039;50px&#039;,&lt;br /&gt;
				[&#039;max-width&#039;] = &#039;4em&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.ValueCell.new(res.headlvl2, &#039;lvl2Damage&#039;, {&lt;br /&gt;
			cellClass   = &#039;st-desktop&#039;,&lt;br /&gt;
			footerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			headerClass = &#039;st-desktop&#039;,&lt;br /&gt;
			headerStyle = {&lt;br /&gt;
				[&#039;min-width&#039;] = &#039;50px&#039;,&lt;br /&gt;
				[&#039;max-width&#039;] = &#039;4em&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.ValueCell.new(res.headlvl1, &#039;lvl1Damage&#039;, {&lt;br /&gt;
			cellClass   = &#039;st-mobile-last&#039;,&lt;br /&gt;
			footerClass = &#039;st-mobile-last&#039;,&lt;br /&gt;
			headerClass = &#039;st-mobile-last&#039;,&lt;br /&gt;
			headerStyle = {&lt;br /&gt;
				[&#039;min-width&#039;] = &#039;50px&#039;,&lt;br /&gt;
				[&#039;max-width&#039;] = &#039;4em&#039;,&lt;br /&gt;
			},&lt;br /&gt;
		}),&lt;br /&gt;
		tableutil.LineCell.new(res.graph, &#039;bodyDamage&#039;, {&lt;br /&gt;
			startIndex    = &#039;legsDamage&#039;,&lt;br /&gt;
			endIndex      = &#039;lvl1Damage&#039;,&lt;br /&gt;
			subStartIndex = &#039;flLgDamage&#039;,&lt;br /&gt;
			subEndIndex   = &#039;lvl1Damage&#039;,&lt;br /&gt;
			cellClass     = &#039;st-desktop st-desktop-graph&#039;,&lt;br /&gt;
			footerClass   = &#039;st-desktop&#039;,&lt;br /&gt;
			headerClass   = &#039;st-desktop&#039;,&lt;br /&gt;
			headerStyle   = {&lt;br /&gt;
				[&#039;min-width&#039;] = &#039;200px&#039;,&lt;br /&gt;
			},&lt;br /&gt;
			hoverEnabled  = true,&lt;br /&gt;
			itemName      = res.normal,&lt;br /&gt;
			subItemName   = res.fortified,&lt;br /&gt;
			maximumValue  = 200,&lt;br /&gt;
		}),&lt;br /&gt;
	}&lt;br /&gt;
	local node = tableutil.createTable(dataset, metadata)&lt;br /&gt;
	return tostring(node)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.main(frame)&lt;br /&gt;
	if not getArgs then&lt;br /&gt;
		getArgs = require(&#039;Module:Arguments&#039;).getArgs&lt;br /&gt;
	end&lt;br /&gt;
	args = getArgs(frame)&lt;br /&gt;
	&lt;br /&gt;
	return p._main(args, false)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%86%E3%83%B3%E3%83%97%E3%83%AC%E3%83%BC%E3%83%88:Navbox/TTK&amp;diff=4389</id>
		<title>テンプレート:Navbox/TTK</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%86%E3%83%B3%E3%83%97%E3%83%AC%E3%83%BC%E3%83%88:Navbox/TTK&amp;diff=4389"/>
		<updated>2022-08-10T04:39:40Z</updated>

		<summary type="html">&lt;p&gt;Mntone: ハンテッド更新による変更&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;tpl-navbox&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;tpl-navbox-table tpl-navbox-table-containstitle noprint&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; class=&amp;quot;tpl-navbox-table-title&amp;quot; | キルタイム&lt;br /&gt;
|-&lt;br /&gt;
! 頭1点、以後胴&lt;br /&gt;
| class=&amp;quot;tpl-navbox-list&amp;quot; |&lt;br /&gt;
* [[ボディーシールド - レベル0に対する頭1点、以後胴でのキルタイム|ボディーシールド - レベル0]]&lt;br /&gt;
* {{Gear|進化式ボディーシールド|1|link=ボディーシールド - レベル1に対する頭1点、以後胴でのキルタイム}}&amp;amp;nbsp;[[ボディーシールド - レベル1に対する頭1点、以後胴でのキルタイム|{{Common|レベル1}}]]&lt;br /&gt;
* {{Gear|進化式ボディーシールド|2|link=ボディーシールド - レベル2に対する頭1点、以後胴でのキルタイム}}&amp;amp;nbsp;[[ボディーシールド - レベル2に対する頭1点、以後胴でのキルタイム|{{Rare|レベル2}}]]&lt;br /&gt;
* {{Gear|進化式ボディーシールド|3|link=ボディーシールド - レベル3または4に対する頭1点、以後胴でのキルタイム}}&amp;amp;nbsp;[[ボディーシールド - レベル3または4に対する頭1点、以後胴でのキルタイム|{{Epic|レベル3}}・{{Legendary|4}}]]&lt;br /&gt;
* {{Gear|進化式ボディーシールド|5|link=ボディーシールド - レベル5に対する頭1点、以後胴でのキルタイム}}&amp;amp;nbsp;[[ボディーシールド - レベル5に対する頭1点、以後胴でのキルタイム|{{Heirloom|レベル5}}]]&lt;br /&gt;
* {{Gear|ノックダウンシールド|4|link=ボディーシールドを装備したノックダウンシールド - レベル4蘇生に対する頭1点、以後胴でのキルタイム}}&amp;amp;nbsp;[[ボディーシールドを装備したノックダウンシールド - レベル4蘇生に対する頭1点、以後胴でのキルタイム|{{Legendary|金ノックダウンシールド蘇生}}]]&lt;br /&gt;
|-&lt;br /&gt;
! 全弾胴&lt;br /&gt;
| class=&amp;quot;tpl-navbox-list&amp;quot; |&lt;br /&gt;
* [[ボディーシールド - レベル0に対する全弾胴でのキルタイム|ボディーシールド - レベル0]]&lt;br /&gt;
* {{Gear|進化式ボディーシールド|1|link=ボディーシールド - レベル1に対する全弾胴でのキルタイム}}&amp;amp;nbsp;[[ボディーシールド - レベル1に対する全弾胴でのキルタイム|{{Common|レベル1}}]]&lt;br /&gt;
* {{Gear|進化式ボディーシールド|2|link=ボディーシールド - レベル2に対する全弾胴でのキルタイム}}&amp;amp;nbsp;[[ボディーシールド - レベル2に対する全弾胴でのキルタイム|{{Rare|レベル2}}]]&lt;br /&gt;
* {{Gear|進化式ボディーシールド|3|link=ボディーシールド - レベル3または4に対する全弾胴でのキルタイム}}&amp;amp;nbsp;[[ボディーシールド - レベル3または4に対する全弾胴でのキルタイム|{{Epic|レベル3}}・{{Legendary|4}}]]&lt;br /&gt;
* {{Gear|進化式ボディーシールド|5|link=ボディーシールド - レベル5に対する全弾胴でのキルタイム}}&amp;amp;nbsp;[[ボディーシールド - レベル5に対する全弾胴でのキルタイム|{{Heirloom|レベル5}}]]&lt;br /&gt;
* {{Gear|ノックダウンシールド|4|link=ボディーシールドを装備したノックダウンシールド - レベル4蘇生に対する全弾胴でのキルタイム}}&amp;amp;nbsp;[[ボディーシールドを装備したノックダウンシールド - レベル4蘇生に対する全弾胴でのキルタイム|{{Legendary|金ノックダウンシールド蘇生}}]]&lt;br /&gt;
|-&lt;br /&gt;
! ヒット率80%&lt;br /&gt;
| class=&amp;quot;tpl-navbox-list&amp;quot; |&lt;br /&gt;
* [[ボディーシールド - レベル0に対するヒット率80%でのキルタイム|ボディーシールド - レベル0]]&lt;br /&gt;
* {{Gear|進化式ボディーシールド|1|link=ボディーシールド - レベル1に対するヒット率80%でのキルタイム}}&amp;amp;nbsp;[[ボディーシールド - レベル1に対するヒット率80%でのキルタイム|{{Common|レベル1}}]]&lt;br /&gt;
* {{Gear|進化式ボディーシールド|2|link=ボディーシールド - レベル2に対するヒット率80%でのキルタイム}}&amp;amp;nbsp;[[ボディーシールド - レベル2に対するヒット率80%でのキルタイム|{{Rare|レベル2}}]]&lt;br /&gt;
* {{Gear|進化式ボディーシールド|3|link=ボディーシールド - レベル3または4に対するヒット率80%でのキルタイム}}&amp;amp;nbsp;[[ボディーシールド - レベル3または4に対するヒット率80%でのキルタイム|{{Epic|レベル3}}・{{Legendary|4}}]]&lt;br /&gt;
* {{Gear|進化式ボディーシールド|5|link=ボディーシールド - レベル5に対するヒット率80%でのキルタイム}}&amp;amp;nbsp;[[ボディーシールド - レベル5に対するヒット率80%でのキルタイム|{{Heirloom|レベル5}}]]&lt;br /&gt;
* {{Gear|ノックダウンシールド|4|link=ボディーシールドを装備したノックダウンシールド - レベル4蘇生に対するヒット率80%でのキルタイム}}&amp;amp;nbsp;[[ボディーシールドを装備したノックダウンシールド - レベル4蘇生に対するヒット率80%でのキルタイム|{{Legendary|金ノックダウンシールド蘇生}}]]&lt;br /&gt;
|-&lt;br /&gt;
! ヒット率60%&lt;br /&gt;
| class=&amp;quot;tpl-navbox-list&amp;quot; |&lt;br /&gt;
* [[ボディーシールド - レベル0に対するヒット率60%でのキルタイム|ボディーシールド - レベル0]]&lt;br /&gt;
* {{Gear|進化式ボディーシールド|1|link=ボディーシールド - レベル1に対するヒット率60%でのキルタイム}}&amp;amp;nbsp;[[ボディーシールド - レベル1に対するヒット率60%でのキルタイム|{{Common|レベル1}}]]&lt;br /&gt;
* {{Gear|進化式ボディーシールド|2|link=ボディーシールド - レベル2に対するヒット率60%でのキルタイム}}&amp;amp;nbsp;[[ボディーシールド - レベル2に対するヒット率60%でのキルタイム|{{Rare|レベル2}}]]&lt;br /&gt;
* {{Gear|進化式ボディーシールド|3|link=ボディーシールド - レベル3または4に対するヒット率60%でのキルタイム}}&amp;amp;nbsp;[[ボディーシールド - レベル3または4に対するヒット率60%でのキルタイム|{{Epic|レベル3}}・{{Legendary|4}}]]&lt;br /&gt;
* {{Gear|進化式ボディーシールド|5|link=ボディーシールド - レベル5に対するヒット率60%でのキルタイム}}&amp;amp;nbsp;[[ボディーシールド - レベル5に対するヒット率60%でのキルタイム|{{Heirloom|レベル5}}]]&lt;br /&gt;
* {{Gear|ノックダウンシールド|4|link=ボディーシールドを装備したノックダウンシールド - レベル4蘇生に対するヒット率60%でのキルタイム}}&amp;amp;nbsp;[[ボディーシールドを装備したノックダウンシールド - レベル4蘇生に対するヒット率60%でのキルタイム|{{Legendary|金ノックダウンシールド蘇生}}]]&lt;br /&gt;
|-&lt;br /&gt;
! ヒット率50%&lt;br /&gt;
| class=&amp;quot;tpl-navbox-list&amp;quot; |&lt;br /&gt;
* [[ボディーシールド - レベル0に対するヒット率50%でのキルタイム|ボディーシールド - レベル0]]&lt;br /&gt;
* {{Gear|進化式ボディーシールド|1|link=ボディーシールド - レベル1に対するヒット率50%でのキルタイム}}&amp;amp;nbsp;[[ボディーシールド - レベル1に対するヒット率50%でのキルタイム|{{Common|レベル1}}]]&lt;br /&gt;
* {{Gear|進化式ボディーシールド|2|link=ボディーシールド - レベル2に対するヒット率50%でのキルタイム}}&amp;amp;nbsp;[[ボディーシールド - レベル2に対するヒット率50%でのキルタイム|{{Rare|レベル2}}]]&lt;br /&gt;
* {{Gear|進化式ボディーシールド|3|link=ボディーシールド - レベル3または4に対するヒット率50%でのキルタイム}}&amp;amp;nbsp;[[ボディーシールド - レベル3または4に対するヒット率50%でのキルタイム|{{Epic|レベル3}}・{{Legendary|4}}]]&lt;br /&gt;
* {{Gear|進化式ボディーシールド|5|link=ボディーシールド - レベル5に対するヒット率50%でのキルタイム}}&amp;amp;nbsp;[[ボディーシールド - レベル5に対するヒット率50%でのキルタイム|{{Heirloom|レベル5}}]]&lt;br /&gt;
* {{Gear|ノックダウンシールド|4|link=ボディーシールドを装備したノックダウンシールド - レベル4蘇生に対するヒット率50%でのキルタイム}}&amp;amp;nbsp;[[ボディーシールドを装備したノックダウンシールド - レベル4蘇生に対するヒット率50%でのキルタイム|{{Legendary|金ノックダウンシールド蘇生}}]]&lt;br /&gt;
|-&lt;br /&gt;
! ヒット率40%&lt;br /&gt;
| class=&amp;quot;tpl-navbox-list&amp;quot; |&lt;br /&gt;
* [[ボディーシールド - レベル0に対するヒット率40%でのキルタイム|ボディーシールド - レベル0]]&lt;br /&gt;
* {{Gear|進化式ボディーシールド|1|link=ボディーシールド - レベル1に対するヒット率40%でのキルタイム}}&amp;amp;nbsp;[[ボディーシールド - レベル1に対するヒット率40%でのキルタイム|{{Common|レベル1}}]]&lt;br /&gt;
* {{Gear|進化式ボディーシールド|2|link=ボディーシールド - レベル2に対するヒット率40%でのキルタイム}}&amp;amp;nbsp;[[ボディーシールド - レベル2に対するヒット率40%でのキルタイム|{{Rare|レベル2}}]]&lt;br /&gt;
* {{Gear|進化式ボディーシールド|3|link=ボディーシールド - レベル3または4に対するヒット率40%でのキルタイム}}&amp;amp;nbsp;[[ボディーシールド - レベル3または4に対するヒット率40%でのキルタイム|{{Epic|レベル3}}・{{Legendary|4}}]]&lt;br /&gt;
* {{Gear|進化式ボディーシールド|5|link=ボディーシールド - レベル5に対するヒット率40%でのキルタイム}}&amp;amp;nbsp;[[ボディーシールド - レベル5に対するヒット率40%でのキルタイム|{{Heirloom|レベル5}}]]&lt;br /&gt;
* {{Gear|ノックダウンシールド|4|link=ボディーシールドを装備したノックダウンシールド - レベル4蘇生に対するヒット率40%でのキルタイム}}&amp;amp;nbsp;[[ボディーシールドを装備したノックダウンシールド - レベル4蘇生に対するヒット率40%でのキルタイム|{{Legendary|金ノックダウンシールド蘇生}}]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
	<entry>
		<id>https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%9C%E3%83%87%E3%82%A3%E3%83%BC%E3%82%B7%E3%83%BC%E3%83%AB%E3%83%89%E3%82%92%E8%A3%85%E5%82%99%E3%81%97%E3%81%9F%E3%83%8E%E3%83%83%E3%82%AF%E3%83%80%E3%82%A6%E3%83%B3%E3%82%B7%E3%83%BC%E3%83%AB%E3%83%89_-_%E3%83%AC%E3%83%99%E3%83%AB4%E8%98%87%E7%94%9F%E3%81%AB%E5%AF%BE%E3%81%99%E3%82%8B%E3%83%92%E3%83%83%E3%83%88%E7%8E%8740%25%E3%81%A7%E3%81%AE%E3%82%AD%E3%83%AB%E3%82%BF%E3%82%A4%E3%83%A0&amp;diff=4388</id>
		<title>ボディーシールドを装備したノックダウンシールド - レベル4蘇生に対するヒット率40%でのキルタイム</title>
		<link rel="alternate" type="text/html" href="https://mntone.minibird.jp/apexwiki/index.php?title=%E3%83%9C%E3%83%87%E3%82%A3%E3%83%BC%E3%82%B7%E3%83%BC%E3%83%AB%E3%83%89%E3%82%92%E8%A3%85%E5%82%99%E3%81%97%E3%81%9F%E3%83%8E%E3%83%83%E3%82%AF%E3%83%80%E3%82%A6%E3%83%B3%E3%82%B7%E3%83%BC%E3%83%AB%E3%83%89_-_%E3%83%AC%E3%83%99%E3%83%AB4%E8%98%87%E7%94%9F%E3%81%AB%E5%AF%BE%E3%81%99%E3%82%8B%E3%83%92%E3%83%83%E3%83%88%E7%8E%8740%25%E3%81%A7%E3%81%AE%E3%82%AD%E3%83%AB%E3%82%BF%E3%82%A4%E3%83%A0&amp;diff=4388"/>
		<updated>2022-08-10T04:39:31Z</updated>

		<summary type="html">&lt;p&gt;Mntone: Mntone がページ「ボディーシールドを装備したバックパック - レベル4蘇生に対するヒット率40%でのキルタイム」を「ボディーシールドを装備したノックダウンシールド - レベル4蘇生に対するヒット率40%でのキルタイム」に、リダイレクトを残さずに移動しました: ハンテッド更新による変更&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ヒットパターンは「空・空・胴・空・胴」&lt;br /&gt;
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{{#invoke:MultipleStatTable|bytimetokill|health=70|shield=50|loopPattern=SSBSB}}&lt;br /&gt;
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&lt;br /&gt;
[[Category:キルタイム]]&lt;/div&gt;</summary>
		<author><name>Mntone</name></author>
	</entry>
</feed>