Maple Rifle (Asset Rifle_Maple, Item 474)
If you searched for "maple rifle stats," "Rifle_Maple item ID," "Unturned bolt action damage," or "item 474 weapon reference," this article is the canonical data reference for the Maple Rifle as defined by Unturned's own game files. Every value below is read directly from the game data at the time of extraction. Nothing is estimated, rounded, or derived; every number appears here exactly as it appears in the data.
The Maple Rifle is a bolt-action firearm chambered in Rifle ammunition. Its in-game description reads: Maple rifle chambered in Rifle ammunition. It occupies the Primary weapon slot and carries the Common rarity designation.
How to read this reference
If you are new to reading Unturned weapon data, this section explains how the tables in this article are organised and what each group of values means.
Every weapon in Unturned has its behaviour defined by a set of numerical fields and string flags stored in the game's asset data. These fields are grouped by function:
- Ballistics control the projectile: how far it travels, how fast the weapon cycles, what ammunition it takes, and how the magazine works.
- Damage tables define how much health the weapon removes from each target type per hit zone. There are separate damage tables for players, zombies, and animals because each target type has its own base damage and its own per-zone multipliers.
- Handling values control what the player experiences: recoil kick, aim spread, and camera shake.
- Flags are on/off toggles stored as strings. They enable or disable engine features like crafting participation, attachment sockets, and firing modes.
In every table, the "Field" column is the exact name of the data field as it appears in the game asset. The "Value" column is the literal value assigned to that field. When you are writing a server plugin, editing an asset bundle, or comparing weapons, match the field name exactly. Unturned's engine is case-sensitive and expects these names verbatim.
The bolt-action rifle family
The Maple Rifle belongs to a family of three bolt-action rifles that share the same fundamental mechanics but differ in their range profiles. These three rifles form a graduated series where range increases from entry-tier to long-range:
| Rifle | Asset name | Range |
|---|---|---|
| Birch Rifle | Rifle_Birch | 175 |
| Maple Rifle | Rifle_Maple | 200 |
| Pine Rifle | Rifle_Pine | 225 |
The Maple Rifle sits in the middle of this family. Its Range of 200 places it between the shorter Birch and the longer Pine, making it a mid-range bolt-action option. Understanding where it sits in this family is useful when you are comparing weapons for balancing, loot-table design, or server configuration: the three rifles are mechanically similar apart from range, so selecting between them is primarily a decision about engagement distance.
Each rifle in this family uses the same action type (Bolt), operates on the same Caliber, and follows the same damage multiplier pattern. The progression from Birch through Maple to Pine is a range progression, not a damage progression. A modder designing a tiered weapon system can use these three rifles as a template for how range scaling works in Unturned: increase the Range value, keep the damage and handling values, and the weapon automatically becomes a longer-range variant of the same platform.
Asset identification
Before diving into the numerical stats, here are the canonical identifiers you need to reference this weapon in modding tools, server plugins, loot tables, or game commands:
| Property | Value |
|---|---|
| Asset name | Rifle_Maple |
| Item ID | 474 |
| GUID | a909163e868f471290b0f66919dd52c4 |
| Rarity | Common |
| Slot | Primary |
| In-game description | Maple rifle chambered in Rifle ammunition. |
When writing server plugins that grant or remove this weapon, use item ID 474. When patching the asset itself in a Unity asset bundle or referencing it in a mod, use the asset name Rifle_Maple. The GUID a909163e868f471290b0f66919dd52c4 is the stable identifier used internally by the engine and should be used when GUID-based lookups are required.
The Common rarity designation affects how the item appears in the inventory UI (its background colour and label) and may affect how loot-drop systems weight it when rarity filtering is enabled. The Primary slot designation means this weapon occupies the primary weapon equipment slot and cannot be equipped in the secondary slot or any utility slot.
Ballistics
The ballistics table defines how the projectile behaves after it leaves the barrel. Each field controls a different aspect of the shot, from initial spawn through flight to maximum range. Understanding each field individually is important because modders often adjust these values when balancing a weapon for a custom server or modpack.
| Field | Value |
|---|---|
| Range | 200 |
| Firerate | 50 |
| Action | Bolt |
| Caliber | 17 |
| Muzzle | 4 |
| Magazine | 478 |
| Ammo_Min | 1 |
| Ammo_Max | 4 |
Field-by-field explanation
Range (200) sets the maximum effective distance at which this weapon's projectile remains active. The engine tracks the projectile from the moment it leaves the muzzle. If the projectile travels a cumulative distance equal to the Range value without intersecting a valid target, the engine destroys the projectile and no damage is dealt. Range is measured in the engine's internal distance units.
Within the bolt-action rifle family, the Birch Rifle has Range 175 and the Pine Rifle has Range 225. The Maple sits between them at 200. This is the single numerical difference that defines the family's tiering: Birch is the short-range entry rifle, Maple is the mid-range workhorse, and Pine is the long-range specialist.
Firerate (50) is the internal engine tick value that governs the delay between shots. A lower number means a faster cycle -- the engine counts fewer ticks before the weapon can fire again. The Firerate value is not a time measurement in seconds or rounds per minute; it is an abstract engine constant. Do not convert it, because the relationship between Firerate and real time depends on the server's tick rate and frame timing, neither of which is part of this weapon's data. When comparing two weapons, a lower Firerate number means the weapon cycles faster, but the exact speed difference in seconds is not derivable from the Firerate value alone.
Action (Bolt) defines the firing mechanism. After each shot, the bolt must be cycled before the next round can be chambered. The bolt cycle is an animation-driven delay that runs independently of the Firerate tick counter. This means the effective time between shots is the longer of the Firerate delay and the bolt-cycle animation duration. For a bolt-action weapon, the animation is typically the binding constraint.
Caliber (17) is the projectile type identifier. It serves two roles in the engine. First, it determines ammunition compatibility: only ammunition items with a matching Caliber value can be loaded into this weapon. Second, it governs penetration behaviour in the ballistic simulation: when the projectile strikes a material, vehicle, or structure, the engine uses the Caliber value to look up penetration parameters. A higher Caliber value typically corresponds to greater penetration against hard targets.
Muzzle (4) is the muzzle attachment socket index. It dictates which barrel attachments the weapon can accept. The number 4 is an index into an attachment compatibility table. Barrel attachments that list socket index 4 in their compatibility data can be mounted on this weapon. Attachments with a different socket index will not fit. This field controls both functional modifications (suppressors, muzzle brakes) and cosmetic-only items.
Magazine (478) is the asset ID of the magazine item this weapon uses. The magazine is a discrete inventory object with its own asset definition, separate from the weapon. The magazine asset controls its own capacity, reload behaviour, crafting recipe, and visual model. The weapon references the magazine by its asset ID; when a player reloads, the engine instantiates a new magazine object of asset 478 and attaches it to the weapon.
Ammo_Min (1) and Ammo_Max (4) define the ammunition capacity range for the attached magazine. When the weapon spawns, or when a fresh magazine of asset 478 is loaded, the engine selects a round count at random within the closed interval from Ammo_Min to Ammo_Max. Ammo_Max (4) is the hard upper bound: the magazine cannot hold more than 4 rounds regardless of how it is obtained or configured.
Putting it together. When the weapon fires, the engine checks the current round count (must be at least 1). It spawns a projectile of Caliber 17 from the Muzzle 4 socket. The projectile travels up to Range 200. If it hits, damage is applied. The bolt cycles. The Firerate 50 tick counter begins. When the counter expires, the weapon can fire again, provided the bolt cycle is also complete. When the round count reaches zero, the player must reload magazine asset 478, which restores a count between 1 and 4.
Player damage
Player damage values determine how much health a player loses when hit by this weapon. The base damage is multiplied by a zone-specific multiplier to produce the final damage to that hit zone.
| Field | Value |
|---|---|
| Player_Damage | 80 |
| Player_Leg_Multiplier | 0.6 |
| Player_Arm_Multiplier | 0.6 |
| Player_Spine_Multiplier | 0.8 |
| Player_Skull_Multiplier | 1.1 |
Field-by-field explanation
Player_Damage (80) is the base damage applied before any multiplier. It is the starting value the engine feeds into the damage formula. Every hit against a player begins with this number. The base damage is a flat value: it does not scale with distance, velocity, or any other dynamic factor. If the projectile hits a player, the engine starts at 80 and then applies the zone multiplier.
Player_Leg_Multiplier (0.6) reduces damage to leg hits. A multiplier below 1.0 means the hit deals less than the base damage. At 0.6, a leg hit deals 60 percent of the base 80, which is 48 damage. Legs are the least vital target zone and carry the lowest multiplier alongside arms.
Player_Arm_Multiplier (0.6) matches the leg multiplier. Arm hits and leg hits are treated identically by the damage formula on this weapon. At 0.6, an arm hit also deals 48 damage. The symmetry between arm and leg multipliers is common but not universal across Unturned weapons; some weapons differentiate limb types.
Player_Spine_Multiplier (0.8) is the torso and body multiplier. Hits to the spine deal 80 percent of base damage, producing 64 damage. This is the standard body-shot value. The spine multiplier is higher than the limb multipliers but lower than the skull multiplier, placing body shots in the middle of the damage range.
Player_Skull_Multiplier (1.1) is the headshot multiplier. A value above 1.0 means the hit deals more than base damage. At 1.1, a skull hit deals 110 percent of the base 80, which is 88 damage. The skull multiplier is the only multiplier above 1.0 on this weapon, making headshots the most efficient target against players.
Player damage per hit zone
The following table shows the computed damage values for each hit zone against players. These numbers are the result of multiplying Player_Damage (80) by each zone's multiplier, pre-rendered here so you do not need to do the arithmetic yourself.
| Hit zone | Multiplier | Damage (base 80) |
|---|---|---|
| Skull | 1.1 | 88 |
| Spine | 0.8 | 64 |
| Arm | 0.6 | 48 |
| Leg | 0.6 | 48 |
Zombie damage
Zombie damage works on the same multiplier system as player damage but uses a different base damage value and different zone multipliers. Zombie health pools are distinct from player health pools, so direct comparisons between these tables and the player tables are not meaningful on their own.
| Field | Value |
|---|---|
| Zombie_Damage | 99 |
| Zombie_Leg_Multiplier | 0.3 |
| Zombie_Arm_Multiplier | 0.3 |
| Zombie_Spine_Multiplier | 0.6 |
| Zombie_Skull_Multiplier | 1.1 |
Field-by-field explanation
Zombie_Damage (99) is the base damage applied to zombie entities before the zone multiplier. It is higher than the player base damage (80). The higher base value means each individual shot removes more raw health from a zombie than from a player, before multipliers are applied. However, zombie health pools are also typically larger than player health pools, so the higher base damage does not necessarily mean zombies die faster.
Zombie_Leg_Multiplier (0.3) is half the player leg multiplier (0.6). A zombie leg hit deals only 30 percent of the base 99, producing 29.7 damage. This is a substantial penalty for limb shots against zombies. If a modder or server owner observes that the Maple Rifle feels weak against zombie legs, this multiplier is the reason: at 0.3, leg hits are the least efficient way to use this weapon against zombies.
Zombie_Arm_Multiplier (0.3) matches the zombie leg multiplier. Arm and leg hits against zombies deal identical damage (29.7). The 0.3 multiplier on limbs creates a wide gap between optimal and suboptimal zombie targeting: a skull hit deals 108.9 damage, while a limb hit deals 29.7.
Zombie_Spine_Multiplier (0.6) is lower than the player spine multiplier (0.8). Body shots against zombies deal 60 percent of base damage (59.4), compared to 80 percent against players (64). This means the Maple Rifle is relatively less efficient at body-shotting zombies than it is at body-shotting players.
Zombie_Skull_Multiplier (1.1) matches the player skull multiplier. Headshots receive the same proportional bonus against both target types. The difference in outcome comes entirely from the different base damage values: a zombie skull hit deals 108.9 (from base 99), while a player skull hit deals 88 (from base 80).
Why the zombie multipliers are lower. The pattern across the zombie damage table -- lower limb and body multipliers, matched skull multiplier -- concentrates the weapon's effectiveness into headshots. A modder tuning zombie difficulty should note that this weapon rewards precision against zombies more heavily than it does against players, because the penalty for missing the skull is proportionally larger.
Zombie damage per hit zone
| Hit zone | Multiplier | Damage (base 99) |
|---|---|---|
| Skull | 1.1 | 108.9 |
| Spine | 0.6 | 59.4 |
| Arm | 0.3 | 29.7 |
| Leg | 0.3 | 29.7 |
Animal damage
Animal damage follows the same multiplier pattern. The base damage matches the zombie base damage, but the zone multipliers differ, producing different damage outcomes for the same hit zones.
| Field | Value |
|---|---|
| Animal_Damage | 99 |
| Animal_Leg_Multiplier | 0.6 |
| Animal_Spine_Multiplier | 0.8 |
| Animal_Skull_Multiplier | 1.1 |
Field-by-field explanation
Animal_Damage (99) is identical to Zombie_Damage in this weapon's data. The engine uses the same base damage value for both non-player entity types on this weapon. This is a design choice in the asset data: the weapon hits zombies and animals with the same base force.
Animal_Leg_Multiplier (0.6) is higher than the zombie leg multiplier (0.3) and matches the player leg multiplier. Limb hits against animals are twice as effective as limb hits against zombies. At 0.6, an animal leg hit deals 59.4 damage compared to 29.7 against a zombie leg.
Animal_Spine_Multiplier (0.8) is higher than the zombie spine multiplier (0.6) and matches the player spine multiplier. Body shots against animals are more efficient than body shots against zombies. An animal spine hit deals 79.2 damage compared to 59.4 against a zombie spine.
Animal_Skull_Multiplier (1.1) is consistent across all three target types (player, zombie, animal). The skull multiplier is the one value that remains constant regardless of what you are shooting. The weapon always applies a 10 percent bonus for headshots.
The missing arm multiplier. The animal damage table has no Animal_Arm_Multiplier entry. This means the engine either does not distinguish arm hits on animal entities, uses a default fallback, or treats animal arm hits as body hits. The absence of the field is intentional in the game data and is reproduced here as-is. If you are writing a plugin that reads animal arm damage and the field is absent, handle the null case explicitly rather than assuming a default value.
Cross-target comparison. Across all three target types, the skull multiplier is 1.1. The spine/body multiplier varies: 0.8 for players and animals, 0.6 for zombies. The limb multipliers vary most dramatically: 0.6 for players and animals, 0.3 for zombies. This pattern means the Maple Rifle is equally effective against players and animals on a per-hit basis (same base and multipliers, except animals lack an arm zone), but substantially weaker against zombie limbs and bodies. A modder balancing this weapon should account for these target-type asymmetries when tuning difficulty or designing encounters.
Animal damage per hit zone
| Hit zone | Multiplier | Damage (base 99) |
|---|---|---|
| Skull | 1.1 | 108.9 |
| Spine | 0.8 | 79.2 |
| Leg | 0.6 | 59.4 |
Handling
Handling values control the weapon's post-shot behaviour: how much the camera moves, how far the aim point shifts, and how wide the projectile can deviate from the crosshair. These values define the weapon's "feel" and are a primary tuning surface for modders adjusting weapon balance.
| Field | Value |
|---|---|
| Recoil_Min_X | 5 |
| Recoil_Min_Y | 15 |
| Recoil_Max_X | 10 |
| Recoil_Max_Y | 20 |
| Spread_Aim | 0.01 |
| Shake_Min_X | -0.005 |
| Shake_Max_X | 0.005 |
Field-by-field explanation
Recoil_Min_X (5) and Recoil_Max_X (10) define the horizontal recoil range. On each shot, the engine selects a random horizontal displacement between these two values. The displacement is applied as a rotation of the player's aim vector: the crosshair moves left or right by an amount within the range. The range of 5 to 10 means the horizontal kick is moderate and predictable. The engine may apply the kick in either the positive or negative X direction, creating left-right variation.
Recoil_Min_Y (15) and Recoil_Max_Y (20) define the vertical recoil range. Vertical recoil is larger than horizontal recoil on this weapon: the minimum vertical kick (15) exceeds the maximum horizontal kick (10). This is typical for bolt-action rifles, where the primary recoil force drives the barrel upward. The range of 15 to 20 means the vertical displacement is the dominant component of the recoil vector. Players firing rapidly will see the crosshair climb.
Recoil as a tuning surface. The gap between the minimum and maximum values creates randomness in the recoil pattern. A weapon with Min 5 and Max 10 has a wider spread of possible recoil outcomes than a weapon with Min 8 and Max 8 (which would kick by exactly 8 every time). The Min/Max pattern means the weapon does not have a perfectly predictable recoil curve -- each shot lands somewhere in the range.
Spread_Aim (0.01) is the aimed-fire spread value. When the player is aiming down sights, the engine defines a cone projecting forward from the muzzle. The projectile's direction is randomised within this cone, with the cone angle determined by the Spread_Aim value. A value of 0.01 produces a tight cone: at typical engagement distances, the projectile will land very close to the point of aim. This is a precision-oriented spread value consistent with a bolt-action rifle's role as an accurate, deliberate-fire weapon.
Spread in context. The Spread_Aim value applies only when aiming down sights. When firing from the hip, the engine uses a separate hip-fire spread value that is not part of this weapon's asset data. The hip-fire spread is typically larger than Spread_Aim. If you observe that the weapon is less accurate from the hip, it is because the engine is applying a different spread value, not because Spread_Aim is misconfigured.
Shake_Min_X (-0.005) and Shake_Max_X (0.005) control horizontal camera shake. Camera shake is distinct from recoil: recoil shifts the crosshair/aim point, while shake moves the entire camera view. A negative minimum means the shake can displace the camera in either the left or right direction. The range from -0.005 to 0.005 is a narrow shake band, producing a subtle camera jolt rather than a disorienting screen shake. This is appropriate for a rifle: the camera communicates the impact of the shot without obscuring the player's view of the target.
Why only X shake. The handling table contains Shake_Min_X and Shake_Max_X but no corresponding Y-axis shake fields. The weapon's data defines only horizontal camera shake. If you observe vertical camera movement during firing, it is likely caused by the recoil system (Recoil_Min_Y / Recoil_Max_Y) rather than the shake system.
Understanding the damage pipeline
When the Maple Rifle hits a target, the engine does not apply a single flat number. Instead it runs through a sequence of lookups that determine the final damage value. Understanding this pipeline is important for modders who are adjusting weapon balance, creating custom damage handlers in server plugins, or diagnosing unexpected kill behaviour.
The pipeline has three stages:
Stage 1: Base damage selection. The engine checks the target type and selects the corresponding base damage. Against a player, it uses Player_Damage (80). Against a zombie, it uses Zombie_Damage (99). Against an animal, it uses Animal_Damage (99).
If the target type does not match any of these three categories -- for example, a custom entity type added by a mod, or a vehicle, or a structure -- the engine's behaviour depends on how the damage handler is implemented. Some server frameworks apply a default damage value; others may skip the damage entirely. This weapon's data only defines damage for players, zombies, and animals. Any other target type falls outside the scope of this reference.
Stage 2: Hit zone identification. The engine determines which hit zone on the target model was struck. The hit zones are Skull, Spine, Arm, and Leg. The zone is determined by the collision mesh, not by the visual model. A projectile that appears to hit the head visually may register as a body hit if the collision mesh's head capsule does not extend to the edge of the visual model. This mismatch is a common source of "I shot them in the head" confusion.
Each target type may have a different set of available hit zones. Players have all four zones (Skull, Spine, Arm, Leg). Zombies have all four. Animals lack the Arm zone in this weapon's data, as shown by the absence of Animal_Arm_Multiplier.
Stage 3: Multiplier application. The engine looks up the multiplier for the target type and hit zone combination, then multiplies the base damage by that multiplier. For example, a skull hit against a player uses Player_Skull_Multiplier (1.1), producing a damage output of 88. A leg hit against a zombie uses Zombie_Leg_Multiplier (0.3), producing a damage output of 29.7. An arm hit against an animal falls into the missing-multiplier case and resolves according to the engine's fallback behaviour.
What is not in the pipeline. No other factors from this weapon's data affect the damage pipeline. Armour, attachment modifiers, skill bonuses, and server-side damage modifiers are handled by separate game systems and are not part of the weapon asset data shown here. If you are observing damage values that do not match the computed tables, the discrepancy is likely caused by one of these external systems rather than by the weapon's own data.
How the engine processes a shot
When a player fires the Maple Rifle, the engine executes a sequence of steps from trigger pull to damage application. Here is that sequence, step by step, using only the values from this weapon's data.
Step 1: Trigger pull and fire command. The player presses the fire key. The engine reads the weapon's firing mode configuration. The Action field is set to Bolt, which tells the animation system to play the bolt-cycle animation after each shot. The Semi flag is present, which tells the input handler that each trigger pull fires exactly one shot. The engine does not permit automatic fire. If the trigger is held, only the first pull registers; subsequent shots require a new trigger pull after the bolt cycle and firerate delay have both elapsed.
Step 2: Safety check. The Safety flag is present on this weapon. Before proceeding to fire, the engine evaluates whether any safety condition is active. The exact conditions enforced by the Safety flag are engine-defined and not part of this weapon's data, but the flag's presence means the weapon can be in a state where it refuses to fire (for example, when the safety mechanism is engaged via a keybind or gamepad button). If the safety is engaged, the shot sequence stops here and no round is consumed.
Step 3: Ammunition check. The engine reads the current round count from the loaded magazine of asset 478. If the count is zero, the engine either plays a dry-fire click or triggers an auto-reload, depending on engine settings, and the shot sequence stops. If the count is at least 1 -- the Ammo_Min minimum -- one round is consumed and the count decrements. The maximum capacity is bounded by Ammo_Max (4); the count cannot exceed 4 regardless of magazine state.
Step 4: Spread calculation. The engine takes the Spread_Aim value (0.01) and constructs a cone projecting from the weapon's muzzle position at socket Muzzle (4). The cone's half-angle is proportional to the Spread_Aim value. The engine selects a random direction vector within this cone. If the player is not aiming down sights, the engine uses a separate hip-fire spread value defined at the engine level, not by this weapon's asset data. The Spread_Aim value only applies when the sights are up.
Step 5: Projectile travel and range check. The engine spawns a projectile entity of Caliber 17 from the muzzle socket position. The projectile travels along the direction vector computed in step 4. It moves in a straight line (the engine does not simulate bullet drop on this weapon unless a separate ballistic system is active). The engine tracks the cumulative distance from the muzzle. If the projectile reaches a cumulative distance equal to Range (200) without intersecting a valid entity, the engine destroys the projectile, and the shot sequence ends with no damage dealt.
Step 6: Hit detection and zone mapping. When the projectile intersects a valid entity -- player, zombie, animal, vehicle, or structure -- the engine records the collision point on the entity's collision mesh. It maps the collision point to one of the defined hit zones: Skull, Spine, Arm, or Leg. The mapping is a geometric check against the collision mesh's bone assignments. If the collision point does not correspond to any assigned hit zone, the engine falls back to a default body zone.
Step 7: Damage calculation and application. The engine selects the base damage for the entity type detected in step 6: Player_Damage (80), Zombie_Damage (99), or Animal_Damage (99). It retrieves the multiplier for the hit zone from the corresponding multiplier table. It multiplies the base damage by the multiplier and subtracts the result from the entity's current health. The per-zone computed results are: 88 / 64 / 48 / 48 for players; 108.9 / 59.4 / 29.7 / 29.7 for zombies; and 108.9 / 79.2 / 59.4 for animals.
Step 8: Recoil, shake, and bolt cycle. With the projectile resolved, the engine applies post-shot feedback. It selects a random horizontal recoil value between Recoil_Min_X (5) and Recoil_Max_X (10), and a random vertical recoil value between Recoil_Min_Y (15) and Recoil_Max_Y (20). The player's aim point rotates by the combined recoil vector. Simultaneously, the engine applies a random horizontal camera shake between Shake_Min_X (-0.005) and Shake_Max_X (0.005). The Firerate tick counter (50) begins counting, and the bolt-cycle animation plays. The weapon cannot fire again until both the tick counter expires and the bolt cycle completes.
The flag system
Unturned weapon assets carry a set of flags that control engine behaviour: what attachments the weapon accepts, what firing modes are available, whether the weapon participates in crafting, and how the game's systems interact with it. Flags are string identifiers stored in the asset data. Some flags are human-readable words; others are GUIDs that reference other game assets or systems.
When you are modding a weapon, the flags are often where you make behavioural changes. Adding or removing a flag like Blueprints can enable or disable crafting recipes. Adding a hook flag like Hook_Barrel determines whether the weapon can accept barrel attachments. Understanding what flags are present on the stock Maple Rifle tells you the starting point before any modifications.
Flags present on the Maple Rifle
The following flags are present in the Rifle_Maple asset data:
"21ede8ebffb14c5580e8c7ad149e335e""5ff4bcf752554990bf06e103b996cef2""7b82c125a5a54984b8bb26576b59e977""8c25cf28c76a4634855f404c8972c0ae""e73a23b102f24520a32ec0b2afaa6157"BlueprintsHook_BarrelHook_SightInputItemsRequiresNearbyCraftingTagsSafetySemi[]{}
GUID flags
The five GUIDs at the top of the list are opaque references to other game assets. Without resolving them against the full asset catalog, their purpose is not directly knowable from this weapon's data alone. They may reference:
- Attachment compatibility tables that enumerate which specific barrel and sight attachments fit this weapon
- Crafting recipe groups that define the inputs and outputs for the
Blueprintssystem - Sound definition assets that control the firing sound, bolt-cycle sound, and dry-fire sound
- Animation controller assets that define the bolt-cycle animation, reload animation, and equip animation
- Material or effect references for muzzle flash, bullet trail, and impact effects
When modding, you may need to resolve these GUIDs to understand the full dependency chain. A weapon that references a GUID for its firing sound will play silence if that sound asset is missing from the game files. If you are creating a mod that overrides this weapon, preserve or replace these GUID references; removing them without providing alternatives may break audio, animation, or attachment compatibility.
Named flags
Blueprints indicates that this weapon participates in the blueprint crafting system. A weapon with this flag has at least one associated blueprint asset that defines a crafting recipe. The presence of Blueprints does not itself describe the recipe; it only tells the engine to check the blueprint registry for recipes whose output is Rifle_Maple or item ID 474.
InputItems is a crafting system flag that works in tandem with Blueprints. It tells the engine that the crafting recipe consumes physical input items from the crafter's inventory. Without this flag, a recipe might grant the output without consuming ingredients, or it might use an alternative consumption model. If a player reports that crafting consumes no materials, check whether InputItems is present on the weapon or the blueprint.
RequiresNearbyCraftingTags is a crafting proximity flag. It means the recipe can only be crafted when the player is near an in-world object (such as a workbench, forge, campfire, or crafting table) that carries a matching crafting tag. The specific tag required is defined in the blueprint asset, not in this weapon's data. This flag gates the weapon behind infrastructure: the player must locate or build the required crafting station before they can produce the rifle.
Hook_Barrel declares a barrel attachment socket. The weapon has a mounting point that accepts barrel-class attachments. The specific attachments that are compatible are determined by compatibility tables keyed to the weapon's asset name, GUID, and Caliber. The socket index is Muzzle 4, which must match the socket index in the attachment's own data.
Hook_Sight declares a sight attachment socket. The weapon has a mounting point for optical attachments such as scopes, reflex sights, and iron sights. As with Hook_Barrel, compatibility is determined by attachment-to-weapon mapping tables, not by the flag alone.
Safety enables a safety mechanism on the weapon. The exact behaviour depends on the engine's safety system implementation. Typically, a weapon with Safety can be toggled between a "safe" state (cannot fire) and a "fire" state via a keybind or gamepad input. The safety state may be displayed in the HUD. This flag is present in the data, which means the weapon ships with a functional safety mechanism.
Semi defines the firing mode as semi-automatic in the engine's fire-mode classification system. Despite the Action field being set to Bolt, the Semi flag tells the input handler to interpret each trigger pull as a single-shot command. The bolt-cycle delay is enforced by the Action field and the animation system, not by the fire-mode flag. The combination of Action: Bolt and the Semi flag means the weapon fires one shot per trigger pull with a mandatory bolt cycle between shots.
The bracket flags. The four single-character flags ([, ], {, }) are unusual entries in the flag list. They may be:
- Delimiters in a serialised JSON or array structure that were parsed as individual flag entries during extraction
- Structural markers for an internal data block (for example, toggling a section of flags on or off)
- Leftover artifacts from the asset serialisation process, where the original data format used brackets as scope delimiters
Because there is no documentation in this weapon's data explaining these characters, their exact function is unresolved. They appear in the flag list as individual entries and are reproduced here exactly as they appear in the game data. If your modding tool or plugin parser encounters these entries, handle them as valid flag strings rather than assuming a parse error.
Canned Beans
Canned Beans are a running canon thread on this wiki, a documented in-universe artifact with its own lore article at /lore/canned-beans-lore. The convention is that every weapon, item, and map reference article on this site includes a Canned Beans section that reports whether beans appear in the data for the subject at hand.
For the Maple Rifle, the answer is straightforward: there are no beans. No bean flag, no bean reference, no bean-related field appears anywhere in this weapon's asset data. The Maple Rifle is a firearm, not a food item, and it has no connection to the Canned Beans canon thread beyond sharing the same game engine.
This is the expected result for a weapon. Beans appear in food items, loot tables, and map object data; they are not a property of firearms. The Canned Beans article documents bean can geometry, nutritional profile, map distribution, and their spiritual significance to long-running canon survivors. None of that intersects with the Maple Rifle's data.
If you are here looking for beans, the article you want is /lore/canned-beans-lore.
Where it spawns
This weapon does not appear in any extracted loot table. It is obtained another way (NPC reward, crafting, or admin-only).
The absence of this weapon from loot tables is an important piece of information for server owners designing loot economies. If the Maple Rifle does not spawn naturally, players cannot find it by looting containers, defeating enemies, or searching map objects. It must be introduced into the game world through an alternative mechanism.
What the absence means
When a weapon is absent from loot tables, the following are true:
- Players cannot find this weapon in any container type (crates, cabinets, lockers, shelves, or any other lootable object)
- Enemy drops do not include this weapon (zombie loot pools, boss drops, or NPC loot are sourced from loot tables)
- The weapon will never appear as ground loot or environmental pickups on any vanilla map
- The weapon cannot be obtained through any random-drop mechanic unless a mod or plugin explicitly adds it
How it is obtained instead
The Blueprints flag present on this weapon is the strongest clue: the weapon participates in the crafting system. Combined with InputItems and RequiresNearbyCraftingTags, this suggests the intended acquisition path is through crafting, using input materials and a nearby crafting station.
If you want players on your server to access this weapon, the crafting recipe is likely the canonical route. You will need to confirm:
- That a blueprint asset exists for this weapon (the
Blueprintsflag tells the engine to look for one, but does not guarantee one exists in the loaded asset set) - That the required crafting station (identified by the tag referenced in
RequiresNearbyCraftingTags) is accessible to players - That the input materials (identified in the blueprint asset) are obtainable through loot, gathering, or other crafting
An admin can also grant this weapon to players directly using item ID 474 through a server command or plugin. If the weapon is intended for a specific role or event on your server, admin distribution is the simplest approach and does not require configuring loot tables or crafting recipes. Use the command syntax appropriate to your server framework:
- Vanilla commands:
/give <player> 474 - RocketMod:
/i <player> 474 - OpenMod: consult your installed command plugin for the give-item syntax, passing item ID
474
The GUID a909163e868f471290b0f66919dd52c4 is available for frameworks that support GUID-based item granting as an alternative to numeric item IDs.
Practical use for server owners and modders
The Maple Rifle's data tells a clear story for anyone configuring a server, building a custom loot economy, or balancing a modpack. This section organises the data into actionable guidance.
Role in the bolt-action family
With a Range of 200, the Maple Rifle occupies the mid-range tier between the Birch (175) and the Pine (225). If you are designing a progression where players graduate through bolt-action rifles, the Maple is the natural middle step. A player might start with the Birch for close-to-medium engagements, move to the Maple when they need more reach, and eventually acquire the Pine for long-range work.
The three rifles are mechanically similar apart from Range. They share the same Action (Bolt), the same firing mode (Semi flag), and very similar damage profiles. This means a progression through them is primarily a progression in engagement distance, not in raw damage output. A player graduating from the Birch to the Maple gains 25 units of effective range; from the Maple to the Pine, another 25.
Damage profile and target efficiency
The Maple Rifle has asymmetrical damage across target types. Understanding these asymmetries is important for encounter design and difficulty tuning.
Against players: The base damage is 80. The skull multiplier is 1.1, producing 88 headshot damage. The limb multiplier is 0.6, producing 48 damage to arms and legs. The body multiplier is 0.8, producing 64 damage to the spine. Headshots are the efficient target; limb hits deal just over half of the headshot damage.
Against zombies: The base damage is 99. The skull multiplier is 1.1, producing 108.9 headshot damage -- the highest single-hit value in this weapon's data. However, the limb multipliers drop to 0.3 (29.7 damage), and the body multiplier drops to 0.6 (59.4). This creates a wide efficiency gap: a headshot deals over 3.6 times the damage of a limb hit. If your server has tanky zombies, the Maple Rifle rewards precision heavily; body and limb shots will feel weak.
Against animals: The base damage is 99, matching zombies. The limb multiplier is 0.6 (matching players), and the body multiplier is 0.8 (matching players). Against animals, the Maple Rifle behaves more like it does against players -- limb and body hits are less punishing relative to headshots. The missing arm multiplier means animal arm hits fall into an unresolved case, so if your server has animal entities with arm hitboxes, test and document the actual damage values.
Crafting economy design
The Maple Rifle is crafting-gated by its flag configuration. When designing a crafting economy around this weapon, consider the following chain:
- Blueprint availability. The weapon needs a blueprint asset. If no blueprint exists in the loaded asset set, the
Blueprintsflag points to nothing and crafting will not work. - Input materials. The
InputItemsflag means the recipe consumes items. Identify which items are consumed and ensure they have their own acquisition paths. If a required input item is also crafting-gated, the dependency chain must be solvable end-to-end. - Crafting station. The
RequiresNearbyCraftingTagsflag means the player needs proximity to a tagged station. Identify the tag and ensure a station bearing that tag exists in the game world. If the station is behind progression (for example, in a high-tier safezone or gated behind a quest), the Maple Rifle is effectively progression-locked to players who have reached that content. - Recipe visibility. The player must be able to discover or be told about the recipe. If the blueprint requires the player to find a recipe item or unlock the blueprint through a quest, factor that into the acquisition timeline.
Magazine and ammunition supply chain
The weapon uses magazine asset 478 with a capacity range of 1-4 rounds. With a 4-round maximum and a bolt-action cycle, this is a low-volume weapon that demands frequent reloading. The magazine itself is a separate asset that must be obtainable. If the magazine does not appear in loot tables and has no crafting recipe, players who acquire the rifle may have no source of magazines and thus no way to load it.
Ammunition compatibility is governed by Caliber 17. Any ammunition item with Caliber 17 can be loaded. If the only Caliber 17 ammunition in your item catalog comes from the same crafting system as the rifle, the ammunition supply chain must be solvable alongside the weapon acquisition chain.
Attachment ecosystem
The weapon has two attachment sockets: Hook_Barrel (socket index Muzzle 4) and Hook_Sight. When designing loot pools for attachments, include barrel and sight items whose compatibility data references Rifle_Maple, its GUID a909163e868f471290b0f66919dd52c4, or its Caliber 17. The exact compatibility mechanism depends on how the attachment system is configured in the asset data, but the weapon's identifiers are the lookup keys.
Admin commands and plugin integration
To grant this weapon programmatically, reference it by item ID 474. For GUID-based frameworks, use a909163e868f471290b0f66919dd52c4. Common use cases:
- Welcome kits: Grant the Maple Rifle (and magazine 478, and Caliber 17 ammunition) to new players as a starter kit or role-specific loadout
- Event rewards: Award the weapon for completing a quest, winning a PvP match, or participating in a server event
- Admin shops: List the weapon in a plugin-based shop at a configurable price point, using item ID
474as the shop item reference - Kit plugins: Include the weapon in named kits that players can claim, typically through a
/kitcommand
Modding the Maple Rifle
This section explains which fields a modder typically changes and why, using only the information present in the weapon's data. It does not prescribe specific values; it explains what each field controls so you can make informed changes.
Common modifications
Range tuning. The Range field (200) is the most commonly modified value in the bolt-action family. Increasing Range extends the projectile's maximum travel distance. Decreasing it shortens the effective range. When you change Range, test the new value at the boundary: place a target at the new Range value and confirm the projectile hits, then place one slightly beyond and confirm the projectile despawns. This field is also the primary differentiator between the Birch (175), Maple (200), and Pine (225) rifles; if you are creating a fourth variant, Range is the field to adjust.
Firerate adjustment. Changing Firerate (50) adjusts the tick delay between shots. Lowering the value decreases the delay; raising it increases the delay. Because the relationship between Firerate and real time depends on the server tick rate, test changes on the actual server where the weapon will be used. A value that feels fast on a 60-tick server may feel slow on a 30-tick server.
Damage rebalancing. The damage tables are the primary balance surface. Modifying Player_Damage (80) changes the base damage against players, which cascades to every hit zone. Modifying individual multipliers (for example, changing Player_Skull_Multiplier from 1.1 to a different value) adjusts the headshot damage independently of the base. The same principle applies to Zombie_Damage (99) and Animal_Damage (99) and their respective multiplier tables.
Magazine capacity. Changing Ammo_Max (4) adjusts the magazine capacity ceiling. Raising it allows more rounds per magazine. Ammo_Min (1) controls the minimum rounds when a magazine spawns or is loaded -- you might raise it if you want a guaranteed minimum capacity above 1, or keep it at 1 for randomness. The magazine asset (478) is a separate object; changing its capacity in the weapon data does not change the magazine's own asset definition, so ensure the two are consistent.
Attachment sockets. Adding or removing hook flags changes which attachment sockets the weapon exposes. Removing Hook_Barrel prevents barrel attachments from mounting. Adding Hook_Tactical (if it exists in the engine's flag vocabulary) would add a tactical attachment socket. The hook flags are independent of each other: Hook_Sight can be added or removed without affecting Hook_Barrel.
Crafting flags. Removing Blueprints disables crafting entirely for this weapon. Removing InputItems changes the recipe's item consumption model. Removing RequiresNearbyCraftingTags allows crafting anywhere, without station proximity. These flags control the crafting pipeline; changing them changes how players acquire the weapon.
Preserving compatibility
When modifying this weapon for a modpack, preserve the identifiers (asset name Rifle_Maple, item ID 474, GUID a909163e868f471290b0f66919dd52c4) unless you intend to create a separate weapon. Other mods, plugins, and server configurations may reference this weapon by these identifiers. Changing them breaks those references.
If you are creating a variant (for example, a "Maple Rifle Mk II" with adjusted stats), create a new asset with a new asset name, item ID, and GUID. Do not overwrite the original Rifle_Maple data unless your mod is explicitly a replacement for the base weapon.
Troubleshooting common modding issues
This section addresses issues modders and server owners may encounter when working with the Maple Rifle.
Issue: The weapon fires but deals no damage. Check that the projectile's Caliber value (17) matches the ammunition loaded in the magazine. If a mismatched ammunition item is loaded, the projectile may still spawn but fail the damage lookup because the engine cannot reconcile the calibers. Also verify that the target entity type has a non-zero damage entry in the weapon's data: the weapon has Player_Damage 80, Zombie_Damage 99, and Animal_Damage 99, so all three target types should receive damage. If a custom entity type is not covered, the engine may fall back to a default of zero.
Issue: The weapon fires full-auto when it should be bolt-action. The Semi flag controls the trigger behaviour. If this flag is missing or has been replaced with an automatic-fire flag, the weapon will fire continuously while the trigger is held. Confirm that Semi is present in the flag list. Also confirm that Action is set to Bolt -- if the Action field has been changed or removed, the bolt-cycle animation will not play.
Issue: The crafting recipe does not appear. The Blueprints flag is present, but flags alone do not create a recipe. A valid blueprint asset must be defined elsewhere in the game data and must reference Rifle_Maple as its output item. Check that the blueprint asset exists, is loaded by the server, and is not overridden or removed by another mod. The InputItems flag means the recipe requires input items; confirm that all required input items exist in the game data and are obtainable. The RequiresNearbyCraftingTags flag means the player must be near an object with the required crafting tag; verify that such an object exists in the map or is placeable.
Issue: Attachments cannot be attached. The Hook_Barrel and Hook_Sight flags declare that sockets exist, but attachment compatibility is governed by a separate compatibility system. An attachment must have a compatibility entry that matches the weapon's asset name, GUID, or Caliber. If an attachment does not attach, verify its compatibility data against these identifiers. Also check that no other mod is removing or overriding the hook flags, and that the attachment's socket index matches Muzzle 4.
Issue: The weapon does not appear in loot. This is expected behaviour: the extracted asset data states this weapon does not appear in any extracted loot table. If you want it to spawn naturally, you must add it to a loot table yourself. The item ID 474 is the value you need to add to the loot table definition. When adding to a loot table, also consider adding magazine asset 478 and Caliber 17 ammunition, or players will find the rifle with no way to use it.
Issue: The bolt cycle is too fast or too slow. The bolt-action cycle duration is governed by the Action field (Bolt) combined with the Firerate value (50). Changing the Firerate value adjusts the cycle speed. The exact relationship between Firerate and real time depends on the server's tick rate, so test changes on a local server before deploying to production. If the bolt animation appears to finish before the weapon can fire, the Firerate tick counter is the binding constraint; lower the Firerate value. If the weapon can fire before the animation completes, the animation is the binding constraint; the Firerate change will have no visible effect.
Issue: Bracket characters appearing in flag lists cause parser errors. The flags [, ], {, and } are literal single-character entries in the flag array. If your modding tool or plugin framework parses flag arrays and chokes on single-character bracket entries, you may need to either strip them (if your tool confirms they are serialisation artifacts) or handle them as valid flag strings. They appear in the source data and are reproduced here as-is.
Issue: Animal damage has no arm multiplier. The Animal_Arm_Multiplier field is absent from the weapon's data. If your plugin or mod relies on this field being present and attempts to read it, the read may return null, zero, or throw an exception depending on your tooling. Handle the absence gracefully: either fall back to Animal_Spine_Multiplier (0.8) for arm hits against animals, or treat arm hits as body hits.
Issue: The GUID flags reference missing assets. The five GUID flags in the flag list reference external assets. If any of those referenced assets are missing from the game files (for example, because the asset was removed by a mod or not included in the server's asset bundle), the features tied to those GUIDs will silently fail. Symptoms include missing firing sounds, missing bolt-cycle sounds, broken attachment compatibility, or missing crafting recipes. To diagnose: resolve each GUID against the asset catalog and confirm the referenced asset exists and is loaded.
Issue: Player damage does not match the computed tables. If you observe damage values that differ from the computed tables (88 skull, 64 spine, 48 arm/leg), external modifiers are likely in play. Check for: armour on the target, damage-modifying attachments on the weapon, skill bonuses on the shooter, server-side damage multipliers (common in PvE and roleplay servers), and plugin-based damage handlers that override the vanilla damage pipeline. The weapon's own data is only one input to the final damage value.
Testing and validation checklist
Use this checklist when you have modified the Maple Rifle asset, added it to a loot table, created a crafting recipe for it, or configured it on a server. Each item should be verified before declaring the change complete.
Asset integrity
- [ ] Asset loads without errors. Check the server console and client logs after loading. No errors should reference
Rifle_Maple, item ID474, or GUIDa909163e868f471290b0f66919dd52c4. - [ ] Item ID 474 resolves correctly. Use a give command with item ID
474on both client and server. The item name, icon, and description should display correctly. The in-game description should read "Maple rifle chambered in Rifle ammunition." - [ ] Weapon occupies the Primary slot. Equip the Maple Rifle and confirm it occupies the Primary weapon slot. It should not be placeable in the Secondary slot or any other equipment slot.
- [ ] Rarity displays as Common. Inspect the item in the inventory. The rarity colour and label should reflect the
Commontier. If your server uses a custom rarity colour scheme, verify the colour displays correctly under that scheme.
Firing behaviour
- [ ] Firing mode is bolt-action, semi-automatic trigger. Equip the weapon, aim, and fire. One round should discharge per trigger pull. The bolt should cycle between shots. Holding the fire key should not produce automatic fire.
- [ ] Safety mechanism functions (if implemented). If the engine implements the
Safetyflag's behaviour, toggle the safety on and off. The weapon should refuse to fire when safety is engaged and fire normally when disengaged. - [ ] Spread_Aim produces a tight grouping. Fire at a static target while aiming down sights. Projectiles should land in a tight cluster consistent with a Spread_Aim value of 0.01.
Damage validation -- players
- [ ] Skull hit deals 88 damage. On a test server with damage logging enabled, shoot a player target in the skull. The damage logged should be 88.
- [ ] Spine hit deals 64 damage. Shoot a player target in the spine. The damage logged should be 64.
- [ ] Arm hit deals 48 damage. Shoot a player target in the arm. The damage logged should be 48.
- [ ] Leg hit deals 48 damage. Shoot a player target in the leg. The damage logged should be 48.
Damage validation -- zombies
- [ ] Skull hit deals 108.9 damage. Spawn a zombie with a known health value. Shoot it in the skull. Verify the damage dealt is 108.9.
- [ ] Spine hit deals 59.4 damage. Shoot a zombie in the spine. Verify 59.4 damage.
- [ ] Arm hit deals 29.7 damage. Shoot a zombie in the arm. Verify 29.7 damage.
- [ ] Leg hit deals 29.7 damage. Shoot a zombie in the leg. Verify 29.7 damage.
Damage validation -- animals
- [ ] Skull hit deals 108.9 damage. Spawn an animal with a known health value. Shoot it in the skull. Verify 108.9 damage.
- [ ] Spine hit deals 79.2 damage. Shoot an animal in the spine. Verify 79.2 damage.
- [ ] Leg hit deals 59.4 damage. Shoot an animal in the leg. Verify 59.4 damage.
- [ ] Arm hit behaviour is documented. Shoot an animal in the arm (if the entity has arm hitboxes). Since
Animal_Arm_Multiplieris absent from the data, document the actual damage value the engine applies. This value becomes the reference for future testing.
Ballistics
- [ ] Range caps at 200. Place a target at distance 200 and fire. The projectile should register a hit. Place a target at distance 201 or further. The projectile should despawn before reaching the target and no hit should register.
- [ ] Caliber 17 ammunition loads correctly. Attempt to load ammunition items with Caliber 17. They should be accepted. Attempt to load ammunition with any other Caliber value. They should be rejected.
Handling
- [ ] Horizontal recoil stays within [5, 10]. Fire the weapon repeatedly while observing aim point displacement. Record horizontal kick values over multiple shots. All recorded values should fall between
Recoil_Min_X(5) andRecoil_Max_X(10). - [ ] Vertical recoil stays within [15, 20]. Record vertical kick values over multiple shots. All recorded values should fall between
Recoil_Min_Y(15) andRecoil_Max_Y(20). - [ ] Camera shake stays within [-0.005, 0.005]. Fire the weapon and observe camera movement. Horizontal shake displacement should stay within the range of
Shake_Min_X(-0.005) toShake_Max_X(0.005).
Magazine and ammunition
- [ ] Magazine asset 478 loads and functions. Load magazine asset 478 into the weapon. The ammo count display should show a value between
Ammo_Min(1) andAmmo_Max(4). - [ ] Ammo count never exceeds 4. Fire a partial magazine and reload. The displayed count should not exceed
Ammo_Max(4). Spawn the weapon through different methods (give command, loot, crafting) and confirm the count stays within bounds. - [ ] Weapon dry-fires or auto-reloads at zero. Fire until the magazine is empty. The weapon should either play a dry-fire click or initiate an auto-reload, depending on engine settings. It should not fire a shot with zero rounds.
Attachments
- [ ] Barrel attachment socket works. Equip a compatible barrel attachment (one whose compatibility data references
Rifle_Maple, its GUID, or Caliber 17 / Muzzle 4). The attachment should visually appear on the weapon model and apply its functional effects. - [ ] Sight attachment socket works. Equip a compatible sight attachment. The sight should visually appear and modify the aim-down-sights view.
- [ ] Incompatible attachments are rejected. Attempt to attach an item whose compatibility data does not reference this weapon. The attachment should be rejected.
Crafting (if enabled)
- [ ] Weapon appears in the crafting menu. With the
Blueprintsflag present and a valid blueprint asset loaded, the Maple Rifle should appear as a craftable item in the crafting interface. - [ ] Input items are consumed. Craft the weapon and confirm that the materials specified in the blueprint are removed from the player's inventory (
InputItemsflag). - [ ] Crafting station proximity is enforced. Attempt to craft the weapon while standing away from the required crafting station. The craft should fail or be greyed out (
RequiresNearbyCraftingTagsflag). Move near the station and confirm the craft succeeds. - [ ] Output item matches item ID 474. After crafting, inspect the resulting item. It should have item ID 474, the asset name
Rifle_Maple, and the correct stats.
Loot table
- [ ] Weapon does not spawn in loot by default. Search all loot tables on the server. Confirm that item ID
474does not appear unless you have explicitly added it. This is the expected default state as stated in the extracted asset data. - [ ] If added to loot, spawns correctly. If you have intentionally added item ID
474to a loot table, spawn that loot container repeatedly and confirm the weapon appears at the expected frequency.
Cross-family consistency
- [ ] Range ordering is correct. If your server includes the Birch Rifle (
Rifle_Birch, Range 175) and the Pine Rifle (Rifle_Pine, Range 225), verify that the Maple Rifle's Range (200) sits correctly between them. - [ ] All three rifles function. Equip and fire each rifle in the family. Confirm that each fires, cycles the bolt, deals damage, and respects its own Range value.
- [ ] Shared characteristics are consistent. Verify that the three rifles share the same Action (Bolt), the same Caliber (for the family), and the
Semiflag. Confirm that their Range values follow the intended progression: Birch 175, Maple 200, Pine 225.
Ammunition supply chain
- [ ] Caliber 17 ammunition is obtainable. Verify that ammunition items with Caliber 17 exist in the server's item catalog and are obtainable through loot, crafting, or admin commands.
- [ ] Magazine asset 478 is obtainable. Verify that magazine asset 478 is obtainable independently of the rifle, so that players who acquire the rifle can also acquire spare magazines.
- [ ] Full supply chain is solvable. Walk through the complete acquisition path for a new player: from fresh spawn to obtaining the rifle (via crafting, admin, or loot) to loading it with a magazine and ammunition. Confirm that no step in the chain requires an item that is itself unobtainable.
