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SHODAN Stat Editor v2.3.1
Everything since v2.2.0.
Projectile swap
- Every weapon that fires projectiles has a Projectile swap row at the bottom: make it fire another weapon's projectile (step through them by weapon name, or type an id). It switches the projectile everywhere the weapon takes it from: ammo type, fire mode, charge stages, heat levels. The weapon then deals the borrowed projectile's damage and flies like it (your edits to it included); its fire rate, ammo, handling and heat stay its own. A note under the row says what changes and what's kept.
Reloading
- Reload time for every weapon that reloads: the game speeds up or slows down the reload animation to match it. Weapons whose magazine sets it keep it whatever magazine you fit. Where the game has none (0), the reload plays at the animation's own length until you set one.
- Rounds per reload for weapons loaded by the round: the AC-8 Autocannon's and P-69 Veto's clips, or how many shells a shotgun loads per step. The Autocannon and Veto also get Reload allowed below: the rounds left under which a reload can start.
Backpack-fed weapons
- Support weapons that come with a backpack get its values: ammo carried, at the start (belt-fed weapons) and from resupply. This covers the AC-8 Autocannon, GR-8 Recoilless Rifle, FAF-14 Spear, StA-X3 W.A.S.P. Launcher, RL-77 Airburst Rocket Launcher, M-1000 Maxigun, B/FLAM-80 Cremator, GL-28 Belt-Fed Grenade Launcher and B/MD C4 Pack (its charges, plus the charge's health, throw distance and explosion).
Minefields
- Anti-Personnel, Anti-Tank, Gas and Incendiary Minefields:
- The pod: panels and mines per panel, arming time, throw velocity and spread. Mine counts can only be lowered; more than the pod has crashes the game.
- The mines: trigger delay and chain-reaction delay.
- The mines' explosion: its full damage set and its radii.
Barrages
- Every orbital barrage and strike: salvos, shells per salvo, time between shells (its rate of fire), time between salvos and spread area; the Orbital Walking Barrage's walking speed. A barrage's duration follows from them, and one-shot strikes like the Orbital Precision Strike can fire more than once.
Eagles
- Time between bombs for the bombers (Airstrike, Cluster Bomb, Napalm, Gas, Smoke, 500kg), fire duration for the Strafing Run and 110mm Rocket Pods, and the run length where the Eagle has one.
Wind-up
- Wind-up time and wind-down time for weapons that charge up before firing (Sickle, Double-Edge Sickle, Scythe, Dagger, Quasar Cannon, ...).
Projectiles
- Gravity factor for every projectile, strike shell and shrapnel.
Panel bugfixes/improvements
- The stat list's scroll bar now reaches the last row on long lists (e.g. the Rover).
- Guard Dogs are found from the game's data instead of a fixed list (thanks MunchyG, PR #8).