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https://github.com/blitzkit/blitzkit.git
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recover a bunch of stats from legacy, fix enhanced armor in sandbox, add game's module layout from the upgrade screen, a bunch of toys from legacy
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+2416
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@@ -81,6 +81,20 @@ export const characteristicsGroups: CharacteristicsGroup[] = [
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},
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},
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{ name: "dpm", decimals: 0, units: "hp", localize: true },
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{
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name: "dpm_effective",
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decimals: 0,
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units: "hp",
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localize: true,
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indent: true,
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},
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{
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name: "dpm_peekaboo",
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decimals: 0,
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units: "hp",
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localize: true,
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indent: true,
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},
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{ name: "damage", decimals: 0, units: "hp", localize: true },
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{ name: "damage_range", decimals: 0, units: "hp", localize: true },
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{ name: "module_damage", decimals: 0, units: "hp", localize: true },
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@@ -108,7 +122,7 @@ export const characteristicsGroups: CharacteristicsGroup[] = [
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order: [
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{ name: "clipping_potential", localize: true, units: "hp" },
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{ name: "clip_size" },
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{ name: "optimal_shell" },
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{ name: "optimal_shell", ranking: CharacteristicRanking.None },
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{
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name: "intra_clip",
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decimals: 2,
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@@ -156,6 +170,12 @@ export const characteristicsGroups: CharacteristicsGroup[] = [
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units: "deg",
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ranking: CharacteristicRanking.None,
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},
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{
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name: "explosion_radius",
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decimals: 2,
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units: "m",
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ranking: CharacteristicRanking.None,
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},
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{ toy: "ricochet" },
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],
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@@ -178,6 +198,44 @@ export const characteristicsGroups: CharacteristicsGroup[] = [
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ranking: CharacteristicRanking.LowerIsBetter,
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},
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{ name: "dispersion_angle", decimals: 3, units: "deg" },
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{ label: "dispersion_penalties" },
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{
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name: "dispersion_moving",
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decimals: 3,
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units: "plus",
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indent: true,
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ranking: CharacteristicRanking.LowerIsBetter,
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},
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{
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name: "dispersion_hull_traversing",
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decimals: 3,
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units: "plus",
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indent: true,
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ranking: CharacteristicRanking.LowerIsBetter,
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},
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{
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name: "dispersion_turret_traversing",
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decimals: 3,
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units: "plus",
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indent: true,
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ranking: CharacteristicRanking.LowerIsBetter,
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},
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{
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name: "dispersion_shooting",
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decimals: 3,
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units: "plus",
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indent: true,
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ranking: CharacteristicRanking.LowerIsBetter,
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},
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{
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name: "dispersion_gun_damaged",
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decimals: 1,
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units: "x",
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indent: true,
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ranking: CharacteristicRanking.LowerIsBetter,
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},
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{ toy: "aim_time" },
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],
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},
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@@ -215,6 +273,26 @@ export const characteristicsGroups: CharacteristicsGroup[] = [
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},
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{ name: "engine_power", units: "bhp" },
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{ name: "power_to_weight", decimals: 1, units: "bhp_t" },
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{ label: "power_to_weight_on_terrain" },
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{
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name: "power_to_weight_hard",
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decimals: 1,
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units: "bhp_t",
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indent: true,
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},
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{
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name: "power_to_weight_medium",
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decimals: 1,
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units: "bhp_t",
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indent: true,
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},
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{
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name: "power_to_weight_soft",
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decimals: 1,
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units: "bhp_t",
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indent: true,
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},
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// { name: "brake_force", decimals: 1, units: "kN" },
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{ label: "hull_traverse_speeds" },
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@@ -264,9 +342,11 @@ export const characteristicsGroups: CharacteristicsGroup[] = [
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{ name: "health", units: "hp" },
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{
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name: "fire_chance",
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decimals: 0,
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units: "percentage",
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ranking: CharacteristicRanking.LowerIsBetter,
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},
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{ name: "crew_count" },
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// { name: "fire_rate", units: "hp_s" },
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// { name: "ramming_resistance", units: "percentage" },
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@@ -281,7 +361,38 @@ export const characteristicsGroups: CharacteristicsGroup[] = [
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// render: CharacteristicsGroupRender.Statistical,
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order: [
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{ name: "view_range", units: "m" },
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{ name: "camouflage", decimals: 0, units: "percentage" },
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{ label: "camouflages" },
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{
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name: "camouflage",
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decimals: 2,
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units: "percentage",
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indent: true,
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},
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{
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name: "camouflage_moving",
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decimals: 2,
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units: "percentage",
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indent: true,
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},
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{
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name: "camouflage_shooting_still",
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decimals: 2,
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units: "percentage",
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indent: true,
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},
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{
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name: "camouflage_shooting_moving",
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decimals: 2,
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units: "percentage",
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indent: true,
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},
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{
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name: "camouflage_on_fire",
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decimals: 2,
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units: "percentage",
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indent: true,
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},
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{ toy: "view_range" },
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