Plants vs. Zombies: Infinite Generation/Weapons

In Infinite Generation, the player is able to acquire and equip an arsenal of countless weapons to fight the threats spanning the multiverse. Most of these weapons take the form of a diverse selection of guns, but also include melee weapons and more destructive ordinance.

Overview
In the player's inventory, the player character is able to hold three separate slots for equippable weapons at once. All weapons need ammunition to function. Depending on their assumed strength, a single weapon will accept one of the following three ammo types: Some perks can regenerate ammo without having to pick up drops, or increase the odds of pickups themselves dropping from kills.
 * The first slot is reserved for Kinetic weapons, which inflict exclusively physical damage. They can require either primary or special ammo, and are typically themed after traditional ballistic weaponry or other forms of kinetic munitions.
 * The second slot is reserved for  Energy weapons, which inflict one of the four main types of elemental damage (electric, fire, acid, shadow.) They can require either primary or special ammo, and are typically themed around more futuristic weaponry and energy-based ordinance.
 * The third slot is reserved for Power weapons, which can inflict either kinetic or elemental damage. They are much more powerful than primary or special weapons, and therefore require their own ammo type. Power weapons are usually confined to rocket launchers, mega launchers, drum-fed grenade launchers, and heavier swords, though there are some exceptions.
 * Primary ammo supplies all non-special and power weapon types by default. Their pickups are white and drop semi-frequently from kills.
 * 00e000 ammo supplies most sniper rifles, swords, shotguns, and single-shot/breach-loaded grenade launchers. Their pickups are green and drop uncommonly from kills.
 * f987ff ammo supplies all weapons in the slot of the same name. Their pickups are pink and drop rarely from kills.

Though weapons can be swapped out freely even in combat, doing so will drain a proportion of ammo from the player's reserves. Switching ammo types in one slot or switching between individual power weapons will completely empty that slot's reserves or leave behind so little ammunition as to effectively be zero.

Weapon Types
Most weapons in-game are classified according to one of the following:
 * Auto Rifles: Fully-automatic assault rifles. Medium range, low recoil.
 * Burst Rifles: Assault rifle archetype that fires a burst of three or four consecutive shots with each trigger pull. More range than auto rifles, lower range than marksman's rifles. Variable recoil.
 * Marksman's Rifles: Long-range single-shot rifles with varying levels of recoil.
 * Blasters: Tiny single-shot guns that pack a comparatively enormous punch. Short to medium range, moderate recoil.
 * Pistols: Like a blaster, but weaker yet more reliable. Comes in several different subtypes and firing patterns.
 * Swords: Melee weapons used for close-range combat when integrated CQC solutions prove inadequate. Comes in several different archetypes which behave slightly differently from each other. Also, they may not even be swords, but try telling that to the record keepers at LEAF.
 * Sniper Rifles: Highly accurate scoped single-shot rifles. Very long range and variable recoil.
 * Shotguns: A classic firearm archetype for close-range combat. Comes in shell and slug varieties.
 * Rocket Launchers: Large weapons that shoot immensely powerful explosive warheads.
 * Grenade Launchers: Shoots explosive warheads faster than a rocket launcher, but weaker in individual strength, and are affected by gravity and air resistance. Comes in single-shot and drum-fed varieties.
 * Mega Launchers: Big guns of all shapes and (relative) sizes that can be charged up for great effect, either as a form of mass destruction or a concentrated, precise payload of single-target damage.

Weapon Stats
All weapons are assigned a score in each of the following stats ranging from 0 to 100: There are also three weapon stats hidden from normal view in the inventory. However, when switching perks or installing mods, the UI will alert the player if doing so will increase or decrease these stats. Though not true stats, visible and camera recoil along with recoil direction are considered separate scores which measure a weapon's recoil pattern and the feedback generated by firing it. However, they are all considered part of a weapon's stability score, which increases or decreases the above scores by a certain proportion.
 * Impact: How much damage per shot this weapon deals relative to other weapons of the same ammo type.
 * Range: Controls how accurate this weapon is and how far shots can travel before succumbing to damage falloff. Also manages the projectile velocity of non-hitscan weapons.
 * Stability: Controls how predictable and intense this weapon's recoil is.
 * Handling: How much time is required to draw this weapon, scope in or out, and/or holster it. These three times are actually all separate scores, but can only be individually raised or lowered by certain perks.
 * Reload Speed: How much time is required to reload this weapon.
 * Bullet magnetism controls the hitbox of bullets fired from hitscan weapons, and is thus only available on such weapons. In practice, this makes shots from further away more forgiving, especially precision shots. Attaching certain sights can increase or decrease this stat, along with certain perks.
 * Zoom controls the zoom level for sights. Generally speaking, holographic and iron sights have less zoom than normal sights, which have less zoom than scopes.
 * Reserve size controls how much ammo can be stored while the weapon is equipped. Usually only changed by armor perks.

Additionally, weapons have their firerate measured in rounds-per-minute. This is based on the weapon's archetype and typically cannot be changed without also changing the archetype outright, though some unique perks can bypass this restriction.

Perks
When a weapon drops, it automatically generates a series of perks that modify its performance and grant it minor abilities in combat. In the UI, this is represented by four columns of nodes, which can hold up to three similar perks at once (though this usually only applies to barrel, magazine, and sight perks.)

By default, a weapon's perk layout obeys the following rules:
 * Before the main four perk columns, a node with the weapon's archetype will appear, controlling its rate of fire and impact, while also imparting slight modifications to its behavior. Archetypes are fixed for a specific weapon and cannot be changed with the exception of certain selectable perks.
 * Mythic weapons have this column replaced with their first unique perk, though the secondary effects are still usable.
 * The first column is always a random selection of three different sights, selected from a pool based on the weapon's origin and type. They can be freely switched between without consequence, and have minor effects on range and stability. More prominently, however, they will alter the weapon's zoom level when aiming down sights and will also, quite obviously, change the optics the player character looks down when firing.
 * Weapons whose sights cannot be changed will instead use barrel perks. The pool used to select barrel perks is universal across every weapon in the game, and has more drastic effects on range and stability, with some effects on handling as well.
 * The second column is always a random selection of three different magazine perks. These affect magazine size and reload speed, and may affect handling as well.
 * The third and fourth columns contain one randomly-chosen main perk each. These perks apply bonuses to the weapon when certain conditions are fulfilled. Note that if two perks grant the same kind of bonus when triggered, they cannot roll together.
 * The fourth column can be made to have an extra perk to switch between from certain sources.

List of Main Perks
This list only encompasses perks not unique to specific weapons. Refer to their pages for information on their workings.

Common Perks
These perks can drop on all applicable weapons that accept random perks.

Pinnacle Perks
These perks can only roll on raid drops and loot from certain other exceptionally-difficult activities.

Generic Weapons
To prevent bloat in the world loot table, any weapon not obtained from a loot table of unique models is completely and randomly generated instead of being their own unique drops.

When the game decides to generate a generic weapon (usually through a world drop or activity reward that does not reward a "unique" weapon or pull from a specific drop table), it does so through the following method: Purchasing Elite foundry weapons through a social space will have an "SP" suffix appended to them, as they ship pre-generated with often-favorable perk combinations.
 * 1) The game first chooses which foundry (LEAF/misc., Weyer Industries, Cosmic Compiler, Cyclops, Alpha Sol) to start generating from.
 * 2) Next, the weapon type is chosen, while an archetype is selected based on what the chosen foundry produces. The latter usually only affects Weyer rocket launchers, which have a unique lightweight frame, and Alpha Sol's products as a whole, which cannot use high-impact archetypes.
 * 3) Perks are then generated based on availability.
 * 4) A name is assigned based on the foundry's naming scheme, and a serial assigned based on how many times the same model and name has been generated in the past across all users.
 * 5) Once all of the above is completed, the weapon is placed in the player's inventory.

Additionally, with the exception of Cosmic Compiler, generated world drops from Weyer, Cyclops, or Alpha Sol have a 0.5% chance to be replaced with a Mythic item from the same foundry, provided said item is not a quest unlock.

Foundries
Main article: Foundries (Infinite Generation)

To keep LEAF's Infinite Robots well-stocked with armaments, numerous foundries help produce weapons for their arsenal. Each foundry has a unique style and purpose, plus at least one Mythic weapon serving as a hallmark of their key philosophies.


 * Weyer Industries deals in classical ballistics and traditional weapons, prioritizing reliability above all else.
 * Cosmic Compiler offers a wide range of destructive ordnance using highly experimental and borderline dangerous technology.
 * Cyclops creates weapons with flexible internals, suited for the next generation of pilots.
 * Alpha Sol specializes in brutalizing foes with rapid attacks that eat away at enemy defenses.

Foundry weapons can drop randomly in the world, but are much more easily acquired with more desirable rolls by purchasing them from a vendor.

Mythic
Main article: Plants vs. Zombies: Infinite Generation/Mythic Equipment