Weapons — SHD.build admin

ARMAMENT DEFINITION REGISTRY

WEAPONS

Configure shared category bonuses, fixed handling, tier progression, talent pools, and tactical augmentations.

SHARED WEAPON CATEGORY BONUSESINHERITED BY STANDARD AND EXOTIC WEAPONS
{data.bonusProfiles.filter((profile) => profile.effects.length === 3).length} / 6 CONFIGURED
{#each data.bonusProfiles as profile} {/each}
{#if bonusEditing}

SHARED CATEGORY BONUSES

{bonusEditing.category}

Every {bonusEditing.category} inherits these bonuses, including exotic weapons in this category.

{#each bonusEditing.effects as effect, index} {/each}
{#if form?.bonusProfileError}

{form.bonusProfileError}

{/if}
{/if} {#snippet weaponEditor()}

{editing.id ? 'MODIFY WEAPON' : 'NEW WEAPON'}

{editing.id ? editing.name : 'WEAPON DEFINITION'}

setCategory(values[0])} required/>
{#if Number(editing.is_exotic)}
DEDICATED EXOTIC TALENTSELECT ONE TALENT FROM THE EXOTIC WEAPON REGISTRY
{editing.exotic_talent_id ? '1 / 1 ASSIGNED' : 'REQUIRED'}

REFERENCE ONLYCreate and model exotic talents in the Talent registry. An exotic talent can belong to one weapon, and Tier II may remain not yet documented.

{#if data.exoticTalentOptions.length === 0}

Create an active Exotic Weapon talent in the Talent registry before saving this weapon.

{/if}
{/if}
FIXED WEAPON ATTRIBUTESUNCHANGED ACROSS TIERS
BASE HANDLING
TIER PROGRESSIONDAMAGE RANGES · CORE ATTRIBUTES USE GLOBAL CONFIGURATION
3 TIERS REQUIRED

MOD SLOTS OPTIONALT1 and T2 share one slot set. T0 uses that set minus one slot. ISAC marks the weapon Config Required until you can verify both parts.

{#each [0, 1, 2] as tier}
TIER {tier} {#if tier < Number(editing.native_tier)}

BELOW NATIVE TIER · NOT AVAILABLE

{/if}
DMG{editing.damage_type.toUpperCase()} DAMAGE
{/each}
{Number(editing.native_tier) === 2 ? 'T2 WEAPON MOD SLOTS' : 'SHARED T1 / T2 WEAPON MOD SLOTS'}SELECT UP TO FIVE VERIFIED SLOTS
{editing.sharedModSlots.length} / 5
{#if Number(editing.native_tier) === 0}
T0 SLOT NOT PRESENTCHOOSE THE ONE SHARED SLOT OMITTED AT T0
{editing.t0ExcludedSlot ? `${t0SlotCount()} / 4` : 'NOT VERIFIED'}
({value:slot,label:slot}))]} columns={Math.min(3, editing.sharedModSlots.length + 1)} bind:value={editing.t0ExcludedSlot}/>
{/if}
TALENT 1 · TOP POOLGLOBALLY CLASSIFIED FOR FIRST SLOT
{editing.talent1Ids.length}
TALENT 2 · BOTTOM POOLGLOBALLY CLASSIFIED FOR SECOND SLOT
{editing.talent2Ids.length}
TACTICAL AUGMENTATION 01ONE OR TWO UNIQUE ATTRIBUTE UPGRADES
{#each editing.augmentEffects as effect: any, index}
0{index + 1}
ATTRIBUTE
{#if index > 0}{/if}
{/each}
02+20% DAMAGE
03+40% DAMAGE
04+60% DAMAGE
05+80% DAMAGE
{#if Number(editing.is_exotic)}
06EXOTIC TALENT → TIER II
{/if}
{#if data.talent1Options.length === 0 || data.talent2Options.length === 0}

Create and classify at least one active Talent 1 and Talent 2 weapon talent before adding weapons.

{/if} {#if data.stats.length === 0}

Create an active attribute before configuring tactical augmentation 01.

{/if} {#if form?.weaponError}

{form.weaponError}

{/if}
{#if editing.id}{/if}
{/snippet} {#if editing && !editing.id} {@render weaponEditor()} {/if}
{#each data.weapons as weapon}
{#if weapon.renderUrl}{/if}
{weapon.name}{#if weapon.pending}PROPOSED BY {weapon.proposerName}{:else}{Number(weapon.is_exotic) ? 'EXOTIC · ' : ''}{weapon.damage_type.toUpperCase()} DAMAGE · {weapon.baseBonuses.length} BASE BONUSES{/if}
{#if Number(weapon.is_exotic)}{/if}{weapon.category} · T{weapon.native_tier}{weapon.rpm} RPM · {weapon.magazine} MAG · {weapon.reload_speed} RELOAD{weapon.tiers.length}/{3 - Number(weapon.native_tier)} CONFIGURED · {weapon.modSlots.reduce((total: number,row: any) => total + row.slots.length,0)} MOD SLOTS{weapon.talent1Ids.length} / {weapon.talent2Ids.length} `${statLabel(String(effect.stat_attribute_id))} +${effect.value}`).join(', ')}>{Number(weapon.is_exotic) ? '6' : '5'} SLOTS{weaponState(weapon)}{#if weapon.pending}{:else}{/if}
{#if editing?.id === weapon.id} {@render weaponEditor()} {/if} {:else}
NO WEAPONS REGISTEREDAdd active weapon talents and attributes, then create the first armament definition.
{/each}