> For the complete documentation index, see [llms.txt](https://skiesverse-whitepaper.gitbook.io/skiesverse/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://skiesverse-whitepaper.gitbook.io/skiesverse/game-design-document/game-features/shot-logic.md).

# Shot logic

<figure><img src="https://1991778254-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4Tqbs0U9cWsFmljaeb1l%2Fuploads%2Fr3f2cZMC0kxRPTrZpQqR%2F578dc96a-295a-43c2-9131-04d698a33110.jfif?alt=media&amp;token=0e3a1685-3926-4981-9cd0-ea6a280ec43c" alt=""><figcaption></figcaption></figure>

* With an aim and shooting two types of cells determine: **cell\_goal** and **cell\_possible**;
* All the weapon has parameters **cell\_goal, cell\_possible;**
* Obstacles in the shooting line reduce a hitting chance by n%. The cell calculates as an obstacle if the distance from the cell center to the nearest point on the shooting line is less than 0,5. Formula: (CellPosition - ShotlinePoint) < 0.5;
* On-aim action: High obstacles block the throwing/shooting RPG action;
* On the grid, while shooting action, the cells are indicated by gradient color: from grey to green - according to the hit chance (the higher - the greener);
* **cell\_goal\_chance** - a chance to hit an enemy in cell\_goal;
* **cell\_posible\_chance** - chance to hit an enemy in cell\_possible ;
* A weapon loses its durability per shot;
* An Armor loses its durability per hit;
* The player can choose any cell while aiming to shoot, but not obstacles. Zones with character on it also are possible to aim;

<figure><img src="https://1991778254-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4Tqbs0U9cWsFmljaeb1l%2Fuploads%2FIzmZeMMO4n9bdFPR4WGI%2Fimage.png?alt=media&amp;token=8bb91acb-e937-41bf-afcb-24cc7d260ba2" alt=""><figcaption></figcaption></figure>

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