local _f_WeaponFactoryTweakData_init_plainsrider = WeaponFactoryTweakData._init_plainsrider

function WeaponFactoryTweakData:_init_plainsrider()
	_f_WeaponFactoryTweakData_init_plainsrider(self)
	self.parts.wpn_fps_upg_a_bow_flaming = {
		pcs = {},
		type = "ammo",
		name_id = "bm_wp_upg_a_bow_flaming",
		a_obj = "a_m",
		parent = "lower_reciever",
		bullet_objects = {prefix = "g_bullet_", amount = 1},
		unit = "units/pd2_dlc_west/weapons/wpn_fps_bow_plainsrider_pts/wpn_fps_bow_plainsrider_m_explosive",
		third_unit = "units/pd2_dlc_west/weapons/wpn_fps_bow_plainsrider_pts/wpn_third_bow_plainsrider_m_explosive",
		stats = {damage = -70, total_ammo_mod = -10},
		custom_stats = {
			ignore_statistic = true,
			rays = 12,
			damage_near_mul = 2,
			damage_far_mul = 1.15,
			armor_piercing_add = 1,
			can_shoot_through_shield = true,
			ammo_pickup_min_mul = 1,
			ammo_pickup_max_mul = 1,
			bullet_class = "FlameBulletBase",
			muzzleflash = "effects/payday2/particles/weapons/shotgun/sho_muzzleflash_dragons_breath",
			fire_dot_data = {
				dot_damage = "1",
				dot_trigger_max_distance = "3000",
				dot_trigger_chance = "50",
				dot_length = "3.1",
				dot_tick_period = "0.5"
			}
		},
		texture_bundle_folder = "west",
		sub_type = "ammo_dragons_breath",
		is_a_unlockable = true
	}
	table.insert(self.wpn_fps_bow_plainsrider.uses_parts, "wpn_fps_upg_a_bow_flaming")
	self.wpn_fps_bow_plainsrider_npc = deep_clone(self.wpn_fps_bow_plainsrider)
	self.wpn_fps_bow_plainsrider_npc.unit = "units/pd2_dlc_west/weapons/wpn_fps_bow_plainsrider/wpn_fps_bow_plainsrider_npc"
	self.wpn_fps_bow_plainsrider_npc.skip_thq_parts = true
end