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We assumed that all crossbows would have the reload time stats but this new base type doesn't have it
Added checks to CalcOffence to make sure that value exists now
Also add proper support for the weapon implicit so all ammo skills can't be used with it
@@ -2907,7 +2910,7 @@ function calcs.offence(env, actor, activeSkill)
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-- Crossbows: adjust breakdown to account for effect of reload time, bolt count, etc.
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-- note: if we are ever allowed to dual wield crossbows, this will need to be adjusted
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-- TODO: properly reflect effects of "SkillAttackTime" mods in the breakdown. (This is also not currently done in the standard breakdown.Speed calculation)
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