---
# System prepended metadata

title: Modular Weapons
tags: [combat]

---

# 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