# 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 - ![](https://cdn.discordapp.com/attachments/534844039007305729/858377865711452161/Moduweps.png) Magic Weapons: - - Attempt to keep uniqueness of weapon form and element - The occasional duplication of form fine