module Base
{


    item Primitive_ArrowShard
    {
        DisplayCategory = Material,
        ItemType = base:normal,
		DisplayName	=	[Primitive] Metal ArrowTip,
        Weight = 0.2,
        Icon = Sword_Forged_01_Tip,
        Tags = HasMetal;ShowCondition;SmeltableIronSmall,
        StaticModel = CrudeSword_Shard,
        WorldStaticModel = CrudeSword_Shard,
        ConditionMax = 10,
        Sharpness = 1.0,
    }


    item FletchedChickenFeather
    {
        DisplayCategory = AnimalPart,
        Weight = 0.001,
		DisplayName	=	[Fletched] Feather Half,
		ItemType = base:normal,
        Icon = Feather_Chicken,
        Tags = Feather,
        WorldStaticModel = Chicken_Feather,
    }

    item Primitive_DrawString
    {
        DisplayCategory = Material,
		DisplayName	=	[Primitive] Draw String,
		ItemType = base:normal,
        Icon = Dogbane,
        Weight = 0.4,
        WorldStaticModel = Dogbane_Ground,
        Tooltip = Tooltip_item_Dogbane,
    }


    item WoodShaft_Arrow
    {
        DisplayCategory = Ammo,
        ItemType = base:normal,
        Weight = 0.08,
        DisplayName	=	Arrow Wood Shaft,
        Icon = PrimitiveArrow,
        count = 12,
		AttachmentType = REX5,
        MetalValue = 1.0,
        WorldStaticModel = REX5_MD_BOW_ARROW,
        StaticModel = QUIVER_ARROW,
        Tags = base:ammo,
    }



	item Primitive_Bow
	{
		DisplayName = [Primitive] Hunting Bow,
		DisplayCategory = Weapon,
		ItemType = base:weapon,
		Weight = 2,
		Icon = Hunter_Bow,
		ProjectileCount = 1,
		AimReleaseSound = M9AimRelease,
		ProjectileSpread = 1.1,
		ProjectileWeightCenter = 1.6,
		MinSightRange = 1,
		MaxSightRange = 127,
		AimingPerkCritModifier = 4,
		AimingPerkHitChanceModifier = 33,
		AimingPerkMinAngleModifier = 0.05,
		AimingPerkRangeModifier = 15,
		AimingTime = 22,
		AmmoBox = Bullets9mmBox,
        AmmoType = archerynexus:woodshaft_arrow,
		AttachmentType = REX5BowBack,
		BreakSound = MagnumBreak,
		BringToBearSound = CrossbowLoad,
		ClickSound = BowNull,
		ClipSize = 0,
		ConditionLowerChanceOneIn = 42,
		ConditionMax = 13,
        FireMode = REX5Single,
		CritDmgMultiplier = 3,
		CriticalChance = 40,
		DoorDamage = 5,
		DropSound = BowNull,
		EjectAmmoSound = BowNull,
		EjectAmmoStartSound = BowNull,
		EjectAmmoStopSound = BowNull,
		EquipSound = BowNull,
		HaveChamber = false,
        InsertAllBulletsReload = true,
        needtobeclosedoncereload = true,
		HitChance = 32,
		HitSound = BowNull,
		ImpactSound = BowNull,
		InsertAmmoSound = BowReload,
		InsertAmmoStartSound = BowNull,
		InsertAmmoStopSound = BowNull,
		IsAimedFirearm = true,
		JamGunChance = 0,
		KnockBackOnNoDeath = true,
		KnockdownMod = 2,
		IsAimedHandWeapon	=	true,
		MaxAmmo = 1,
		MaxDamage = 8.6,
		MaxHitCount = 1,
		MaxRange = 55,
		MetalValue = 30,
		MinAngle=0.965,
		MinDamage = 1,
		MinRange = 0.61,
		MinimumSwingTime = 1,
		MultipleHitConditionAffected = false,
		NPCSoundBoost = 1.5,
		ProjectileCount = 1,
		PushBackMod = 0.3,
        RackAfterShoot = false,
        ClipSize = 0,
		Ranged = true,
		RecoilDelay = 45,
		ReloadTime = 56,
		RunAnim = Run_Weapon2,
		ShareDamage = false,
		ShellFallSound = BowNull,
		SoundGain = 1.5,
		SoundRadius = 1,
		SoundVolume = 75,
		SplatBloodOnNoDeath = true,
		SplatNumber = 3,
		SplatSize = 3,
		StopPower = 12,
		SubCategory = Firearm,
		SwingAmountBeforeImpact = 2,
		SwingAnim = Rifle,
		SwingSound = CrossbowFire,
		SwingTime = 1,
		AimingMod = 45,
		UnequipSound = BowNull,
		UseEndurance = false,
		WeaponReloadType = REX5,
		WeaponSprite = Primitive_Bow,
		Tags = HasMetal;Firearm,
	}
/*XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX*/
model REX5_MD_BOW_ARROW						        	{
cullFace = None,	
mesh = weapons/firearms/Ranged_Weaponry_Misc|REX5_MD_BOW_ARROW,
texture = weapons/firearms/Primitive_Bow,         	    }
/*XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX*/
model QUIVER_ARROW						        		{
cullFace = None,	
mesh = weapons/firearms/Ranged_Weaponry_Misc|QUIVER_ARROW,
texture = weapons/firearms/Primitive_Bow,         	    }
/*XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX*/
model REX5_MD_BOW_ARROW_GND						        {
cullFace = None,
mesh = weapons/firearms/Ranged_Weaponry_Misc|REX5_MD_BOW_ARROW,
texture = weapons/firearms/Primitive_Bow,         	   }}