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Weapon Tiers

Give every tier a unique Id, keep its Family consistent, and connect NextTier without cycles. The inspector displays the chain and offers a next-tier creation action with scaling/registration choices. Review its proposed values before accepting.

Register tiers in Content.Weapons and keep starting choices separate. Shop/acquisition settings control equal-definition merges, next-tier replacements and candidate eligibility at full capacity. MergeOnFullSlots matters at full capacity.

Test at both a free slot and a full slot, including a held terminal tier. Validate that the offer pool never presents an unreceivable candidate. Use the tier chain for weapon progression.

Entry point and reference fields

Entry point: Assets/Create/Survivor Roguelite Maker/Content/Weapon

Field / API Purpose
Tier Tier index; zero is the lowest
Family Family grouping
NextTier Next definition/reference
MergeOnFullSlots Allow configured full-slot merging
WeaponSlots Capacity for acquisition checks

Figure

Weapon inspector displaying the connected tier chain.

Weapon inspector displaying the connected tier chain.

Check your result

Validate connected content before starting a new measurement or run. Keep the settings, seed and content version with any result you compare. For code-only adapters, compile against the package version you ship and configure the required authored data before gameplay.

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