User:EatingSilencerforBreakfast/Guns

For the guns that fire arrows, see Archergun. Guns are ranged weapons that fire projectiles in order to do damage. There are over 150 guns added by the mod.

Information
In the game, guns serve as ranged weaponary.

Guns can be fired by pressing use while the gun is in the player's hands. In order to fire the gun, the player has to have the correct ammunition in the player's inventory (unless the player is in Creative mode).

Upon being fired, guns will spit out a fast-moving projectile that will inflict damage upon hitting an entity. The projectiles fired from the guns may or may not be affected by gravity, depending on the weapon. Some guns will apply special properties to the bullets that they fire (e.g.: inflict a debuff, etc).

After the gun is fired, the player will experience recoil, and the player must wait for the gun to reload in order to fire again. Different guns have different reload speeds.

When held in the player's hand, all guns will inflict Slowness on the player. The item model for a gun is twice as large as the model for a regular item.

Guns typically do not affect players, see below for more information.

Gun Categories
There are several different categories of guns, each with different properties:


 * Normal Guns: Normal Guns are the most basic type of gun. They typically consume Metal Pellets as ammunition.


 * Slug shotguns: Slug shotguns inflict heavy knockback on entites that are hit. They typically consume Metal Slugs as ammunition.


 * Sniper rifles: Sniper rifles are powerful guns. Whenever the player holds one of these, the player will look through its scope. The player cannot walk around while scoping, unless their wearing a full set of Sharpshot Armor. Sniper rifles typically consume Metal Pellets as ammunition. Out of all of the gun classes, sniper rifles do the most damage, but often have the longest reload times.


 * Cannons: Cannons are stronger and more powerful guns. They typically consume Cannonballs or Grenades as ammunition.


 * Energy weapons: Energy weapons are special guns that consume Energy as ammunition. Energy weapons can be subclassed into two smaller categories:
 * Energy Guns: Act just like normal guns.
 * Energy Sprayers: Energy Sprayers spray out a barrage of projectiles. These are some of the more powerful guns in the game.


 * Sticky bombers: Sticky bombers are similar to cannons, except that their projectiles stick to an enemy upon contact. The projectiles will then explode after a few seconds. They typically consume Grenades as ammunition.


 * Light artillery: Light Artillery weapons are special guns that consume various items as ammunition.

Ammunition
In order to use a gun, the player must have the correct ammunition. The different ammuntions in the mod include (note that specific guns require specific ammuntion):
 * Metal Pellets
 * Metal Slugs
 * Energy
 * Cannonballs
 * Grenades

Light Artillery weapons have the ability to consume the following items:


 * Discharge Capsules
 * Carrots
 * Seeds
 * Chili Peppers
 * Nether Wart
 * Cobblestone
 * Balloons

Damage and Bullet Properties
Upon making contact with an entity, the gun's projectile will do damage. Each gun does a specific amount of damage (listed on the gun's tooltip) by default. Damage done by guns can be increased with the Shell enchantment. Damage output can also be increased if the player wears a full set of Purity Armor or, if the gun is a sniper rifle, Sharpshot Armor.

If the player decides to wear a full set of the aforementioned armors and enchant their gun with Shell, the armor's damage bonus is applied first, and then the enchantments. So the new damage can be calculated by taking the gun's original damage, multiplying by armor bonuses (if any, 25%), then add that to the original damage value. Then multiply the new total by enchantments (see below), then add that to the previous sum to get new total damage.

Some guns will inflict debuffs to entities that are hit. These include setting the entity on fire, exploding the entity, inflicting a status effect, or even by striking the entity with lightning.

Some enemies are immune to gun damage, indicated by the Gun Attribute icon above their head, but they can be affected by the gun's debuff.

Gun damage does not affect other players, but the gun debuffs do. For example, shooting another player with the Sludge Sniper will not do damage to said player, but will inflict said player with Slowness.

Reload time
After a gun is fired once, the player will have to wait for it to reload in order to use it again. On the gun's tooltip, it will say how fast the gun can fire (Note that this may be inaccurate). Different guns reload at different speeds.

Enchating a gun with the Shell enchantment will increase it's reload time.

Knockback
Most guns can inflict knockback to entites that are hit, usually knocking them back a few blocks.

Slug shotguns can knock enemies back further, knocking them back to up to 10 blocks away.

Recoil
After being fired, guns will recoil. Recoil is the force applied onto the player, opposite to the force applied to the bullet being fired from the gun. Recoil can be noticed by the player's cursor being thrown up by a certain number of pixels, depending on the strength of the gun's recoil.

A gun's recoil can be limited with the Control enchantment.

Guns classed as energy weapons do not recoil.

Repairing
Guns can be repaired in anvil. To repair in an anvil, most guns can be combined with a Rosite Ingot, though there are a couple exceptions:
 * Guns obtained from lottery totems require Magic Repair Dust.
 * Guns obtained from the Lunar Creation Table require Lunar Ingots.

All guns can also be repaired at a Mending Table with Magic Mending Solution, or by crafting two of the same gun together.

Enchanting
Guns can be given the following enchantments:


 * Shell - Increases damage done by guns by 20% with Shell I, 40% with Shell II, and 60% with Shell III. Also increases reload time for a gun by 20% with Shell I, 40% with Shell II, and 60% with Shell III. Max level of III. This enchantment cannot be applied to Energy weapons.


 * Control - Decreases recoil done by a gun by 25% with Control I and 50% with Control II. Max level of II. This enchantment cannot be applied to energy weapons.


 * Overpower - Increases damage output and decreases fire delay. Only applicable to Energy Weapons.


 * Recharge - Decreases the amount of Energy used by energy weapons. Only applicable to Energy Weapons.


 * Unbreaking - same as Vanilla.


 * Intervention - gun is kept at death.

Guns can only be enchanted at an Infusion Table or a Divine Station.

Upgrading
Some guns can be upgraded using Upgrade Kits. To upgrade a gun, the player must place the gun (fully repaired, cannot be damaged), in a crafting grid with an Upgrade Kit.

Upgraded guns do slightly more damage than their unupgraded counterparts. Some upgraded Energy weapons will also require more/less energy than before.

Tooltip
All guns have a tooltip. The tooltip displays how much damage the gun does by default, how much durability is left, and how fast it shoots (Note that this isn't always accurate).

Energy weapons and Light Artillery will also display what they require as ammunition on their tooltip.

List of Guns
This section is a work in progress

Click here to see a list of normal guns.

Click here to see a list of sniper rifles.

Click here to see a list of energy weapons.