Weapons — SHD.build admin

ARMAMENT DEFINITION REGISTRY

WEAPONS

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

{#if editing}

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

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

setCategory(values[0])} required/>
{#if Number(editing.is_exotic)}
DEDICATED EXOTIC TALENTOWNED EXCLUSIVELY BY THIS WEAPON · TIER II VALUES REQUIRED
{editing.exoticTalent.id ? 'LINKED RECORD' : 'NEW RECORD'}

DESCRIPTION EXPRESSIONS · {'{duration}'} and {'{max_stacks}'} render the defined mechanics. Cooldown is displayed separately as a standardized Talent Cooldown line.

TIER I PREVIEW

{exoticPreview('I') || 'Description preview'}

TIER II PREVIEW

{exoticPreview('II') || 'Description preview'}

ACTIVATION TRIGGERSSHARED BETWEEN BOTH TIERS
{editing.exoticTalent.triggerIds.length}
ATTRIBUTE EFFECTSONE ROW PER TEMPLATE PLACEHOLDER
{#each editing.exoticTalent.effects as effect: any, index}
{index + 1}
{/each}
{/if}
FIXED WEAPON ATTRIBUTESUNCHANGED ACROSS TIERS
BASE HANDLING
BASE ATTRIBUTE BONUSESFIXED BONUSES PROVIDED BY THIS WEAPON
{#each editing.baseBonuses as bonus: any, index}
{String(index + 1).padStart(2, '0')}
ATTRIBUTE
{/each}
TIER PROGRESSIONDAMAGE AND CORE ATTRIBUTE RANGES
3 TIERS REQUIRED
{#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
COREFP · TGH · ENG
{/each}
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}
{/if}
WEAPONCLASSFIXED ATTRIBUTESTIER RANGETALENT POOLSAUGMENTSSTATE
{#each data.weapons as weapon}
{weapon.name}{Number(weapon.is_exotic) ? 'EXOTIC · ' : ''}{weapon.damage_type.toUpperCase()} DAMAGE · {weapon.baseBonuses.length} BASE BONUSES
{#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.talent1Ids.length} / {weapon.talent2Ids.length} `${statLabel(String(effect.stat_attribute_id))} +${effect.value}`).join(', ')}>{Number(weapon.is_exotic) ? '6' : '5'} SLOTS{Number(weapon.active) === 1 ? 'ACTIVE' : 'ARCHIVED'}
{:else}
NO WEAPONS REGISTEREDAdd active weapon talents and attributes, then create the first armament definition.
{/each}