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[转贴] 星际战甲所有物品元数据id

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 楼主| 发表于 2025-6-16 20:42:15 | 显示全部楼层 |阅读模式
通过网盘分享的文件:所有物品及id.zip
链接: https://pan.baidu.com/s/1e9TWaGLkyYaHkSr97T9JaQ?pwd=2333 提取码: 2333
如题

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发表于 2025-6-16 20:53:27 | 显示全部楼层
谢谢分享!
发表于 2025-6-16 21:19:24 | 显示全部楼层
感谢分享666666
发表于 2025-6-16 22:22:15 | 显示全部楼层
发表于 2025-6-17 04:46:40 | 显示全部楼层
感谢楼主分享
发表于 2025-6-17 08:49:54 | 显示全部楼层
谢谢分享
发表于 2025-6-17 10:28:39 | 显示全部楼层
赤风怎么修改啊?
发表于 2025-6-17 12:29:14 | 显示全部楼层
怎么改啊
发表于 2025-6-17 20:09:26 | 显示全部楼层
本帖最后由 dai123798 于 2025-6-17 20:16 编辑

正好分享一下我找到的网页生成紫卡和指挥官的,组合武器紫卡正常发送除了数值没有什么区别都能用,但是注意,如果你想发武器名紫卡,在发送的时候修改了兼容性Compat这个地方,注意对应武器是否是组合武器,错了虽然也是正常发送,但是装上去之后可能会导致武器某些效果无效
#网页生成曲翼枪械裂罅 Mod
/Lotus/Upgrades/Mods/Randomized/LotusArchgunRandomModRare
#网页生成Zaw 裂罅 Mod 比网页生成近战裂罅属性高
/Lotus/Upgrades/Mods/Randomized/LotusModularMeleeRandomModRare
#网页生成组合枪裂罅 Mod
/Lotus/Upgrades/Mods/Randomized/LotusModularPistolRandomModRare
#网页生成手枪裂罅 Mod 比网页生成组合枪裂罅属性高
/Lotus/Upgrades/Mods/Randomized/LotusPistolRandomModRare
#网页生成步枪裂罅 Mod
/Lotus/Upgrades/Mods/Randomized/LotusRifleRandomModRare
#网页生成霰弹枪裂罅 Mod
/Lotus/Upgrades/Mods/Randomized/LotusShotgunRandomModRare
#网页生成近战裂罅 Mod
/Lotus/Upgrades/Mods/Randomized/PlayerMeleeWeaponRandomModRare
#不死鸟之爪
/Lotus/Upgrades/Focus/Attack/Residual/PhysicalDamageFocusUpgrade
#力量转移
/Lotus/Upgrades/Focus/Attack/Residual/PowerSnapFocusUpgrade
#内在凝视
/Lotus/Upgrades/Focus/Attack/Stats/MoreAmmoFocusUpgrade
#永恒凝视
/Lotus/Upgrades/Focus/Attack/Stats/RegenAmmoFocusUpgrade
#虚空重击
/Lotus/Upgrades/Focus/Attack/Active/CloakAttackChargeFocusUpgrade
#虚空燃料
/Lotus/Upgrades/Focus/Attack/Active/AttackEfficiencyFocusUpgrade
#污染震波
/Lotus/Upgrades/Focus/Attack/Active/GhostWaveUpgrade
#污染提炼
/Lotus/Upgrades/Focus/Attack/Active/GhostlyTouchUpgrade
#连锁弹射
/Lotus/Upgrades/Focus/Attack/Active/ConsecutiveEfficienyUpgrade
#充能弹射
/Lotus/Upgrades/Focus/Attack/Active/ConsecutivePowerUpgrade
#愈合团结
/Lotus/Upgrades/Focus/Defense/Residual/RadialXpFocusUpgrade
#愈合之魂
/Lotus/Upgrades/Focus/Defense/Residual/InstantReviveFocusUpgrade
#经久之潮
/Lotus/Upgrades/Focus/Defense/Stats/HealthMaxFocusUpgrade
#回春之潮
/Lotus/Upgrades/Focus/Defense/Stats/HealthRegenFocusUpgrade
#庇护外壳
/Lotus/Upgrades/Focus/Defense/Active/DefenseShieldFocusUpgrade
#庇护碎裂
/Lotus/Upgrades/Focus/Defense/Active/DefenseShieldBreakFocusUpgrade
#虚空陷落
/Lotus/Upgrades/Focus/Defense/Active/SonicDissipationUpgrade
#防护弹射
/Lotus/Upgrades/Focus/Defense/Active/DashImmunityFocusUpgrade
#虚空再生
/Lotus/Upgrades/Focus/Defense/Active/CloakHealFocusUpgrade
#小队再生
/Lotus/Upgrades/Focus/Defense/Active/CloakHealOthersFocusUpgrade
#力量激增
/Lotus/Upgrades/Focus/Tactic/Residual/MeleeComboFocusUpgrade
#经验激增
/Lotus/Upgrades/Focus/Tactic/Residual/MeleeXpFocusUpgrade
#心灵步伐
/Lotus/Upgrades/Focus/Tactic/Stats/MoveSpeedFocusUpgrade
#远程弹射
/Lotus/Upgrades/Focus/Tactic/Active/ProjectionStretchUpgrade
#虚空悬浮
/Lotus/Upgrades/Focus/Tactic/Active/LiftHitWaveUpgrade
#致命悬浮
/Lotus/Upgrades/Focus/Tactic/Active/LiftHitDamageUpgrade
#眩击弹射
/Lotus/Upgrades/Focus/Tactic/Active/ProjectionExecutionUpgrade
#杀手猛突
/Lotus/Upgrades/Focus/Tactic/Active/FinisherTransferenceUpgrade
#旗开得胜
/Lotus/Upgrades/Focus/Tactic/Active/SlamComboFocusUpgrade
#增幅尖刺
/Lotus/Upgrades/Focus/Tactic/Active/ComboAmpDamageFocusUpgrade
#不动如山
/Lotus/Upgrades/Focus/Ward/Active/KnockdownImmunityFocusUpgrade
#石化外肤
/Lotus/Upgrades/Focus/Ward/Residual/ArmourBuffFocusUpgrade
#弥留之际
/Lotus/Upgrades/Focus/Ward/Residual/SecondChanceFocusUpgrade
#报仇雪恨
/Lotus/Upgrades/Focus/Ward/Residual/SecondChanceDamageBuffFocusUpgrade
#磁耀力场
/Lotus/Upgrades/Focus/Ward/Active/MagneticFieldFocusUpgrade
#磁激提升
/Lotus/Upgrades/Focus/Ward/Active/MagneticExtensionUpgrade
#侵蚀打击
/Lotus/Upgrades/Focus/Ward/Active/SunderingDissipationUpgrade
#UNAIRU 虚灵
/Lotus/Upgrades/Focus/Ward/Active/UnairuWispFocusUpgrade
#强化回归
/Lotus/Upgrades/Focus/Ward/Active/InvulnerableReturnFocusUpgrade
#清扰净化
/Lotus/Upgrades/Focus/Ward/Active/ClearStaticOnKillFocusUpgrade
激能脉冲
/Lotus/Upgrades/Focus/Power/Residual/EnergyOverTimeFocusUpgrade
#内在之力
/Lotus/Upgrades/Focus/Power/Residual/FreeAbilityCastsFocusUpgrade
#虚空虹吸
/Lotus/Upgrades/Focus/Power/Stats/EnergyRestoreFocusUpgrade
#虚空川流
/Lotus/Upgrades/Focus/Power/Stats/EnergyPoolFocusUpgrade
#能量源泉
/Lotus/Upgrades/Focus/Power/Active/DashBubbleFocusUpgrade
#淬炼泉源
/Lotus/Upgrades/Focus/Power/Active/PowerFieldFocusUpgrade
#时缓牵制
/Lotus/Upgrades/Focus/Power/Active/BlastSlowFocusUpgrade
#时准射击
/Lotus/Upgrades/Focus/Power/Residual/SlowHeadshotDamageFocusUpgrade
#缴械弹射
/Lotus/Upgrades/Focus/Power/Active/DisarmingProjectionUpgrade
#毫不留情
/Lotus/Upgrades/Focus/Power/Active/DisarmedEnergyUpgrade
发表于 2025-6-17 21:39:30 | 显示全部楼层
感谢大佬分享
发表于 2025-6-17 21:51:06 | 显示全部楼层
赋能修改老是会出问题
 楼主| 发表于 2025-6-18 00:01:48 来自手机 | 显示全部楼层
大部分我也不会改,这几天研究战甲怎么改,也没个结果
发表于 2025-6-18 11:57:25 | 显示全部楼层
本帖最后由 jnnaruto 于 2025-6-18 11:58 编辑
wo1098166213 发表于 2025-6-18 00:01
大部分我也不会改,这几天研究战甲怎么改,也没个结果

战甲改技能需要在普通甲名称后面加上BaseSuit,比如咖喱是:/Lotus/Powersuits/Excalibur/ExcaliburBaseSuit,然后改技能和改mod数值一样了,比如改成猴哥2技能:r|/Lotus/Powersuits/PowersuitAbilities/RadialBlindAbility|/Lotus/Powersuits/PowersuitAbilities/MonkeyCloudAbility,战甲技能在这里查:https://warframe.fandom.com/wiki/Module:Ability/data
 楼主| 发表于 2025-6-18 19:11:46 | 显示全部楼层
jnnaruto 发表于 2025-6-18 11:57
战甲改技能需要在普通甲名称后面加上BaseSuit,比如咖喱是:/Lotus/Powersuits/Excalibur/ExcaliburBaseS ...

谢bro,我试一下
发表于 2025-6-20 14:56:29 | 显示全部楼层
显赫武器有没有内部地址啊大佬们
发表于 2025-6-25 16:43:15 | 显示全部楼层
这个赤风的数据能改吗 大佬  我改完没有用
发表于 2025-6-25 16:45:23 | 显示全部楼层
dai123798 发表于 2025-6-17 20:09
正好分享一下我找到的网页生成紫卡和指挥官的,组合武器紫卡正常发送除了数值没有什么区别都能用,但是注意 ...

怎么改指挥官技能
发表于 2025-6-26 02:08:48 | 显示全部楼层
有没有修改怪物初始数据信息的方法
发表于 2025-6-26 02:24:28 | 显示全部楼层
感谢分享666666
发表于 2025-6-30 10:54:08 | 显示全部楼层
这个是真大佬。
我把增幅器部件修改了,柒棱镜,副中键追踪的那个叫克啥莱的?我看了下,那个追踪只追踪一个,还是打身体的,只有40度追踪,被我改成了追踪18个,140度角,能量消耗是0.0099,被我改成了0.0019,爆率被我改成了300%爆伤8倍触发100%,从能延迟0.5秒,变成了超级视使之触。320的伤害被我改成了13万2。。。
执行官的石头,用MOD读取器读取不出来。
。我就改了几样。很多MOD会读取不出来。MOD有也读不出来。
#克拉莫阿棱镜
/Lotus/Weapons/Corpus/OperatorAmplifiers/Set1/Barrel/CorpAmpSet1BarrelPartC
MarketMode=MM_HIDDEN
LocalizeTag=/Lotus/Language/SolarisVenus/CorpAmpSet1BarrelC
LocalizeDescTag=/Lotus/Language/SolarisVenus/CorpAmpSet1BarrelCDesc
Icon=/Lotus/Interface/Icons/StoreIcons/Operator/Amps/CorpAmpSet1BarrelPartC.png
ExcludeFromCodex=0
Attachment=CorpAmpSet1BarrelAttachmentC
UngildedMaterial=TiredVersion/CorpAmpSet1BarrelCTiredMat
DonationStandingBonus=400
BehaviorOverride={
fire:Type=/EE/Types/Game/WeaponBeamFireBehavior
fire:WeaponBeamFireBehavior={
AiUsageInfo={
preferences={
setAimTarget=1
setAimSource=1
ignoreNonVisible=0
shootAtCover=1
controlReload=1
allowFireWhileBlocking=0
reloadThreshold=0
controlAim=0
continuousAim=0
minimumAimMask=0.89999998
ShootOnStaggerProbability=0.1
StaggerTimeOut=1
minAngleToTurn=0
onlyFireWithinRangeMultiplier=0
onlyFireAboveMinRangeMultiplier=0
aimAtPart=TORSO
aimAtClosestPart=0
firingPreferences={
firingType=FT_NORMAL
burstTime={0,0}
burstPauseTime={0,0}
fireRate={0,0}
}
}
aimError={4,10}
aimGraph=""
desiredAttackState=AS_SHORT_RANGE
attackWeight=1
desiredAttackRange={5,25}
hitSpreadMultiplier=0
}
IgnoreFireIterations=0
IsSilenced=0
ReportAttack=1
UseExplicitNpcPerceptionSoundProperties=0
ExplicitNpcPerceptionSoundAttenuationRadius={10,100}
ExplicitNpcPerceptionSoundGain=0
fireIterations=1
UseAmmo=0
ConsumeEntireClip=0
ConsumePartialAmmo=0
ammoRequirement=0
ScaleAmmoRequirement=0
RoundUpAmmoConsumption=0
ammoType=/EE/Types/Game/AmmoEx
aimMode=AIM_MODE_IRON_SIGHTS
IsMeleeBehavior=0
ConsumesChargesForFire=0
EnergyConsumedPerFire=10
LockOnProperties={
LockOnMaxTargets=0
LockOnStyle=LS_ENEMY
LockOnMaxAngle=15
LockOnInitialAngle=0
LockOnDistanceOverride=0
LockOnPart=ANY_PART
LockOnDistanceWeighting=0.1
LockOnAngleWeighting=1
LockOnIgnoreEndPointTarget=0
}
HIP_FIRE_ACCURACY=""
AIMED_ACCURACY=""
HIP_CAMERA_RECOIL=""
AIMED_CAMERA_RECOIL=""
spreadUniform=0
SpreadRatioHorizontal=0.5
SpreadInverse=0
MultishotUseConeAngle=0
AimProperties={
EyeBasedAimSource=1
ScopedPlayerUsesCameraPos=0
OverrideLaunchDir=0
UseWeaponAttachment=1
AttenuateRecoilByChargeAmount=0
PerfectChargeExtraRecoilAmount=0
AttenuateRecoilBySpinUpAmount=0
CameraRecoilStrength={0,1}
CameraRecoilCurve=ET_LINEAR
}
AutoTargetChance=0
traceDistance=12
PvpTraceDistance=12
punctureHitEffect=""
InfinitePunctureDepth=0
tracePunctureDepth=0
PunchthroughIgnoresAvatars=1
RicochetChance=0
RicochetRange=15
ForceCameraAimForLocalPlayer=1
AimTranslationOffset={0,0,0}
AimDirOverride={0,0,0}
UseVisibilityRaycast=0
IgnorePickups=1
CollectorTargetTag=""
CollectorWeaponType=""
CollectorScanTargetType=""
WhizSound=""
WhizRadius={3,50}
WhizDeviation=1
WhizChance=0
WhizzByRemoteMinDistance=15
TraceRadius=1
PvpTraceRadius=0
RefinedSweep=0
AffectedByStasis=1
AdjustAimWithAvatarUp=0
RiftStasisWeight=1
CloakShieldType=/Lotus/Upgrades/Focus/Defense/Objects/CloakShieldDeco
MaxTraceDistanceTime=0.050000001
RetractTime=0.0099999998
AttachToWeapon=0
UseWeaponAttachmentFirePos=0
MultiBeam=0
BeamChild={
LocalPosition={0,0,0}
LocalRotation={0,0,0,1}
BoneName=GAME_R1_WEAPON1
Type=/Lotus/Fx/Weapons/Operator/Corpus/CrpAmpBarrelCBeam
Chance=255
RelativeToBounds=0
Attach=1
DestroyWithOwner=1
DestroyParentOnDeath=0
FadeOutOnDestruction=0
Scale=1
InventoryHand=MAIN_HAND
}
BeamFirstPersonAttachOffset={0,0,0}
ChargeUp={
ChargingUpBeamType={
LocalPosition={0,0,0}
LocalRotation={0,0,0,1}
BoneName=""
Type=""
Chance=255
RelativeToBounds=0
Attach=1
DestroyWithOwner=1
DestroyParentOnDeath=0
FadeOutOnDestruction=0
Scale=1
InventoryHand=MAIN_HAND
}
ChargeUpTime=2
}
MultiLockSingleTarget=0
LockOnBeamType=""
StasisOverrideBeamType=""
EndPointChild={
LocalPosition={0,0,0}
LocalRotation={0,0,0,1}
BoneName=""
Type=/Lotus/Fx/Weapons/Corpus/LightningRifle/LightningRifleBeamEndFlare
Chance=255
RelativeToBounds=0
Attach=1
DestroyWithOwner=1
DestroyParentOnDeath=0
FadeOutOnDestruction=0
Scale=1
}
Radius=0
RadialChecksCover=0
RadialMinCoverDistance=0
AllowSelfDamage=0
IgnoreInvisibleAvatars=1
StasisCollapseTime=2.5
RecoilOnFire=1
RecoilRate=60
RecoilIntensityFireTime=1
RecoilCurve=RC_LINEAR
RecoilStrength={0,1}
LockOnRecoilTime=0
LockOnRecoilStrength={0,1}
}
impact:Type=/EE/Types/Game/WeaponBeamImpactBehavior
impact:WeaponBeamImpactBehavior={
AttackData={
UseNewFormat=0
Type=DT_RADIANT
Amount=18000
ProcChance=1.1
ForcedProcs={
PT_VOID
}
ForcedDeathProcs={}
HitType=DHT_NONE
ProcExtraTime=0
}
PvpForcedProcs={}
PvpForcedDeathProcs={}
DamageUpgradeTypes={
WEAPON_DAMAGE_AMOUNT
}
damageFallOff={0,0}
damageFallOffMinDamage=1
PlayerDamageMultiplier=1
PvpDamageMultiplier=1
PlayerScaleDamageMultiplierByMissionLevel=0
instantImpulse=250
additionalForce={0,0,0}
impulseFallOff={10,1000}
minImpulseFallOff=1
applyPushVelocity=0
applyPushVelocityOnlyToBlockingTarget=0
pushMagnitude={0.5,1}
pushMagnitudeFallOff={10,100}
hitEffect=""
hitEffectAlt=""
deflectHitEffects=0
deflectRange={0,1}
AltEffectHands={}
ragdollChance=0
criticalHitChance=5.38
criticalHitDamageMultiplier=5.4000001
ConsumeAmmoWhenDamageDealt=0
AmmoConsumedWhenHitVulnerableTarget=0
AmmoConsumedWhenHitInvulnerableTarget=0
strength=0
radius=0
flash=0
OnHitScriptEnabled=1
OnHitScript={
Script=""
}
UseNextShotDamageBonus=1
IgnoreHeadshotBonus=0
IgnoreHeadshotBonusPvp=0
ContinuousDamageAttenuation={0.2,1}
ContinuousDamageAttenuationTime=0.60000002
ContinuousDamageAttenuationCooldownTime=2
ContinuousDamageAttenuationCooldownDelay=0.80000001
AttenuateContinuousDamagePerTarget=1
LockedOnHitEffect=""
}
state:Type=/EE/Types/Game/WeaponBeamStateBehavior
state:WeaponBeamStateBehavior={
reloadTime=2
PerfectReloadRange={0,0}
fireRate=720
ApplyNumChargesToDamageMultiplier=1
ModeSwitchTime=0
FullClipModeSwitchTime=0
IsToggleBehavior=0
autoReloadEmptyTime=0
AmmoTakenPerReload=-1
DoPreFire=0
ShouldAutoPreFireToFire=0
SkipRefireOnEmpty=0
QueueReloadOnEmptyClip=0
EnableReloadEmpty=0
ReloadOnAdditionalEmptyFire=0
ForceReloadFromEmpty=0
ForceNoSwapOnEmpty=0
ReloadDuringModeSwitch=0
AnimWeaponType=WEAPONTYPE_BEAM
RunCausesReady=0
CanFireWhileRunning=0
CanChargeWhileRunning=1
CanFireWhileInAir=1
PreventRunWhileRecharging=0
UseReloadTimeBetweenShots=0
OnlyGiveAmmoOnReloadCompleteEvent=0
IsAlternateFire=0
LocTag=/Lotus/Language/Menu/Loadout_TriggerContinous
BehaviorTag=/Lotus/Language/Menu/Loadout_TriggerContinous
TrackProjectiles=0
MaxNumProjectiles=0
PvpMaxNumProjectiles=0
OverheatStyle=OS_OSCILLATE
OverheatTime=0
OverheatCooldownModifier=1
AmmoOverheatSound=""
AmmoOverheatSoundResetThreshold=0.75
ReplicateAmmoConsumption=1
OnNewProjectileScript={
Script=""
}
}
}
AttachBone=GAME_C1_BARREL








#染棱镜
/Lotus/Weapons/Sentients/OperatorAmplifiers/Set2/Barrel/SentAmpSet2BarrelPartA
MarketMode=MM_HIDDEN
LocalizeTag=/Lotus/Language/OstronCrafting/AmpBarrelFour
LocalizeDescTag=/Lotus/Language/OstronCrafting/AmpBarrelFourDesc
Icon=/Lotus/Interface/Icons/StoreIcons/Operator/Amps/SentAmpSet2BarrelPartA.png
ExcludeFromCodex=0
Attachment=SentAmpSet2BarrelAttachmentA
UngildedMaterial=TiredVersion/SentAmpSet2BarrelATiredMat
DonationStandingBonus=400
BehaviorOverride={
fire:Type=/Lotus/Types/Weapon/RadialOnMissTraceFireBehavior
fire:RadialOnMissTraceFireBehavior={
AiUsageInfo={
preferences={
setAimTarget=1
setAimSource=1
ignoreNonVisible=0
shootAtCover=1
controlReload=1
allowFireWhileBlocking=0
reloadThreshold=0
controlAim=0
continuousAim=0
minimumAimMask=0.89999998
ShootOnStaggerProbability=0.1
StaggerTimeOut=1
minAngleToTurn=0
onlyFireWithinRangeMultiplier=0
onlyFireAboveMinRangeMultiplier=0
aimAtPart=TORSO
aimAtClosestPart=0
firingPreferences={
firingType=FT_NORMAL
burstTime={0,0}
burstPauseTime={0,0}
fireRate={0,0}
}
}
aimError={4,10}
aimGraph=""
desiredAttackState=AS_SHORT_RANGE
attackWeight=1
desiredAttackRange={5,25}
hitSpreadMultiplier=0
}
IgnoreFireIterations=0
IsSilenced=1
ReportAttack=1
UseExplicitNpcPerceptionSoundProperties=0
ExplicitNpcPerceptionSoundAttenuationRadius={10,100}
ExplicitNpcPerceptionSoundGain=0
fireIterations=1
UseAmmo=1
ConsumeEntireClip=0
ConsumePartialAmmo=0
ammoRequirement=0
ScaleAmmoRequirement=0
RoundUpAmmoConsumption=0
ammoType=""
aimMode=AIM_MODE_IRON_SIGHTS
IsMeleeBehavior=0
ConsumesChargesForFire=0
EnergyConsumedPerFire=1
LockOnProperties={
LockOnMaxTargets=0
LockOnStyle=LS_ENEMY
LockOnMaxAngle=15
LockOnInitialAngle=0
LockOnDistanceOverride=0
LockOnPart=ANY_PART
LockOnDistanceWeighting=0.1
LockOnAngleWeighting=1
LockOnIgnoreEndPointTarget=0
}
HIP_FIRE_ACCURACY=/Lotus/Types/Game/WeaponProperties/Accuracy/Weapon/TennoHeavyPistolHipAccuracyInfo
AIMED_ACCURACY=/Lotus/Types/Game/WeaponProperties/Accuracy/Weapon/TnPriestPistolAimAccuracyInfo
HIP_CAMERA_RECOIL=/Lotus/Types/Game/WeaponProperties/Recoil/Weapon/TnSMGHipRecoilInfo
AIMED_CAMERA_RECOIL=/Lotus/Types/Game/WeaponProperties/Recoil/Weapon/TnSMGAimRecoilInfo
spreadUniform=0
SpreadRatioHorizontal=0.5
SpreadInverse=0
MultishotUseConeAngle=0
AimProperties={
EyeBasedAimSource=1
ScopedPlayerUsesCameraPos=0
OverrideLaunchDir=0
UseWeaponAttachment=1
AttenuateRecoilByChargeAmount=0
PerfectChargeExtraRecoilAmount=0
AttenuateRecoilBySpinUpAmount=0
CameraRecoilStrength={0,1}
CameraRecoilCurve=ET_LINEAR
}
AutoTargetChance=0
traceDistance=100
PvpTraceDistance=100
punctureHitEffect=""
InfinitePunctureDepth=0
tracePunctureDepth=0
PunchthroughIgnoresAvatars=0
RicochetChance=0
RicochetRange=15
OnlyHitEnitiesOnce=1
ForceCameraAimForLocalPlayer=1
AimTranslationOffset={0,0,0}
AimDirOverride={0,0,0}
UseVisibilityRaycast=0
IgnorePickups=1
CollectorTargetTag=""
CollectorWeaponType=""
CollectorScanTargetType=""
WhizSound=""
WhizRadius={3,50}
WhizDeviation=1
WhizChance=0
WhizzByRemoteMinDistance=15
TraceRadius=0
PvpTraceRadius=0
AffectedByStasis=1
AdjustAimWithAvatarUp=0
RiftStasisWeight=1
CloakShieldType=/Lotus/Upgrades/Focus/Defense/Objects/CloakShieldDeco
MaxTraceDistanceTime=0.1
RetractTime=0.050000001
AttachToWeapon=1
AttachToTarget=0
MultiBeam=0
BeamChild={
LocalPosition={0,0,0}
LocalRotation={0,0,0,1}
BoneName=GAME_R1_WEAPON1
Type=/Lotus/Fx/Weapons/Operator/SetTwoBarrelABeam
Chance=255
RelativeToBounds=0
Attach=1
DestroyWithOwner=1
DestroyParentOnDeath=0
FadeOutOnDestruction=0
Scale=1
}
EndPointChild={
LocalPosition={0,0,0}
LocalRotation={0,0,0,1}
BoneName=""
Type=/Lotus/Fx/Weapons/Operator/SetTwoBarrelAExplosion
Chance=255
RelativeToBounds=0
Attach=0
DestroyWithOwner=1
DestroyParentOnDeath=0
FadeOutOnDestruction=0
Scale=1
}
Radius=0
RadialMinCoverDistance=0
AllowSelfDamage=0
IgnoreInvisibleAvatars=1
DestroyBeamOnFire=1
BeamTime=0.02
ApplyRadialDamageOnMiss=1
ApplyRadialDamageOnHit=1
RadialDamage={
baseAmount=0
baseProcChance=0
DamagePercent={
DT_IMPACT=0
DT_PUNCTURE=0
DT_SLASH=0
DT_FIRE=0
DT_FREEZE=0
DT_ELECTRICITY=0
DT_POISON=0
DT_EXPLOSION=0
DT_RADIATION=0
DT_GAS=0
DT_MAGNETIC=0
DT_VIRAL=0
DT_CORROSIVE=0
DT_RADIANT=0
DT_SENTIENT=0
DT_CINEMATIC=0
DT_SHIELD_DRAIN=0
DT_HEALTH_DRAIN=0
DT_ENERGY_DRAIN=0
DT_FINISHER=0
}
radiusMin=0
radius=0
ignoreSource=1
fallOff=1
fallOffMax=0
checkForCover=1
hitAirborneTargets=1
staticCoverOnly=0
minCoverDistance=0
hitEffect=""
verticalImpulse=0.15000001
horizontalImpulse=0.1
hitType=DHT_NONE
hostAuthoritative=0
criticalChance=0
criticalMultiplier=1
procs={}
deathProcs={}
forcedSourceProcs={}
selfAOEMultiplier={0.25,0.75}
}
PvpRadialDamage={
baseAmount=0
baseProcChance=0
DamagePercent={
DT_IMPACT=0
DT_PUNCTURE=0
DT_SLASH=0
DT_FIRE=0
DT_FREEZE=0
DT_ELECTRICITY=0
DT_POISON=0
DT_EXPLOSION=0
DT_RADIATION=0
DT_GAS=0
DT_MAGNETIC=0
DT_VIRAL=0
DT_CORROSIVE=0
DT_RADIANT=0
DT_SENTIENT=0
DT_CINEMATIC=0
DT_SHIELD_DRAIN=0
DT_HEALTH_DRAIN=0
DT_ENERGY_DRAIN=0
DT_FINISHER=0
}
radiusMin=0
radius=0
ignoreSource=1
fallOff=1
fallOffMax=0
checkForCover=1
hitAirborneTargets=1
staticCoverOnly=0
minCoverDistance=0
hitEffect=""
verticalImpulse=0.15000001
horizontalImpulse=0.1
hitType=DHT_NONE
hostAuthoritative=0
criticalChance=0
criticalMultiplier=1
procs={}
deathProcs={}
forcedSourceProcs={}
selfAOEMultiplier={0.25,0.75}
}
RadialDamageEffects={}
RadialDamageUpgradeType=WEAPON_DAMAGE_AMOUNT
}
impact:WeaponImpactBehavior={
AttackData={
Type=DT_RADIANT
Amount=50000
ProcChance=0.039999999
ForcedProcs={
PT_VOID
}
}
criticalHitChance=3.30000001
}
state:Type=/EE/Types/Game/WeaponAutomaticStateBehavior
state:WeaponAutomaticStateBehavior={
reloadTime=1
PerfectReloadRange={0,0}
fireRate=740
NeedsPassiveUpdate=0
ApplyNumChargesToDamageMultiplier=1
ModeSwitchTime=0
FullClipModeSwitchTime=0
IsToggleBehavior=0
autoReloadEmptyTime=0
AmmoTakenPerReload=-1
DoPreFire=0
PrefireTime=0
ShareFireRateWithPrefire=0
ShouldAutoPreFireToFire=0
SkipRefireOnEmpty=0
QueueReloadOnEmptyClip=0
EnableReloadEmpty=0
ReloadOnAdditionalEmptyFire=0
ForceReloadFromEmpty=0
ForceNoSwapOnEmpty=0
ReloadDuringModeSwitch=0
AnimWeaponType=WEAPONTYPE_AUTO
RunCausesReady=0
CanFireWhileRunning=0
CanChargeWhileRunning=1
CanFireWhileInAir=1
PreventRunWhileRecharging=0
PreventRunDuringModeSwitch=1
UseReloadTimeBetweenShots=0
OnlyGiveAmmoOnReloadCompleteEvent=0
CanInterruptModeSwitch=0
IsAlternateFire=0
LocTag=/Lotus/Language/Menu/Loadout_TriggerAuto
BehaviorTag=""
TrackProjectiles=0
MaxNumProjectiles=0
PvpMaxNumProjectiles=0
OverheatStyle=OS_PLATEAU
InstantOverheat=0
OverheatTime=0
ReduceOverheatAmount=0
OverheatCooldownModifier=1
AmmoOverheatSound=""
OverheatEndedSound=""
AmmoOverheatSoundResetThreshold=0.75
ReplicateAmmoConsumption=1
OnNewProjectileScript={
Script=""
}
ContinuousFireRateAtten={1,1}
ContinuousMaxShots=0
Overspin=0
SpindownTime=0
ReverseFireRateAtten=0
RechargeAtten=1
}
}
AttachBone=GAME_C1_BARREL



#克莱布里克支架
/Lotus/Weapons/Sentients/OperatorAmplifiers/Set1/Chassis/SentAmpSet1ChassisPartC
MarketMode=MM_HIDDEN
LocalizeTag=/Lotus/Language/OstronCrafting/AmpChassisThree
LocalizeDescTag=/Lotus/Language/OstronCrafting/AmpChassisThreeDesc
Icon=/Lotus/Interface/Icons/StoreIcons/Operator/Amps/SentAmpSet1ChassisPartC.png
ExcludeFromCodex=0
Attachment=SentAmpSet1ChassisAttachmentC
UngildedMaterial=TiredVersion/SentAmpSet1ChassisCTiredMat
DonationStandingBonus=900
BehaviorOverride={
fire:Type=/Lotus/Types/Game/LotusBeamFireBehavior
fire:LotusBeamFireBehavior={
AiUsageInfo={
preferences={
setAimTarget=1
setAimSource=1
ignoreNonVisible=0
shootAtCover=1
controlReload=1
allowFireWhileBlocking=0
reloadThreshold=0
controlAim=0
continuousAim=0
minimumAimMask=0.89999998
ShootOnStaggerProbability=0.1
StaggerTimeOut=1
minAngleToTurn=0
onlyFireWithinRangeMultiplier=0
onlyFireAboveMinRangeMultiplier=0
aimAtPart=TORSO
aimAtClosestPart=0
firingPreferences={
firingType=FT_NORMAL
burstTime={0,0}
burstPauseTime={0,0}
fireRate={0,0}
}
}
aimError={4,10}
aimGraph=""
desiredAttackState=AS_SHORT_RANGE
attackWeight=1
desiredAttackRange={5,25}
hitSpreadMultiplier=0
}
IgnoreFireIterations=0
IsSilenced=0
ReportAttack=1
UseExplicitNpcPerceptionSoundProperties=0
ExplicitNpcPerceptionSoundAttenuationRadius={10,100}
ExplicitNpcPerceptionSoundGain=0
fireIterations=1
UseAmmo=1
ConsumeEntireClip=0
ConsumePartialAmmo=0
ammoRequirement=0
ScaleAmmoRequirement=0
RoundUpAmmoConsumption=0
ammoType=/EE/Types/Game/AmmoEx
aimMode=AIM_MODE_IRON_SIGHTS
IsMeleeBehavior=0
ConsumesChargesForFire=0
EnergyConsumedPerFire=0.0019999998
LockOnProperties={
LockOnMaxTargets=18
LockOnStyle=LS_ENEMY
LockOnMaxAngle=140
LockOnInitialAngle=0
LockOnDistanceOverride=0
LockOnPart=TORSO
LockOnDistanceWeighting=0.1
LockOnAngleWeighting=1
LockOnIgnoreEndPointTarget=1
}
HIP_FIRE_ACCURACY=/Lotus/Types/Game/WeaponProperties/Accuracy/DefaultAccuracyInfo
AIMED_ACCURACY=/Lotus/Types/Game/WeaponProperties/Accuracy/DefaultAccuracyInfo
HIP_CAMERA_RECOIL=/Lotus/Types/Game/WeaponProperties/Recoil/Weapon/MediumWeaponHipRecoilInfo
AIMED_CAMERA_RECOIL=/Lotus/Types/Game/WeaponProperties/Recoil/Weapon/MediumWeaponAimRecoilInfo
spreadUniform=0
SpreadRatioHorizontal=0.5
SpreadInverse=0
MultishotUseConeAngle=0
AimProperties={
EyeBasedAimSource=1
ScopedPlayerUsesCameraPos=0
OverrideLaunchDir=0
UseWeaponAttachment=1
AttenuateRecoilByChargeAmount=0
PerfectChargeExtraRecoilAmount=0
AttenuateRecoilBySpinUpAmount=0
CameraRecoilStrength={0,1}
CameraRecoilCurve=ET_LINEAR
}
AutoTargetChance=1
traceDistance=54
PvpTraceDistance=12
punctureHitEffect=""
InfinitePunctureDepth=0
tracePunctureDepth=0
PunchthroughIgnoresAvatars=0
RicochetChance=0
RicochetRange=15
ForceCameraAimForLocalPlayer=1
AimTranslationOffset={0,0,0}
AimDirOverride={0,0,0}
UseVisibilityRaycast=0
IgnorePickups=1
CollectorTargetTag=""
CollectorWeaponType=""
CollectorScanTargetType=""
WhizSound=""
WhizRadius={3,50}
WhizDeviation=1
WhizChance=0
WhizzByRemoteMinDistance=15
TraceRadius=0
PvpTraceRadius=0
AffectedByStasis=1
AdjustAimWithAvatarUp=0
RiftStasisWeight=1
CloakShieldType=/Lotus/Upgrades/Focus/Defense/Objects/CloakShieldDeco
MaxTraceDistanceTime=0
RetractTime=0.0099999998
AttachToWeapon=0
UseWeaponAttachmentFirePos=0
MultiBeam=0
BeamChild={
LocalPosition={0,0,0}
LocalRotation={0.241845,-0.66446298,0.241845,0.66446298}
BoneName=GAME_R1_WEAPON1
Type=/Lotus/Fx/Weapons/Operator/ChassisCBeam
Chance=255
RelativeToBounds=0
Attach=1
DestroyWithOwner=0
DestroyParentOnDeath=0
FadeOutOnDestruction=1
Scale=1
InventoryHand=MAIN_HAND
}
BeamFirstPersonAttachOffset={0,0,0}
ChargeUp={
ChargingUpBeamType={
LocalPosition={0,0,0}
LocalRotation={0,0,0,1}
BoneName=""
Type=""
Chance=255
RelativeToBounds=0
Attach=1
DestroyWithOwner=1
DestroyParentOnDeath=0
FadeOutOnDestruction=0
Scale=1
InventoryHand=MAIN_HAND
}
ChargeUpTime=2
}
MultiLockSingleTarget=0
LockOnBeamType=""
StasisOverrideBeamType=/Lotus/Fx/Weapons/Corpus/FreezeRay/FreezeRayBeamStasis
EndPointChild={
LocalPosition={0,0,0}
LocalRotation={0,0,0,1}
BoneName=""
Type=""
Chance=255
RelativeToBounds=0
Attach=1
DestroyWithOwner=1
DestroyParentOnDeath=0
FadeOutOnDestruction=0
Scale=1
}
Radius=0
RadialChecksCover=0
RadialMinCoverDistance=0
AllowSelfDamage=0
IgnoreInvisibleAvatars=1
StasisCollapseTime=2.5
RecoilOnFire=1
RecoilRate=60
RecoilIntensityFireTime=1
RecoilCurve=RC_LINEAR
RecoilStrength={0,1}
LockOnRecoilTime=0
LockOnRecoilStrength={0,1}
PvpRadius=0
UseBeamSpread=0
UseFanSpread=0
SpinningConverge=0
SpinSpeed=0
ReverseSpread=0
UseSmoothedAccuracy=1
SmoothedAccuracyStyle=SAS_CARTESIAN
SmoothTime=0.5
AttenuateSpreadForCharge=0
AttenuationAtMaxCharge=1
ExpansionTime=1
CollapseTime=1
InnerRingMultiplier=0.89999998
UseInnerRing=1
ConvergeanceStyle=CS_ALWAYS
ForceFiringUntilSpread=0
ForceFireLoop=0
DeactivateConsumesAmmo=1
ElementalEffects={
DT_FIRE={
LocalPosition={0,0,0}
LocalRotation={0,0,0,1}
BoneName=""
Type=""
Chance=255
RelativeToBounds=0
Attach=1
DestroyWithOwner=1
DestroyParentOnDeath=0
FadeOutOnDestruction=0
Scale=1
}
DT_FREEZE={
LocalPosition={0,0,0}
LocalRotation={0,0,0,1}
BoneName=""
Type=""
Chance=255
RelativeToBounds=0
Attach=1
DestroyWithOwner=1
DestroyParentOnDeath=0
FadeOutOnDestruction=0
Scale=1
}
DT_ELECTRICITY={
LocalPosition={0,0,0}
LocalRotation={0,0,0,1}
BoneName=""
Type=""
Chance=255
RelativeToBounds=0
Attach=1
DestroyWithOwner=1
DestroyParentOnDeath=0
FadeOutOnDestruction=0
Scale=1
}
DT_POISON={
LocalPosition={0,0,0}
LocalRotation={0,0,0,1}
BoneName=""
Type=""
Chance=255
RelativeToBounds=0
Attach=1
DestroyWithOwner=1
DestroyParentOnDeath=0
FadeOutOnDestruction=0
Scale=1
}
DT_EXPLOSION={
LocalPosition={0,0,0}
LocalRotation={0,0,0,1}
BoneName=""
Type=""
Chance=255
RelativeToBounds=0
Attach=1
DestroyWithOwner=1
DestroyParentOnDeath=0
FadeOutOnDestruction=0
Scale=1
}
DT_RADIATION={
LocalPosition={0,0,0}
LocalRotation={0,0,0,1}
BoneName=""
Type=""
Chance=255
RelativeToBounds=0
Attach=1
DestroyWithOwner=1
DestroyParentOnDeath=0
FadeOutOnDestruction=0
Scale=1
}
DT_GAS={
LocalPosition={0,0,0}
LocalRotation={0,0,0,1}
BoneName=""
Type=""
Chance=255
RelativeToBounds=0
Attach=1
DestroyWithOwner=1
DestroyParentOnDeath=0
FadeOutOnDestruction=0
Scale=1
}
DT_MAGNETIC={
LocalPosition={0,0,0}
LocalRotation={0,0,0,1}
BoneName=""
Type=""
Chance=255
RelativeToBounds=0
Attach=1
DestroyWithOwner=1
DestroyParentOnDeath=0
FadeOutOnDestruction=0
Scale=1
}
DT_VIRAL={
LocalPosition={0,0,0}
LocalRotation={0,0,0,1}
BoneName=""
Type=""
Chance=255
RelativeToBounds=0
Attach=1
DestroyWithOwner=1
DestroyParentOnDeath=0
FadeOutOnDestruction=0
Scale=1
}
DT_CORROSIVE={
LocalPosition={0,0,0}
LocalRotation={0,0,0,1}
BoneName=""
Type=""
Chance=255
RelativeToBounds=0
Attach=1
DestroyWithOwner=1
DestroyParentOnDeath=0
FadeOutOnDestruction=0
Scale=1
}
DT_RADIANT={
LocalPosition={0,0,0}
LocalRotation={0,0,0,1}
BoneName=""
Type=""
Chance=255
RelativeToBounds=0
Attach=1
DestroyWithOwner=1
DestroyParentOnDeath=0
FadeOutOnDestruction=0
Scale=1
}
DT_SENTIENT={
LocalPosition={0,0,0}
LocalRotation={0,0,0,1}
BoneName=""
Type=""
Chance=255
RelativeToBounds=0
Attach=1
DestroyWithOwner=1
DestroyParentOnDeath=0
FadeOutOnDestruction=0
Scale=1
}
DT_CINEMATIC={
LocalPosition={0,0,0}
LocalRotation={0,0,0,1}
BoneName=""
Type=""
Chance=255
RelativeToBounds=0
Attach=1
DestroyWithOwner=1
DestroyParentOnDeath=0
FadeOutOnDestruction=0
Scale=1
}
DT_SHIELD_DRAIN={
LocalPosition={0,0,0}
LocalRotation={0,0,0,1}
BoneName=""
Type=""
Chance=255
RelativeToBounds=0
Attach=1
DestroyWithOwner=1
DestroyParentOnDeath=0
FadeOutOnDestruction=0
Scale=1
}
DT_HEALTH_DRAIN={
LocalPosition={0,0,0}
LocalRotation={0,0,0,1}
BoneName=""
Type=""
Chance=255
RelativeToBounds=0
Attach=1
DestroyWithOwner=1
DestroyParentOnDeath=0
FadeOutOnDestruction=0
Scale=1
}
DT_ENERGY_DRAIN={
LocalPosition={0,0,0}
LocalRotation={0,0,0,1}
BoneName=""
Type=""
Chance=255
RelativeToBounds=0
Attach=1
DestroyWithOwner=1
DestroyParentOnDeath=0
FadeOutOnDestruction=0
Scale=1
}
DT_FINISHER={
LocalPosition={0,0,0}
LocalRotation={0,0,0,1}
BoneName=""
Type=""
Chance=255
RelativeToBounds=0
Attach=1
DestroyWithOwner=1
DestroyParentOnDeath=0
FadeOutOnDestruction=0
Scale=1
}
}
DarkSectorBeamBone=GAME_L1_WEAPON1
}
impact:Type=/EE/Types/Game/WeaponBeamImpactBehavior
impact:WeaponBeamImpactBehavior={
AttackData={
UseNewFormat=0
Type=DT_RADIANT
Amount=32000
ProcChance=1.14
ForcedProcs={
PT_VOID
}
ForcedDeathProcs={}
HitType=DHT_NONE
ProcExtraTime=0
}
PvpForcedProcs={}
PvpForcedDeathProcs={}
DamageUpgradeTypes={
WEAPON_DAMAGE_AMOUNT
}
damageFallOff={0,0}
damageFallOffMinDamage=1
PlayerDamageMultiplier=1
PvpDamageMultiplier=1
PlayerScaleDamageMultiplierByMissionLevel=0
instantImpulse=250
additionalForce={0,0,0}
impulseFallOff={10,1000}
minImpulseFallOff=1
applyPushVelocity=0
applyPushVelocityOnlyToBlockingTarget=0
pushMagnitude={0.5,1}
pushMagnitudeFallOff={10,100}
hitEffect=""
hitEffectAlt=""
deflectHitEffects=0
deflectRange={0,1}
AltEffectHands={}
ragdollChance=0
criticalHitChance=3.16
criticalHitDamageMultiplier=3.6
ConsumeAmmoWhenDamageDealt=0
AmmoConsumedWhenHitVulnerableTarget=0
AmmoConsumedWhenHitInvulnerableTarget=0
strength=0
radius=0
flash=0
OnHitScriptEnabled=1
OnHitScript={
Script=""
}
UseNextShotDamageBonus=1
IgnoreHeadshotBonus=0
IgnoreHeadshotBonusPvp=0
ContinuousDamageAttenuation={0.2,1}
ContinuousDamageAttenuationTime=0.60000002
ContinuousDamageAttenuationCooldownTime=2
ContinuousDamageAttenuationCooldownDelay=0.80000001
AttenuateContinuousDamagePerTarget=1
LockedOnHitEffect=""
}
state:Type=/EE/Types/Game/WeaponBeamStateBehavior
state:WeaponBeamStateBehavior={
reloadTime=2
PerfectReloadRange={0,0}
fireRate=720
ApplyNumChargesToDamageMultiplier=1
ModeSwitchTime=0
FullClipModeSwitchTime=0
IsToggleBehavior=0
autoReloadEmptyTime=0
AmmoTakenPerReload=-1
DoPreFire=0
ShouldAutoPreFireToFire=0
SkipRefireOnEmpty=0
QueueReloadOnEmptyClip=0
EnableReloadEmpty=0
ReloadOnAdditionalEmptyFire=0
ForceReloadFromEmpty=0
ForceNoSwapOnEmpty=0
ReloadDuringModeSwitch=0
AnimWeaponType=WEAPONTYPE_BEAM
RunCausesReady=0
CanFireWhileRunning=0
CanChargeWhileRunning=1
CanFireWhileInAir=1
PreventRunWhileRecharging=0
UseReloadTimeBetweenShots=0
OnlyGiveAmmoOnReloadCompleteEvent=0
IsAlternateFire=1
LocTag=/Lotus/Language/Menu/Loadout_TriggerContinous
BehaviorTag=""
TrackProjectiles=0
MaxNumProjectiles=0
PvpMaxNumProjectiles=0
OverheatStyle=OS_PLATEAU
OverheatTime=0
OverheatCooldownModifier=1
AmmoOverheatSound=""
AmmoOverheatSoundResetThreshold=0.75
ReplicateAmmoConsumption=0
OnNewProjectileScript={
Script=""
}
}
}
AttachBone=GAME_C1_CHASSIS



















#巨匣 抑脓
/Lotus/Weapons/Infested/Pistols/InfKitGun/Clips/InfClipBig/InfModularClipBigCritStatPart
MarketMode=MM_HIDDEN
PremiumPrice=45
LocalizeTag=/Lotus/Language/Weapons/InfModularClipBig
LocalizeDescTag=/Lotus/Language/Weapons/InfModularClipBigDesc
Icon=/Lotus/Interface/Icons/StoreIcons/Weapons/ModularWeapons/InfModular/InfClipBig.png
ExcludeFromCodex=0
Attachment=InfModularClipBigAttachment
UngildedMaterial=Ungilded/InfClipBigUngildedMat
DonationStandingBonus=200
Overrides={
{
BarrelType=BT_SEMI_PROJECTILE
GunType=GT_SHOTGUN
CritChance=1.20999999
CritMultiplier=3
ProcChance=5.20999999
MagazineSize=139
ReloadTime=1.0999999
},
{
BarrelType=BT_SEMI_PROJECTILE
GunType=GT_RIFLE
CritChance=1.23999999
CritMultiplier=3
ProcChance=5.23999999
MagazineSize=149
ReloadTime=1.0999999
},
{
BarrelType=BT_AUTO_HITSCAN
GunType=GT_RIFLE
CritChance=1.19
CritMultiplier=3
ProcChance=5.19
MagazineSize=253
ReloadTime=1.0999999
},
{
BarrelType=BT_AUTO_HITSCAN
GunType=GT_BEAM
CritChance=1.25
CritMultiplier=3
ProcChance=5.25
MagazineSize=213
ReloadTime=1.0999999
}
}
































#护盾瓦解
/Lotus/Upgrades/Mods/Aura/EnemyShieldReductionAuraMod
     r|Value=-0.029999999|Value=-0.175

#腐蚀投射
/Lotus/Upgrades/Mods/Aura/EnemyArmorReductionAuraMod
     r|Value=-0.029999999|Value=-0.175



#永恒·湮灭
/Lotus/Upgrades/CosmeticEnhancers/Zariman/OperatorOnOperatorAbilityIncreaseDamage
     r|Value=0.1|Value=0.5

#永恒·流转
/Lotus/Upgrades/CosmeticEnhancers/Zariman/AmpOnVoidSlingAmpAmmoEfficiency
     r|Value=-0.12|Value=-0.175
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