# Weapons and Tools

## Follow the Item Guide

Follow the steps in the generic item guide first to define the other required properties of your item.

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## Creating Melee Weapons and Tools

To make a equipable item with use animation you need to:

* Set the `ObjectType` to tool or weapon type
* Add `DurabilityAuthoring`, `GivesConditionsWhenEquipedAuthoring`, `CooldownAuthoring`, `WeaponDamageAuthoring` and `LevelAuthoring` component authorings and configure them correctly
* Assign both icons to first sprite in item animation sheet.

Sprite sheets should be 120x120px and have 7 sprites showing item in different states. You can find such sheets for all base game weapons and tools by ripping game content via [Asset Ripper](../../modding-tools/asset-ripper).

<figure><img src="https://2243841139-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FfgyOx4rs392HNuE1NILG%2Fuploads%2FJX9f9fMug0gqP7TtbbNH%2FSwordExample.png?alt=media&#x26;token=02b0f229-43d2-464e-b824-a8fcea54a685" alt=""><figcaption><p>Screenshot of an example weapon sprite sheet</p></figcaption></figure>

## Creating Ranged Weapons

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The [CoreLib.Entity submodule](../../modding-libraries/corelib) is required for this guide section.
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To make a ranged weapon you mostly need to do the same as with any other weapon. Except for the fact that you will need a custom projectile entity added. To hook modded projectile entity use `ModRangeWeaponAuthoring` component instead of `RangeWeaponAuthoring` (CoreLib feature)
