WeaponData
{
	//"OnWeaponChargeBegin"							"OnWeaponChargeBegin_MpTitanWeaponChargeBall"
	//"OnWeaponChargeEnd"								"OnWeaponChargeEnd_MpTitanWeaponChargeBall"

	//projectile for modded archon, trail done in script for better client syncing
	//"projectilemodel" 								"models/fx/core_energy.mdl"
	// :D
	"projectilemodel" 								"models/domestic/nessy_doll.mdl"

	//bolt
	"bolt_gravity_enabled"							"0"

	Mods
	{
		dev_mod_low_recharge
		{
		}
		burn_mod_titan_laser_lite
		{
		}
		energy_field
		{
		}
		energy_transfer
		{
		}
		energy_field_energy_transfer
		{
		}

		// nessy
        // titan weapons: model change done in script
		fake_nessy_weapon
		{
		}

		// try to fix respawn coding: add mods for effects that depends on passives
		pas_vanguard_shield
		{
		
		}

		// archon( modded )
		archon_charge_ball
		{
			// modified to change crosshair from original stun laser
			"rui_crosshair_index"							"1"

			// firing sound handled by script
			"fire_sound_1_player_1p"						"Null_Remove_SoundHook"
			"fire_sound_1_player_3p"						"Null_Remove_SoundHook"

			// Damage: When used by players
			"damage_near_value"   							"70" // archon uses 100
			"damage_far_value"								"70" // archon uses 100
			"damage_near_value_titanarmor"					"500" //Contact damage, archon uses 700
			"damage_far_value_titanarmor" 					"500" //Contact damage, archon uses 700
			"explosion_damage"								"40" // archon uses 60
			"explosion_damage_heavy_armor"					"200"
			"damage_near_distance"							"1200"
			"damage_far_distance" 							"15000"
			"damage_heavyarmor_nontitan_scale"				"0.5"

			"explosion_inner_radius"  						"150"
			"explosionradius" 								"220"
			"impulse_force"   								"1"

			// Behavior
			"fire_rate"   									"10.0"
			"fire_duration"                                 "0.55"
			"regen_ammo_refill_rate"						"15" // 8s, match stun_laser's max ammo of 120
			"regen_ammo_refill_start_delay"					"0.0"

			// Spread
			"spread_stand_hip"  							"0"
			"spread_stand_ads"   							"0"

			// Charge Behavior
			"charge_time" 									"0.7"
			"charge_cooldown_time"							"0.6"
			"charge_cooldown_delay"   						"0.1"
			"charge_end_forces_fire"						"1"
			"charge_remain_full_when_fired"					"0"

			// Projectile Behavior
			"bolt_hitsize"									"0.0"
			"bolt_hitsize_grow1_time"						"0.075"
			"bolt_hitsize_grow1_size"						"1.0"
			"bolt_hitsize_grow2_time"						"0.5"
			"bolt_hitsize_grow2_size"						"4.0"
			"bolt_hitsize_growfinal_lerptime"				"1.5"
			"bolt_hitsize_growfinal_size"					"25.0"

			"projectile_straight_time_min"					"0.5"
			"projectile_straight_time_max"					"20"
			"projectile_straight_radius_min"				"0"
			"projectile_straight_radius_max"				"1"
			

			// Damage: When used by npcs
			"npc_damage_near_value"   						"50"
			"npc_damage_far_value"							"50"
			"npc_damage_near_value_titanarmor"				"500"
			"npc_damage_far_value_titanarmor" 				"500"

			// remove npc explosion damages: this weapon don't rely on explosions to deal damage
			// if add damage to npcs they might become too much powerful
			//"npc_explosion_damage"							"30"
			//"npc_explosion_damage_heavy_armor"				"200"
			"npc_explosion_damage"							"0"
			"npc_explosion_damage_heavy_armor"				"0"

			//NPC
			"proficiency_poor_spreadscale"					"5.0"
			"proficiency_average_spreadscale" 				"4.0"
			"proficiency_good_spreadscale"					"3.5"
			"proficiency_very_good_spreadscale"   			"2.0"

			"proficiency_poor_bias"   						"0.0"
			"proficiency_average_bias"						"0.2"
			"proficiency_good_bias"   						"0.3"

			"npc_accuracy_multiplier_pilot"					"1.0"

			"npc_min_range"   								"0"
			"npc_max_range"   								"3000"
			"npc_min_burst"   								"1"
			"npc_max_burst"   								"1"
			"npc_rest_time_between_bursts_min"				"8"
			"npc_rest_time_between_bursts_max"				"14"
			"npc_pre_fire_delay"							"1.5"
			"npc_pre_fire_delay_interval"					"3"
			"npc_rest_time_between_bursts_expedite"			"1.0" //should be less than npc_rest_time_between_bursts_max. if npc is interrupted waiting for rest time through damage, wait this long instea

			"npc_charge_time_min"							"1.0"	// for rocketpod animation time
			"npc_charge_time_max"							"1.0"

			// Effects
			// here we do no trails
			// real trail effect done in script so other clients can see it
			//"projectile_trail_effect_0" 					"P_wpn_arcball_trail"

			"impact_effect_table" 							"exp_arc_ball"
			"fx_muzzle_flash_view"							"P_wpn_mflash_arcball_FP"
			"fx_muzzle_flash_world"							"P_wpn_mflash_arcball"
			"fx_muzzle_flash_attach"						"muzzle_flash"
			"charge_effect_1p"								"wpn_arc_cannon_charge_fp"
			"charge_effect_3p"								"wpn_arc_cannon_charge"
			"charge_effect_attachment"						"muzzle_flash"
		}
		thylord_module
		{
			//5 Split Balls
			"damage_near_value_titanarmor"					"*0.69" //Contact damage, my balanced version uses *0.75
			"damage_far_value_titanarmor" 					"*0.69" //Contact damage, my balanced version uses *0.75
		}

		// stryder
		stryder_laser // don't know how to make this better
		{
			//"regen_ammo_refill_rate"						"++2" // 10s, same as arc waves
		}

		// archon( not modded )
		archon_laser // only do damage, no stun
		{
			// still needs one stormball shot to kill a pilot
			"damage_near_value"   							"90"
			"damage_far_value"								"90"

			// cooldown
			"regen_ammo_refill_rate"						"++2" // 12, 10s
			"regen_ammo_refill_start_delay"					"*0" // 0.0

			// this weapon can't do critical hit, so higher damage should be good
			"damage_near_value_titanarmor"					"980"
			"damage_far_value_titanarmor" 					"980"
		}

		// rebalance weapon: nerf shield damage to 38%( normal emp is 50% ), done in script
		rebalanced_weapon
		{
		
		}

		// fix for vanilla: shield amplifier should always amp shield given to friendlies, not only when target titan also has shiled amplifer
		stun_laser_fix
		{
		}
	}

	RUI_CrosshairData
	{
		DefaultArgs
		{
			adjustedSpread				weapon_spread
			adsFrac 					player_zoomFrac
			isSprinting					player_is_sprinting
			isReloading					weapon_is_reloading
			teamColor					crosshair_team_color
			isAmped						weapon_is_amped
			crosshairMovementX          crosshair_movement_x
			crosshairMovementY          crosshair_movement_y
			chargeFrac                  player_chargeFrac
		}

		Crosshair_1
		{
			"ui"						"ui/crosshair_circle2"
			"base_spread"				"0.0"
			Args
			{
				isFiring				weapon_is_firing
			}
		}

		Crosshair_2
		{
			"ui"						"ui/crosshair_charge_rifle"
			"base_spread"				"10.0"
			Args
			{
				isFiring				weapon_is_firing
			}
		}
	}
}
