Add armor to randimisation list for PMCs
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@ -921,7 +921,7 @@
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"Scabbard": 100,
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"Scabbard": 100,
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"TacticalVest": 90
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"TacticalVest": 90
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},
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},
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"randomisedArmorSlots": ["Headwear"],
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"randomisedArmorSlots": ["Headwear", "ArmorVest", "TacticalVest"],
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"randomisedWeaponModSlots": ["mod_scope", "mod_scope_000", "mod_scope_001", "mod_scope_002", "mod_scope_003",
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"randomisedWeaponModSlots": ["mod_scope", "mod_scope_000", "mod_scope_001", "mod_scope_002", "mod_scope_003",
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"mod_handguard", "mod_magazine", "mod_muzzle", "mod_bipod",
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"mod_handguard", "mod_magazine", "mod_muzzle", "mod_bipod",
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"mod_muzzle_000", "mod_muzzle_001", "mod_charge",
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"mod_muzzle_000", "mod_muzzle_001", "mod_charge",
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@ -132,7 +132,7 @@ export interface RandomisationDetails
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/** Between what levels do these randomisation setting apply to */
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/** Between what levels do these randomisation setting apply to */
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levelRange: MinMax;
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levelRange: MinMax;
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generation?: Record<string, GenerationData>;
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generation?: Record<string, GenerationData>;
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/** Mod slots that should be fully randomisate -ignores mods from bottype.json */
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/** Mod slots that should be fully randomised -ignores mods from bottype.json and instaed creates a pool using items.json */
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randomisedWeaponModSlots?: string[];
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randomisedWeaponModSlots?: string[];
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/** Armor slots that should be randomised e.g. 'Headwear, Armband' */
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/** Armor slots that should be randomised e.g. 'Headwear, Armband' */
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randomisedArmorSlots?: string[];
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randomisedArmorSlots?: string[];
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