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local cfg = {} -- Translations cfg.i18n = {} cfg.i18n.classes = { melee_weapon = 'Melee Weapon', long_gun = 'Long Gun', handgun = 'Handgun', helmet = 'Helmet', body_armor = 'Body Armor', leg_armor = 'Leg Armor', glove_armor = 'Glove Armor', ring = 'Ring', amulet = 'Amulet', mutator = 'Mutator', concoction = 'Concoction', curative = 'Curative', consumable = 'Consumable', grenade = 'Grenade', quest_item = 'Quest Item', material = 'Material', crafting_material = 'Crafting Material', weapon_mod = 'Weapon Mod', relic = 'Relic' } cfg.i18n.labels = { damage = 'Damage', rps = 'RPS', magazine = 'Magazine', armor = 'Armor', weight = 'Weight', accuracy = 'Accuracy', ideal = 'Ideal Range', falloff = 'Falloff Range', ammo = 'Max Ammo', crit = 'Critical Hit Chance', weakspot = 'Weak Spot Damage Bonus', stagger = 'Stagger Modifier' } cfg.i18n.tooltips = { accuracy = "Loosely reflect the weapon's reticle size, though has no meaningful effect on weapon firing behavior. It is the only stat that cannot be altered by external modifiers.", bleed_res = 'Bleed Resistance', fire_res = 'Fire Resistance', shock_res = 'Shock Resistance', corrosive_res = 'Corrosive Resistance', blight_res = 'Blight Resistance' } cfg.i18n.units = { meters = 'm' } cfg.i18n.cats = { melee_weapon = { 'Melee weapons', 'Weapons', 'Equipment' }, long_gun = { 'Long guns', 'Ranged weapons', 'Weapons', 'Equipment' }, handgun = { 'Handguns', 'Ranged weapons', 'Weapons', 'Equipment' }, helmet = { 'Helmets', 'Armor', 'Equipment' }, body_armor = { 'Body armor', 'Armor', 'Equipment' }, leg_armor = { 'Leg armor', 'Armor', 'Equipment' }, glove_armor = { 'Glove armor', 'Armor', 'Equipment' }, ring = { 'Rings', 'Trinkets', 'Equipment' }, amulet = { 'Amulets', 'Trinkets', 'Equipment' }, mutator = { 'Mutators', 'Modifiers' }, concoction = { 'Concoctions', 'Consumables' }, curative = { 'Curatives', 'Consumables' }, consumable = { 'Consumables' }, grenade = { 'Grenades' }, quest_item = { 'Quest items' }, material = { 'Materials' }, crafting_material = { 'Crafting materials' }, weapon_mod = { 'Weapon mods', 'Modifiers' }, relic = { 'Relics' } } cfg.default_tables = { items = { params = { 'name', 'class_id', 'description', 'html', 'version_added', 'require_dlc', 'tags', 'acquisition_tags' } } } cfg.class_tables = { melee_weapons = { ids = { ['melee_weapon'] = true }, params = { 'damage', 'crit', 'weakspot', 'stagger', 'attached_mod' } }, guns = { ids = { ['long_gun'] = true, ['handgun'] = true }, params = { 'damage', 'rps', 'magazine', 'accuracy', 'ideal', 'falloff', 'ammo', 'crit', 'weakspot', 'stagger', 'attached_mod'} }, armor = { ids = { ['helmet'] = true, ['body_armor'] = true, ['leg_armor'] = true, ['glove_armor'] = true }, params = { 'armor', 'weight', 'bleed_res', 'fire_res', 'shock_res', 'corrosive_res', 'blight_res', 'armor_set' } }, weapon_mods = { ids = { ['weapon_mod'] = true }, params = { 'mod_power_requirement', 'charges', 'is_attached' } }, mutators = { ids = { ['mutator'] = true }, params = { 'max_level_description', 'type' } } } return cfg
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