> 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/weapon.md).

# Weapon

## Description <a href="#description" id="description"></a>

**Weapon types:**

* Melee weapon
* Light weapon
* Rifles
* Shotguns
* Assault rifles
* Heavy weapon
* Grenades
*

```
<div><figure><img src="/files/JwoS8RReGZ0nZi2yMuoU" alt=""><figcaption></figcaption></figure> <figure><img src="/files/tWWr9mwS7U9Q0eBmVGEw" alt=""><figcaption></figcaption></figure> <figure><img src="/files/dTKY9r9fPTYBzsiqMHnA" alt=""><figcaption></figcaption></figure> <figure><img src="/files/t8ihugXX7Lwn7lzrJvUI" alt=""><figcaption></figcaption></figure></div>
```

**Weapon parameters:**

* Max Distance (cells) - a maximum distance of weapon damage
* Cell\_goal parameter - parameter for a cell to become a Cell\_goal
* Cell\_posible parameter - parameter for a cell to become a Cell\_posible
* Cell\_goal chance - a chance to hit in Cell\_goal
* Cell\_posible chance - a chance to hit in Cell\_posible
* Dispersion - growing Cell\_posible parameter with a distance
* Damage radius (cells) - damage radius
* Max distance damage - decrease damage with a distance
* Damage Ph.min - minimal physical damage
* Damage Ph.max - maximal physical damage
* Damage En.min - minimal energy damage
* Damage En.max - maximum energy damage
* Attack AP - action points for attack
* Reload AP - action points for reloading
* Critical Multiplier - critical damage multiplier
* Strength multiplier damage bonus - additional damage multiplier based on strength (Str)
* Shoots per attack - shots per attack
* Mass - weapon weight
* Ammo count - magazine capacity
* Ammo 1 - used ammo
* Ammo 2 - used ammo
* Primary skill - primary skill to use the weapon
* Primary skill value - the value of primary skill to use the weapon
* Technical skill value - Technology skill to use the weapon (Tech)
* Durability loss per shot - durabilities decrease per shot
* default max durability - base parameter of max durability for a weapon. By default = 100
* Weapon level - rank in craft scheme
* Upgrade 0 is available
* Upgrade 0 max level
* Upgrade 0 level
* Upgrade 1 is available
* Upgrade 1 max level
* Upgrade 1 level
* Upgrade 2 is available
* Upgrade 2 max level
* Upgrade 2 level
* Upgrade 3 is available
* Upgrade 3 max level
* Upgrade 3 level

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Upgrade scheme

|                | **U0**          | **U1**            | **U2**    | **U3**         |
| -------------- | --------------- | ----------------- | --------- | -------------- |
| Melee weapon   | Sharpening      | Pneumatic handle  | Divider   | Blade balancer |
| Light weapon   | Bigger magazine | Reinforced barrel | Changer   | Short Optic    |
| Rifles         | Big magazine    | Modern alloys     | Amplifier | Optic          |
| Shotguns       | Big magazine    | Modern alloys     | Amplifier | Collimator     |
| Assault rifles | Big magazine    | Modern alloys     | Amplifier | Collimator     |
| Heavy weapon   | Big magazine    | Mechanism         | Chip М26  | Changer        |

Optic should be added separately from prefabs to Optic root.
