本帖最后由 smile417 于 2025-12-3 10:20 编辑
转自n网:https://www.nexusmods.com/dyinglightthebeast/mods/587
This mod will make you overpowered and swimming in loot.
这个模组会让你变得过强,战利品多得不行。
One of my favorite things to do after a long day of work is to come home, sit down, and just smash zombies for an hour or so. The loot they drop can be pretty boring though... that is of course intended by Techland, because if they could drop anything then you could get some pretty OP stuff from relatively easy content. But you know what? I don't care, give me that sweet loot from just smashing regular biters.
我最喜欢做的事情之一,就是回家后坐下来,打僵尸一个小时左右。不过他们掉落的战利品其实挺无聊的......这当然是 Techland 的本意,因为如果他们能掉任何东西,你就能从相对简单的内容中获得一些非常强劲的东西。但你知道吗?我不在乎,给我那种打普通咬人怪的甜美战利品。
Enter this mod - prepare to be overflowing with items. It's OP. It's a little ridiculous. But I think it makes killing biters more exciting.
进入这个模组——准备好装备满溢吧。太强了。有点荒谬。但我觉得这让杀死咬人者更刺激。
This mod does a few things:
这个模组做了几件事:
1) The main bread-and-butter change here is that all regular biters (and most human enemies) can now drop most items in the game - crafting materials, valuables, consumables, throwables, and ammo. Higher rarity items have a lower chance to drop, but you'll still end up with an overflowing inventory from the regular biters. If you don't want to play the game that way, then please do not use this mod. I'll include a list of all items that can drop below.
1)这里的主要变化是所有普通咬人者(以及大多数人类敌人)现在可以掉落游戏中的大部分物品——制作材料、贵重物品、消耗品、投掷物和弹药。高稀有度物品掉落概率较低,但你仍然会因为普通咬人者而获得溢出的背包。如果你不想用这种方式玩游戏,那请不要使用这个模组。我会在下面列出所有可以掉落的物品。
2) The other main change this mod makes is to your character's inventory. How could you handle all these crazy drops if you didn't have space for all of them? This mod will give you 500 slots for weapons, 500 slots for consumables, 500 slots for throwables, and 100 slots for ammo. It will also increase the stack size to 999999 for all items other than weapons and gear, so that you can loot all the zombies to your heart's content without needing to take up more inventory slots with additional item stacks.
2)这个模组带来的另一个主要变化是角色的背包。如果没有空间放下这些疯狂的掉落,你怎么能应付?这个模组会给你500个武器槽,500个消耗品槽,500个槽子装投掷物,100槽装弹药。它还会将除武器和装备外的所有物品堆叠数量增加到999999,这样你可以尽情掠夺所有僵尸,而无需用额外的物品堆占据更多库存格子。
3) A smaller but still significant change is that almost every single chance of getting "nothing" or "empty" when you loot something is now gone. Almost. That means for both enemies, and loot containers. Should be much more loot overall. (I like loot, if you couldn't tell)
3)一个小但仍然重要的变化是,几乎所有在你掠夺物品时获得“零”或“空”的概率都消失了。几乎。这意味着敌人和战利品容器都一样。整体上应该会有更多的战利品。(如果你还没看出来,我喜欢战利品)
I don't plan on keeping this mod updated in the future, just figured I'd share it with the community. Please feel free to copy it, modify it, re-upload it, I don't give a rat's.
我不打算以后继续更新这个模组,只是想和社区分享一下。请随意复制、修改、重新上传,我一点也不在乎。
Here's the list of all items that can now drop from regular biters and most humans:
以下是所有现在可以从普通咬人者和大多数人类身上掉落的物品列表:
ItemCount("Cash_Cash", 2, 5, 6.0);
ItemCount(“Cash_Cash”,2,5,6.0);
Item("Throwable_Coin", 0.5);
Item(“Throwable_Coin”,0.5);
Item("LockpickItem_FT", 0.3);
Item(“LockpickItem_FT”,0.3);
Item("DLC_FT_Military_Card", 0.1);
Item(“DLC_FT_Military_Card”,0.1);
ItemCount("Craft_Scrap", 2, 6, 6.0);
ItemCount(“Craft_Scrap”,2,6,6.0);
ItemCount("Craft_Rags", 1, 1, 2.0);
ItemCount(“Craft_Rags”,1,1,2.0);
ItemCount("Craft_Wiring", 1, 2, 2.0);
ItemCount(“Craft_Wiring”,1,2,2.0);
ItemCount("Craft_Container", 1, 2, 2.0);
ItemCount(“Craft_Container”,1,2,2.0);
ItemCount("Craft_Resin", 1, 2, 2.0);
ItemCount(“Craft_Resin”,1,2,2.0);
Item("Craft_Weights", 0.5);
Item(“Craft_Weights”,0.5);
Item("Craft_Blades", 0.5);
Item(“Craft_Blades”,0.5);
Item("Craft_Electrical_Parts", 0.5);
Item(“Craft_Electrical_Parts”,0.5);
Item("Craft_Pigments", 0.5);
Item(“Craft_Pigments”,0.5);
Item("Craft_Feathers", 0.5);
Item(“Craft_Feathers”,0.5);
Item("Craft_Alcohol", 0.5);
Item(“Craft_Alcohol”,0.5);
Item("Craft_Leather", 0.5);
Item(“Craft_Leather”,0.5);
Item("Craft_Oxidizer", 0.4);
Item(“Craft_Oxidizer”,0.4);
Item("Craft_Cleaning_Supplies", 0.4);
Item(“Craft_Cleaning_Supplies”,0.4);
Item("Craft_Battery", 0.4);
Item(“Craft_Battery”,0.4);
Item("Craft_Fuel_Can_FT", 0.3);
Item(“Craft_Fuel_Can_FT”,0.3);
Item("Craft_Firearm_Scrap_FT", 0.3);
Item(“Craft_Firearm_Scrap_FT”,0.3);
Item("Plant_Lavender", 0.5);
Item(“Plant_Lavender”,0.5);
Item("Plant_Chamomile", 0.5);
Item(“Plant_Chamomile”,0.5);
Item("Plant_Honey", 0.5);
Item(“Plant_Honey”,0.5);
Item("Plant_Cordyceps", 0.4);
Item(“Plant_Cordyceps”,0.4);
Item("Plant_Poppy", 0.4);
Item(“Plant_Poppy”,0.4);
Item("Valuable_Toilet_Paper", 0.5);
Item(“Valuable_Toilet_Paper”,0.5);
Item("Valuable_Soaps", 0.5);
Item(“Valuable_Soaps”,0.5);
Item("Valuable_Aspirin", 0.5);
Item(“Valuable_Aspirin”,0.5);
Item("Valuable_Dried_Fruit", 0.5);
Item(“Valuable_Dried_Fruit”,0.5);
Item("Valuable_Cigarettes", 0.5);
Item(“Valuable_Cigarettes”,0.5);
Item("Valuable_Rice", 0.5);
Item(“Valuable_Rice”,0.5);
Item("Valuable_Jewelry", 0.4);
Item(“Valuable_Jewelry”,0.4);
Item("Valuable_Antidepressants", 0.4);
Item(“Valuable_Antidepressants”,0.4);
Item("Valuable_Wristwatch", 0.4);
Item(“Valuable_Wristwatch”,0.4);
Item("Valuable_Vodka", 0.4);
Item(“Valuable_Vodka”,0.4);
Item("Valuable_Tools", 0.4);
Item(“Valuable_Tools”,0.4);
Item("Valuable_Canned_Food", 0.4);
Item(“Valuable_Canned_Food”,0.4);
Item("Valuable_Perfume", 0.3);
Item(“Valuable_Perfume”,0.3);
Item("Valuable_Whiskey", 0.3);
Item(“Valuable_Whiskey”,0.3);
Item("Valuable_MRE_Rations", 0.3);
Item(“Valuable_MRE_Rations”,0.3);
Item("Valuable_Morphine", 0.2);
Item(“Valuable_Morphine”,0.2);
Item("Valuable_Smartphone", 0.2);
Item(“Valuable_Smartphone”,0.2);
Item("Valuable_Wine", 0.2);
Item(“Valuable_Wine”,0.2);
Item("Throwable_ThrowingKnifeBleeding_FT_T1", 0.4);
Item(“Throwable_ThrowingKnifeBleeding_FT_T1”,0.4);
Item("Throwable_ThrowingKnifeBleeding_FT_T2", 0.3);
Item(“Throwable_ThrowingKnifeBleeding_FT_T2”,0.3);
Item("Throwable_ThrowingKnifeBleeding_FT_T3", 0.2);
Item(“Throwable_ThrowingKnifeBleeding_FT_T3”,0.2);
Item("Throwable_ThrowingKnifeBleeding_FT_T4", 0.1);
Item(“Throwable_ThrowingKnifeBleeding_FT_T4”,0.1);
Item("Throwable_ExplodingKnife_FT_T1", 0.4);
Item(“Throwable_ExplodingKnife_FT_T1”,0.4);
Item("Throwable_ExplodingKnife_FT_T2", 0.3);
Item(“Throwable_ExplodingKnife_FT_T2”,0.3);
Item("Throwable_ExplodingKnife_FT_T3", 0.2);
Item(“Throwable_ExplodingKnife_FT_T3”,0.2);
Item("Throwable_ExplodingKnife_FT_T4", 0.1);
Item(“Throwable_ExplodingKnife_FT_T4”,0.1);
Item("Throwable_ThrowingKnifeShock_FT_T1", 0.4);
Item(“Throwable_ThrowingKnifeShock_FT_T1”,0.4);
Item("Throwable_ThrowingKnifeShock_FT_T2", 0.3);
Item(“Throwable_ThrowingKnifeShock_FT_T2”,0.3);
Item("Throwable_ThrowingKnifeShock_FT_T3", 0.2);
Item(“Throwable_ThrowingKnifeShock_FT_T3”,0.2);
Item("Throwable_ThrowingKnifeShock_FT_T4", 0.1);
Item(“Throwable_ThrowingKnifeShock_FT_T4”,0.1);
Item("Throwable_ThrowingKnife_FT_T1", 0.5);
Item(“Throwable_ThrowingKnife_FT_T1,0.5);
Item("Throwable_ThrowingKnife_FT_T1", 0.4);
Item(“Throwable_ThrowingKnife_FT_T1”,0.4);
Item("Throwable_ThrowingKnife_FT_T1", 0.3);
Item(“Throwable_ThrowingKnife_FT_T1”,0.3);
Item("Throwable_ThrowingKnife_FT_T1", 0.2);
Item(“Throwable_ThrowingKnife_FT_T1”,0.2);
Item("Throwable_Molotov_FT_T1", 0.4);
Item(“Throwable_Molotov_FT_T1”,0.4);
Item("Throwable_Molotov_FT_T2", 0.3);
Item(“Throwable_Molotov_FT_T2”,0.3);
Item("Throwable_Molotov_FT_T3", 0.2);
Item(“Throwable_Molotov_FT_T3”,0.2);
Item("Throwable_Molotov_FT_T4", 0.1);
Item(“Throwable_Molotov_FT_T4”,0.1);
Item("Throwable_TearGas_FT_T1", 0.4);
Item(“Throwable_TearGas_FT_T1”,0.4);
Item("Throwable_TearGas_FT_T2", 0.3);
Item(“Throwable_TearGas_FT_T2”,0.3);
Item("Throwable_TearGas_FT_T3", 0.2);
Item(“Throwable_TearGas_FT_T3”,0.2);
Item("Throwable_TearGas_FT_T4", 0.1);
Item(“Throwable_TearGas_FT_T4”,0.1);
Item("Throwable_Decoy_FT_T1", 0.4);
Item(“Throwable_Decoy_FT_T1”,0.4);
Item("Throwable_Decoy_Boombox_FT", 0.3);
Item(“Throwable_Decoy_Boombox_FT”,0.3);
Item("Remote_Explosive_FT_T1", 0.4);
Item(“Remote_Explosive_FT_T1”,0.4);
Item("Remote_Explosive_FT_T2", 0.3);
Item(“Remote_Explosive_FT_T2”,0.3);
Item("Remote_Explosive_FT_T3", 0.2);
Item(“Remote_Explosive_FT_T3”,0.2);
Item("Remote_Explosive_FT_T4", 0.1);
Item(“Remote_Explosive_FT_T4”,0.1);
Item("Mine_Explosive_FT_T1", 0.4);
Item(“Mine_Explosive_FT_T1”,0.4);
Item("Mine_Explosive_FT_T2", 0.3);
Item(“Mine_Explosive_FT_T2”,0.3);
Item("Mine_Explosive_FT_T3", 0.2);
Item(“Mine_Explosive_FT_T3”,0.2);
Item("Mine_Explosive_FT_T4", 0.1);
Item(“Mine_Explosive_FT_T4”,0.1);
Item("Mine_Shrapnell_FT_T1", 0.4);
Item(“Mine_Shrapnell_FT_T1”,0.4);
Item("Mine_Shrapnell_FT_T2", 0.3);
Item(“Mine_Shrapnell_FT_T2”,0.3);
Item("Mine_Shrapnell_FT_T3", 0.2);
Item(“Mine_Shrapnell_FT_T3”,0.2);
Item("Mine_Shrapnell_FT_T4", 0.1);
Item(“Mine_Shrapnell_FT_T4”,0.1);
Item("Mine_Electric_FT_T1", 0.4);
Item(“Mine_Electric_FT_T1”,0.4);
Item("Mine_Electric_FT_T1", 0.3);
Item(“Mine_Electric_FT_T1”,0.3);
Item("Mine_Electric_FT_T1", 0.2);
Item(“Mine_Electric_FT_T1”,0.2);
Item("Mine_Electric_FT_T1", 0.1);
Item(“Mine_Electric_FT_T1”,0.1);
Item("Throwable_ExplosiveGrenade_FT_T1", 0.4);
Item(“Throwable_ExplosiveGrenade_FT_T1”,0.4);
Item("Throwable_ExplosiveGrenade_FT_T2", 0.3);
Item(“Throwable_ExplosiveGrenade_FT_T2”,0.3);
Item("Throwable_ExplosiveGrenade_FT_T3", 0.2);
Item(“Throwable_ExplosiveGrenade_FT_T3”,0.2);
Item("Throwable_ExplosiveGrenade_FT_T4", 0.1);
Item(“Throwable_ExplosiveGrenade_FT_T4”,0.1);
Item("Throwable_PipeBomb_FT_T1", 0.4);
Item(“Throwable_PipeBomb_FT_T1”,0.4);
Item("Throwable_PipeBomb_FT_T2", 0.3);
Item(“Throwable_PipeBomb_FT_T2”,0.3);
Item("Throwable_PipeBomb_FT_T3", 0.2);
Item(“Throwable_PipeBomb_FT_T3”,0.2);
Item("Throwable_PipeBomb_FT_T4", 0.1);
Item(“Throwable_PipeBomb_FT_T4”,0.1);
Item("Throwable_Flashbang_FT_T1", 0.4);
Item(“Throwable_Flashbang_FT_T1”,0.4);
Item("Throwable_Flashbang_FT_T2", 0.3);
Item(“Throwable_Flashbang_FT_T2”,0.3);
Item("Throwable_Flashbang_FT_T3", 0.2);
Item(“Throwable_Flashbang_FT_T3”,0.2);
Item("Throwable_Flashbang_FT_T4", 0.1);
Item(“Throwable_Flashbang_FT_T4”,0.1);
Item("UV_Flare_FT", 0.2);
Item(“UV_Flare_FT”,0.2);
Item("Medkit_Large_FT", 0.2);
Item(“Medkit_Large_FT”,0.2);
Item("Medkit_Small_FT_T1", 0.4);
Item(“Medkit_Small_FT_T1”,0.4);
Item("Medkit_Small_FT_T2", 0.3);
Item(“Medkit_Small_FT_T2”,0.3);
Item("Medkit_Small_FT_T3", 0.2);
Item(“Medkit_Small_FT_T3”,0.2);
Item("Medkit_Small_FT_T4", 0.1);
Item(“Medkit_Small_FT_T4”,0.1);
Item("Potion_HealthRegeneration_FT_T1", 0.4);
Item(“Potion_HealthRegeneration_FT_T1”,0.4);
Item("Potion_HealthRegeneration_FT_T2", 0.3);
Item(“Potion_HealthRegeneration_FT_T2”,0.3);
Item("Potion_HealthRegeneration_FT_T3", 0.2);
Item(“Potion_HealthRegeneration_FT_T3”,0.2);
Item("Potion_HealthRegeneration_FT_T4", 0.1);
Item(“Potion_HealthRegeneration_FT_T4”,0.1);
Item("Potion_DamageReduction_FT_T1", 0.4);
Item(“Potion_DamageReduction_FT_T1”,0.4);
Item("Potion_DamageReduction_FT_T2", 0.3);
Item(“Potion_DamageReduction_FT_T2”,0.3);
Item("Potion_DamageReduction_FT_T3", 0.2);
Item(“Potion_DamageReduction_FT_T3”,0.2);
Item("Potion_DamageReduction_FT_T4", 0.1);
Item(“Potion_DamageReduction_FT_T4”,0.1);
Item("Potion_StaminaUpgrade_FT_T1", 0.4);
Item(“Potion_StaminaUpgrade_FT_T1”,0.4);
Item("Potion_StaminaUpgrade_FT_T2", 0.3);
Item(“Potion_StaminaUpgrade_FT_T2”,0.3);
Item("Potion_StaminaUpgrade_FT_T3", 0.2);
Item(“Potion_StaminaUpgrade_FT_T3”,0.2);
Item("Potion_StaminaUpgrade_FT_T4", 0.1);
Item(“Potion_StaminaUpgrade_FT_T4”,0.1);
Item("Potion_DamageDealtIncrease_FT_T1", 0.4);
Item(“Potion_DamageDealtIncrease_FT_T1”,0.4);
Item("Potion_DamageDealtIncrease_FT_T2", 0.3);
Item(“Potion_DamageDealtIncrease_FT_T2”,0.3);
Item("Potion_DamageDealtIncrease_FT_T3", 0.2);
Item(“Potion_DamageDealtIncrease_FT_T3”,0.2);
Item("Potion_DamageDealtIncrease_FT_T4", 0.1);
Item(“Potion_DamageDealtIncrease_FT_T4”,0.1);
Item("EnergyBars_FT", 0.4);
Item(“EnergyBars_FT”,0.4);
Item("HoneyBar_FT", 0.4);
Item(“HoneyBar_FT”,0.4);
Item("Chocolate_FT", 0.4);
Item(“Chocolate_FT”,0.4);
Item("Cookies_FT", 0.4); Item(“Cookies_FT”,0.4);
Item("Cookie_FT", 0.4); Item(“Cookie_FT”,0.4);
Item("Gingersnap_FT", 0.4);
Item(“Gingersnap_FT”,0.4);
Item("Halva_FT", 0.4); Item(“Halva_FT”,0.4);
Item("DriedMeats_FT", 0.4);
Item(“DriedMeats_FT”,0.4);
Item("BaconStrips_FT", 0.4);
Item(“BaconStrips_FT”,0.4);
Item("Jerky_FT", 0.4); Item(“Jerky_FT”,0.4);
Item("Kabanosy_FT", 0.4);
Item(“Kabanosy_FT”,0.4);
Item("Drinks_FT", 0.4); Item(“Drinks_FT”,0.4);
Item("EnergyDrink_FT", 0.4);
Item(“EnergyDrink_FT”,0.4);
Item("Soda_FT", 0.4); Item(“Soda_FT”,0.4);
Item("Water_FT", 0.4); Item(“Water_FT”,0.4);
Item("DriedFoods_FT", 0.4);
Item(“DriedFoods_FT”,0.4);
Item("DriedFruit_FT", 0.4);
Item(“DriedFruit_FT”,0.4);
Item("Nuts_FT", 0.4); Item(“Nuts_FT”,0.4);
Item("TrailMix_FT", 0.4);
Item(“TrailMix_FT”,0.4);
ItemCount("Ammo_Arrow", 1, 3, 0.5);
ItemCount(“Ammo_Arrow”,1,3,0.5);
ItemCount("Ammo_Arrow_Shock", 1, 1, 0.3);
ItemCount(“Ammo_Arrow_Shock”,1,1,0.3);
ItemCount("Ammo_Arrow_Fire", 1, 1, 0.3);
ItemCount(“Ammo_Arrow_Fire”,1,1,0.3);
ItemCount("Ammo_Bolt", 1, 3, 0.5);
ItemCount(“Ammo_Bolt”,1,3,0.5);
ItemCount("Ammo_Bolt_Shock", 1, 1, 0.3);
ItemCount(“Ammo_Bolt_Shock”,1,1,0.3);
ItemCount("Ammo_Bolt_Fire", 1, 1, 0.3);
ItemCount(“Ammo_Bolt_Fire”,1,1,0.3);
ItemCount("Ammo_Firearm_Pistol", 5, 20, 0.5);
ItemCount(“Ammo_Firearm_Pistol”,5,20,0.5);
ItemCount("Ammo_Firearm_SMG", 4, 15, 0.5);
ItemCount(“Ammo_Firearm_SMG”,4,15,0.5);
ItemCount("Ammo_Firearm_Rifle", 3, 10, 0.5);
ItemCount(“Ammo_Firearm_Rifle”,3,10,0.5);
ItemCount("Ammo_Firearm_Shotgun", 2, 4, 0.5);
ItemCount(“Ammo_Firearm_Shotgun”,2,4,0.5);
ItemCount("Ammo_Firearm_Revolver", 1, 3, 0.5);
ItemCount(“Ammo_Firearm_Revolver”,1,3,0.5);
ItemCount("Ammo_Firearm_Marksman", 1, 2, 0.5);
ItemCount(“Ammo_Firearm_Marksman”,1,2,0.5);
ItemCount("Ammo_Firearm_FlameThrower", 4, 50, 0.5);
ItemCount(“Ammo_Firearm_FlameThrower”,4,50,0.5);
ItemCount("Ammo_Firearm_GrenadeLauncher_Explosive", 1, 1, 0.4);
ItemCount(“Ammo_Firearm_GrenadeLauncher_Explosive”,1,1,0.4);
ItemCount("Ammo_Firearm_GrenadeLauncher_Electric", 1, 1, 0.3);
ItemCount(“Ammo_Firearm_GrenadeLauncher_Electric”,1,1,0.3);
ItemCount("Ammo_Firearm_GrenadeLauncher_Freeze", 1, 1, 0.3);
ItemCount(“Ammo_Firearm_GrenadeLauncher_Freeze”,1,1,0.3);
ItemCount("Ammo_Firearm_GrenadeLauncher_Incendiary", 1, 1, 0.3);
ItemCount(“Ammo_Firearm_GrenadeLauncher_Incendiary”,1,1,0.3);
ItemCount("Ammo_Firearm_GrenadeLauncher_UV", 1, 1, 0.3);
ItemCount(“Ammo_Firearm_GrenadeLauncher_UV”,1,1,0.3);
ItemCount("Ammo_Firearm_Sawblade", 1, 1, 0.4);
ItemCount(“Ammo_Firearm_Sawblade”,1,1,0.4);
ItemCount("Bullet_Arrow", 1, 3, 0.5);
ItemCount(“Bullet_Arrow”,1,3,0.5);
ItemCount("Bullet_Arrow_Shock", 1, 1, 0.3);
ItemCount(“Bullet_Arrow_Shock”,1,1,0.3);
ItemCount("Bullet_Arrow_Fire", 1, 1, 0.3);
ItemCount(“Bullet_Arrow_Fire”,1,1,0.3);
ItemCount("Bullet_Bolt", 1, 3, 0.5);
ItemCount(“Bullet_Bolt”,1,3,0.5);
ItemCount("Bullet_Bolt_Shock", 1, 1, 0.3);
ItemCount(“Bullet_Bolt_Shock”,1,1,0.3);
ItemCount("Bullet_Bolt_Fire", 1, 1, 0.3);
ItemCount(“Bullet_Bolt_Fire”,1,1,0.3);
ItemCount("Bullet_Firearm_Pistol", 5, 20, 0.5);
ItemCount(“Bullet_Firearm_Pistol”,5,20,0.5);
ItemCount("Bullet_Firearm_SMG", 4, 15, 0.5);
ItemCount(“Bullet_Firearm_SMG”,4,15,0.5);
ItemCount("Bullet_Firearm_Rifle", 3, 10, 0.5);
ItemCount(“Bullet_Firearm_Rifle”,3,10,0.5);
ItemCount("Bullet_Firearm_Shotgun", 2, 4, 0.5);
ItemCount(“Bullet_Firearm_Shotgun”,2,4,0.5);
ItemCount("Bullet_Firearm_Revolver", 1, 3, 0.5);
ItemCount(“Bullet_Firearm_Revolver”,1,3,0.5);
ItemCount("Bullet_Firearm_Marksman", 1, 2, 0.5);
ItemCount(“Bullet_Firearm_Marksman”,1,2,0.5);
ItemCount("Bullet_Firearm_FlameThrower", 4, 50, 0.5);
ItemCount(“Bullet_Firearm_FlameThrower”,4,50,0.5);
ItemCount("Bullet_Firearm_GrenadeLauncher_Explosive", 1, 1, 0.4);
ItemCount(“Bullet_Firearm_GrenadeLauncher_Explosive”,1,1,0.4);
ItemCount("Bullet_Firearm_GrenadeLauncher_Electric", 1, 1, 0.3);
ItemCount(“Bullet_Firearm_GrenadeLauncher_Electric”,1,1,0.3);
ItemCount("Bullet_Firearm_GrenadeLauncher_Freeze", 1, 1, 0.3);
ItemCount(“Bullet_Firearm_GrenadeLauncher_Freeze”,1,1,0.3);
ItemCount("Bullet_Firearm_GrenadeLauncher_Incendiary", 1, 1, 0.3);
ItemCount(“Bullet_Firearm_GrenadeLauncher_Incendiary”,1,1,0.3);
ItemCount("Bullet_Firearm_GrenadeLauncher_UV", 1, 1, 0.3);
ItemCount(“Bullet_Firearm_GrenadeLauncher_UV”,1,1,0.3);
ItemCount("Bullet_Firearm_Sawblade", 1, 1, 0.4);
ItemCount(“Bullet_Firearm_Sawblade”,1,1,0.4);
Item("DLC_FT_UpgradeComponent_T1", 0.3);
Item(“DLC_FT_UpgradeComponent_T1”,0.3);
Item("DLC_FT_UpgradeComponent_T2", 0.2);
Item(“DLC_FT_UpgradeComponent_T2”,0.2);
Item("DLC_FT_UpgradeComponent_T3", 0.1);
Item(“DLC_FT_UpgradeComponent_T3”,0.1);
|