# Modular Weapons
###### tags: `combat`
Base Functionality:
-
- Weapons are composed of 2 parts, the damage component and the held component.
- Stats are determined by some combination of stats from the 2 components.
- Stats will be determined using a linear combination of the stats of the componenets.
- (possibly with different LC weights per stat)
- Each component is composed of some material
- Material will determine the base stats of the component
- Allow only one material to be used for each component
- Multiple materials would only make sense in metals, and this can be accomplished with the addition of alloys.
- Each component has some shape
- Shape determines the type of material used (e.g. metal ingot, stone fragment)
- Shape will be a multiplier on top of the base stats provided from the materials used.
- Weapon stats
- Energy cost
- Buff strength
- Buff chance
- Weight
- Range (general stat for multiple effects)
- Change poise to (pressure, effect_power?) decide better name later
- Will be used for poise, thermal, poison, electirc, and other systems we add later
- Durability (probably separate discussion)
- Store on item as durability field
- Enhancement slots (for later)
- Exclusively from shape
- Decomposition/recycling of modular weapons
- Recycle into fraction of components used
- Skip for initial implementation
- Name for each component
- Sword: Handle, Blade
- Axe: Shaft, Head
- Hammer: Haft, Head
- Bow: Riser, Limbs
- Fire Staff: Staff, Fire Core (require "fire" components in each)
- Nature Sceptre: Sceptre, Nature Core (require "nautre" components in each)
- Crafting of components
- Will require the base material
- Will require other additional materials
- Enhancements will exist
- Either minor stat boost or if a larger stat boost a tradeoff will exist
- Unique effects
- Attaching to weapon (mostly?) free
- Removing may require carafting station or resource
Visual Stuffs:
-
- How will visuals work?
- Use a singe component to determine the visual for the weapon to prevent inconsistencies in appearance of the component
- Automatic shading of weapon based off material used
- 
Magic Weapons:
-
- Attempt to keep uniqueness of weapon form and element
- The occasional duplication of form fine