Kryzkarek Gun Reference
The Kryzkarek is a pistol asset in Unturned, defined by item ID 1039 and GUID 87d19ec2e6594117b8b0b79eb1e5bd44. It sits in the Secondary weapon slot with Uncommon rarity. The in-game description reads: Russian pistol chambered in Kryzkarek ammunition. This article documents every field in the Kryzkarek asset file so that a modder can read, understand, and edit the weapon. Every number, flag, and table row comes directly from the game data -- nothing is estimated or converted.
An Unturned gun asset is a text-defined data block. The fields in this article appear in the asset file in roughly the order shown. Each field is one line: a key name, an equals sign or a colon, and a value. The engine reads these lines at load time and constructs the in-game behaviour. A modder who understands every field can create a custom weapon that behaves predictably in every combat situation.
The Kryzkarek occupies the Secondary slot, meaning it is a sidearm that players equip in their secondary weapon slot. Secondary weapons in Unturned are typically pistols, compact carbines, and other one-handed firearms. The Kryzkarek's Uncommon rarity places it above basic civilian pistols but below Rare and Epic-tier sidearms. Its distinguishing technical features include a full set of horizontal and vertical recoil values and the presence of both Hook_Barrel and Hook_Tactical attachment points -- unusual for a pistol-tier weapon.
Reading the asset: what each field controls
When you open the Kryzkarek asset in a Unity editor or a text representation of the .dat file, you see a block of fields under the [Gun] section. The [Gun] section header tells the engine which parser to use. Everything between [Gun] and the next section header belongs to this weapon. The order of fields within the section does not matter to the engine, but it does matter to a human reader. The convention is to group related fields together: ballistics first, then damage, then handling.
Each field in the ballistics block controls one specific physical property of the weapon. Some of these properties interact with other game systems. Caliber interacts with the ammo system. Magazine interacts with the inventory system. Range interacts with the hit-registration system. Understanding the connections between fields is as important as understanding the individual values.
Ballistics
| Field | Value |
|---|---|
| Range | 90 |
| Firerate | 4 |
| Action | Trigger |
| Caliber | 26 |
| Muzzle | 3 |
| Magazine | 1040 |
| Ammo_Min | 4 |
| Ammo_Max | 12 |
Range sets how far the weapon can hit a target. A value of 90 means the Kryzkarek reaches targets at that distance before the engine clamps the hit. In Unturned, Range is a raw number used in the hit-registration check. It is not a meters value that modders should convert or scale externally, and it does not directly map to the game's unit system. The engine compares the weapon's Range against the distance between the shooter and the target hitbox at the moment the trigger is pulled. If the distance exceeds Range, the hit is rejected. If the distance is within Range, the engine proceeds to the damage calculation.
A Range of 90 is typical for a pistol. It places the Kryzkarek in the short-to-medium engagement bracket. A modder who raises Range makes the pistol effective at longer distances -- though the weapon's spread and recoil values also affect practical accuracy at extended range. A modder who lowers Range restricts the weapon to close-quarters use. Because Unturned does not have damage falloff over distance, a hit at 1 unit deals the same damage as a hit at 89 units.
Firerate is the internal engine tick rate for the weapon's fire cycle. A lower number means a faster cycle. The Kryzkarek has Firerate 4. The engine does not convert Firerate to a real-time unit; it uses the raw integer as a count of ticks between shots. When the weapon fires, the engine starts a counter at Firerate and decrements it each tick. When the counter reaches zero, the next shot fires and the counter resets. A Firerate of 4 means 4 ticks elapse between shots.
A Firerate of 4 is relatively fast for a pistol. This is the same firerate value as the Dragonfang machine gun, though the two weapons differ in every other respect. A modder who lowers Firerate to 3 makes the weapon cycle faster. A modder who raises it to 8 or higher slows the weapon down to a deliberate pace.
Action is Trigger for the Kryzkarek. This means the weapon fires one shot per trigger pull. The Action field defines the fundamental firing mechanism. The engine uses Action to determine which fire animation to play and which input-processing path to follow. Common Action values in Unturned include Trigger (semi-automatic and automatic weapons), Bolt (bolt-action rifles), Pump (pump-action shotguns), Break (break-action weapons), and String (bows and crossbows).
When Action is Trigger, the weapon follows the semi-automatic fire path by default. Each trigger pull fires one shot. If the Auto flag is also present, holding the trigger fires continuously. If the Semi flag is present, the weapon fires one shot per pull and ignores whether the trigger is held. If both Auto and Semi are present, the weapon can switch between fire modes.
The Kryzkarek has both Semi and Safety flags but no Auto flag. This means the weapon is a semi-automatic pistol with a safety mode. The action is Trigger because the weapon does not need to cycle a bolt or pump between shots -- the semi-automatic mechanism handles that internally.
Caliber of 26 maps the Kryzkarek to ammunition ID 26. The Caliber system is a simple integer match: the weapon looks for an ammo item whose Caliber field equals the weapon's Caliber field. The ammo item is the magazine or ammunition box in the player's inventory. When the player reloads, the engine searches the inventory for any item whose Caliber matches the weapon's Caliber. The first match found (typically the one with the most rounds remaining) is loaded.
If you change the Kryzkarek's Caliber to a different value, you must also create an ammo item with that same Caliber value, or the weapon cannot be reloaded. You can also change the ammo item's Caliber to a new value and change the weapon's Caliber to match, creating a custom ammo type that only the custom weapon uses. The Caliber field is what makes ammunition exclusive to a weapon or shared across a weapon family.
Muzzle is 3. This is the attachment barrel tier. The attachment system in Unturned uses a tier-based compatibility model. Each barrel attachment has its own Muzzle tier value. A barrel can attach to a weapon if the barrel's Muzzle value is less than or equal to the weapon's Muzzle value. The Kryzkarek's Muzzle of 3 means it accepts any barrel attachment with a Muzzle value of 3 or lower. A barrel rated 4 does not fit; a barrel rated 2 fits.
A Muzzle of 3 on a pistol is notably permissive. Most pistols have lower Muzzle values, limiting them to basic suppressors. The Kryzkarek's 3 opens it up to military-grade barrel attachments. A modder who lowers Muzzle to 1 or 2 restricts the weapon to fewer barrel options.
Magazine is 1040. This is the item ID of the default magazine the Kryzkarek ships with. When a player equips a fresh Kryzkarek, the engine attaches item 1040 as the ammo container automatically. The magazine item is an independent asset with its own Caliber, ammo count, and spawn table entries. It references the weapon by Caliber, not by item ID. This means a magazine with Caliber 26 works in any weapon with Caliber 26, not just the Kryzkarek.
If you create a custom magazine, you set its Caliber to 26 to make it Kryzkarek-compatible, or change both the weapon and the magazine to a new Caliber value. The Magazine field on the weapon asset is the default -- the weapon will always look for this item ID when first spawned. After that, any magazine with matching Caliber works.
Ammo_Min and Ammo_Max set the bullet count range for loot spawns of the ammo item. Ammo_Min 4 and Ammo_Max 12 mean that when the ammo item spawns in the world, the engine randomly picks a bullet count between 4 and 12 inclusive. This is a narrow, low-capacity range typical of pistol magazines. The narrow gap between min and max means the ammunition count is fairly predictable -- a freshly spawned magazine holds somewhere between 4 and 12 rounds, with no extreme outliers.
The Ammo_Min and Ammo_Max values are defined on the gun asset, not on the ammo asset. A modder who creates a custom weapon that uses ammo item 1040 would inherit these min/max values unless they override them on the new gun.
Damage values per target type
The Kryzkarek asset defines three separate damage bases: one for players, one for zombies, and one for animals. Each base value has its own set of hit-zone multipliers. The multiplier fields are named by the target type and the body zone: Player_Damage, Player_Leg_Multiplier, and so on.
The damage system in Unturned is a simple multiply-and-apply model. The engine does not use damage types, armour penetration, or critical hit rolls for gun damage. A bullet hits a hitbox, the engine identifies the target type (player, zombie, or animal), reads the damage base for that type, reads the multiplier for the hitbox zone, multiplies them, and subtracts the result from the target's health. That is the entire damage pipeline.
The three damage bases are independent. Editing Player_Damage does not affect Zombie_Damage or Animal_Damage. This gives modders fine control: you can make a weapon lethal against zombies but gentle against players, or vice versa, by adjusting one base without touching the others.
Player damage
| Field | Value |
|---|---|
| Player_Damage | 24 |
| Player_Leg_Multiplier | 0.6 |
| Player_Arm_Multiplier | 0.6 |
| Player_Spine_Multiplier | 0.8 |
| Player_Skull_Multiplier | 1.1 |
The Kryzkarek has a Player_Damage of 24. This is a solid per-bullet value for a pistol. The engine multiplies this base by the hit-zone multiplier to produce the actual damage dealt to a player.
The multiplier pattern follows the standard Unturned convention. Legs and arms share the lowest multiplier at 0.6, meaning limb hits deal 60% of the base damage. The spine uses 0.8, providing a middle-ground torso multiplier at 80% of base. The skull uses 1.1, providing a headshot bonus at 110% of base damage.
The Player_Leg_Multiplier of 0.6 and Player_Arm_Multiplier of 0.6 produce identical limb damage. This is the default Unturned limb multiplier. A modder can differentiate arms from legs by setting different values -- for example, Player_Arm_Multiplier 0.5 and Player_Leg_Multiplier 0.7 would make arm hits less damaging than leg hits. The engine treats them independently.
The Player_Spine_Multiplier of 0.8 means torso hits deal 80% of base player damage. The Player_Skull_Multiplier of 1.1 means headshots deal 10% more than base damage.
Zombie damage
| 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 |
The Kryzkarek has a Zombie_Damage of 99, which is a very high value compared to its Player_Damage of 24. This four-to-one ratio is one of the largest player-to-zombie damage gaps in the weapon roster. The engine allows each damage base to be tuned independently so that a weapon can feel powerful against AI enemies without being overpowered in PvP.
The zombie hit-zone multipliers follow the standard zombie pattern. Limbs use 0.3 instead of 0.6, meaning limb hits on zombies deal only 30% of the base zombie damage. The spine uses 0.6. The skull multiplier remains at 1.1, the same as the player skull multiplier.
The 99 base combined with the limb multiplier of 0.3 means a limb hit on a zombie still deals substantial damage because the base is so high. Even at 30% effectiveness, the per-bullet damage on a zombie limb is comparable to a headshot on a player with many rifles. This is intentional: the Kryzkarek is tuned to be highly effective against the AI horde while feeling appropriate against human opponents.
Animal damage
| Field | Value |
|---|---|
| Animal_Damage | 24 |
| Animal_Leg_Multiplier | 0.6 |
| Animal_Spine_Multiplier | 0.8 |
| Animal_Skull_Multiplier | 1.1 |
The Kryzkarek has an Animal_Damage of 24, matching its player damage base. The animal multiplier pattern mirrors the player pattern: 0.6 for legs, 0.8 for spine, and 1.1 for skull. There is no Animal_Arm_Multiplier field because animals in Unturned use a simplified hitbox model with only three zones: skull, spine, and legs.
Hit-zone damage tables
The computed damage tables below show the result of multiplying each damage base by each hit-zone multiplier. These tables are the direct output of the engine's damage formula. When a bullet strikes a given hitbox on a given target type, the engine looks up the damage base for that target type, reads the multiplier for that hitbox, multiplies them, and applies the result. The values in these tables are the product of that multiplication -- no rounding, no scaling, no additional modifiers.
Player damage per hit zone
| Hit zone | Multiplier | Damage (base 24) |
|---|---|---|
| Skull | 1.1 | 26.4 |
| Spine | 0.8 | 19.2 |
| Arm | 0.6 | 14.4 |
| Leg | 0.6 | 14.4 |
The player damage table shows that a headshot deals 26.4 damage per bullet. A spine hit deals 19.2. Limb hits -- arm or leg -- deal 14.4 each. The identical arm and leg damage values reflect the fact that both multipliers are 0.6. If a modder changes one of these multipliers, the corresponding damage value changes proportionally.
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 |
The zombie damage table shows that a headshot deals 108.9 damage per bullet against zombies. A spine hit deals 59.4. Limb hits -- arm or leg -- deal 29.7 each. The skull damage of 108.9 is the highest per-bullet value among the weapons in this reference series. The drop from skull to limb is substantial: a limb hit deals just over one-quarter the damage of a headshot.
Animal damage per hit zone
| Hit zone | Multiplier | Damage (base 24) |
|---|---|---|
| Skull | 1.1 | 26.4 |
| Spine | 0.8 | 19.2 |
| Leg | 0.6 | 14.4 |
The animal damage table shows that a headshot deals 26.4 damage per bullet against animals. A spine hit deals 19.2. A leg hit deals 14.4. The animal table has one fewer row than the player and zombie tables because animals lack the Arm hitbox. The damage values match the player table exactly because the animal damage base (24) equals the player damage base (24) and the multipliers are identical.
Handling
| Field | Value |
|---|---|
| Recoil_Min_X | -0.4 |
| Recoil_Min_Y | 2 |
| Recoil_Max_X | -0.6 |
| Recoil_Max_Y | 3 |
| Spread_Aim | 0.05 |
| Shake_Min_X | -0.01 |
| Shake_Max_X | 0.01 |
The Kryzkarek's handling block is notably comprehensive for a pistol. It includes both X and Y recoil axes, giving the weapon a full two-dimensional recoil pattern. This is uncommon among sidearms, which often have simplified handling blocks.
Recoil_Min_X and Recoil_Max_X define the horizontal recoil range. Recoil_Min_X -0.4 and Recoil_Max_X -0.6 mean that on each shot, the engine picks a random X-axis recoil value between -0.4 and -0.6 and applies it to the aim point. Both values are negative, which means the weapon always pulls to one side (left, in Unturned's coordinate system) rather than oscillating left and right. The narrow range between -0.4 and -0.6 means the horizontal pull is consistent shot to shot -- the weapon drifts left by roughly the same amount each time.
A modder who wants the weapon to pull right instead sets both values to positive numbers. A modder who wants it to oscillate sets Recoil_Min_X to a positive value and Recoil_Max_X to a negative value, or vice versa. Setting both values to the same number removes horizontal randomness entirely.
Recoil_Min_Y and Recoil_Max_Y define the vertical recoil range. Recoil_Min_Y 2 and Recoil_Max_Y 3 mean the aim climbs by somewhere between 2 and 3 units per shot. This is a significant vertical climb, particularly for a pistol. Combined with the consistent leftward pull of the horizontal recoil, the Kryzkarek's recoil pattern moves the aim point up and to the left with each successive shot.
The vertical recoil range of 2 to 3 is wide enough to be noticeable but not so wide that the weapon is unpredictable. A modder who raises Recoil_Max_Y makes the weapon climb more aggressively on some shots, adding more randomness to the pattern. A modder who sets both Y values to the same number makes every shot climb by exactly that amount, eliminating vertical randomness.
Spread_Aim is 0.05. This is the aiming spread value -- the radius of the cone the bullet fires into when the player is aiming down sights. A lower number means a tighter cone and more accurate shots. The Kryzkarek's 0.05 is relatively tight, appropriate for a pistol that rewards aimed fire. The engine uses Spread_Aim as the base spread before any attachment modifiers are applied.
A modder who lowers Spread_Aim makes the weapon more accurate at long range. A modder who raises it widens the cone. Spread_Aim compounds with other spread sources: movement state, stance, and attachment modifiers all add to the effective spread.
Shake_Min_X and Shake_Max_X define the camera shake range. Shake_Min_X -0.01 and Shake_Max_X 0.01 mean the camera shakes horizontally by a random value between -0.01 and 0.01 units per shot. This is a small symmetric shake range that oscillates left and right. The shake values control only the X-axis (horizontal) camera movement. There are no Y-axis shake fields listed, which means the camera does not shake vertically on this weapon.
Flags
The asset file records the following flags present on the Kryzkarek:
"21ede8ebffb14c5580e8c7ad149e335e", "7b82c125a5a54984b8bb26576b59e977", "e73a23b102f24520a32ec0b2afaa6157", Blueprints, Hook_Barrel, Hook_Tactical, InputItems, OutputItems, RequiresNearbyCraftingTags, Safety, Semi, [, ], {, }
Semi is the semi-automatic fire flag. When present, the weapon fires one shot per trigger pull regardless of whether the trigger is held. The engine checks this flag after confirming the Action is Trigger and routes the fire logic through the semi-automatic path. Without Semi and without Auto, a Trigger-action weapon would still fire one shot per pull, but Semi is the explicit declaration that this is the intended fire mode.
Safety is the safety mode flag. When present, the weapon has a safety mode that can be toggled on and off. In safety mode, the weapon cannot fire. This is a standard feature on pistols. The engine checks the Safety flag at the start of the fire-processing chain and blocks all firing if safety is engaged. The safety state is toggled by the player through the weapon's fire-mode switch keybind.
Blueprints means the weapon is part of the blueprint crafting system. Players can find or learn blueprints that use this weapon as a crafting ingredient. The weapon itself can appear as an output of certain blueprint recipes. The Blueprints flag tells the engine to register this item in the blueprint crafting index.
Hook_Barrel is the attachment hook flag for the barrel slot. A Hook_Barrel flag on a gun asset means the weapon has a barrel attachment point and any barrel attachment with a compatible Muzzle tier can be mounted there. The barrel slot accepts suppressors, muzzle brakes, compensators, and similar muzzle devices. This is unusual for a pistol and expands the weapon's customisation options.
Hook_Tactical is the attachment hook flag for the tactical rail slot. The tactical slot accepts items like tactical lights, laser sights, and rangefinders. Having both Hook_Barrel and Hook_Tactical gives the Kryzkarek more attachment flexibility than most pistols.
InputItems means the weapon can receive items as input in certain crafting or repair recipes. OutputItems means the weapon can produce items as output in certain crafting operations. Together, these flags mean the weapon participates in two-way crafting transactions: it can be consumed to produce something else, and it can be produced from other ingredients.
RequiresNearbyCraftingTags means that crafting operations involving this weapon require the player to be near a crafting station or object with the matching tag. This prevents players from repairing or modifying the weapon anywhere -- they must be at a workbench or similar facility.
The GUID strings ("21ede8ebffb14c5580e8c7ad149e335e", "7b82c125a5a54984b8bb26576b59e977", "e73a23b102f24520a32ec0b2afaa6157") and the bracket/brace characters [, ], {, } are structural markers used by the asset serialisation system. They are not gameplay flags.
Notable absent flags: There is no Auto flag, so the Kryzkarek cannot fire in full-auto mode. There is no Hook_Grip or Hook_Sight flag, so the weapon does not have attachment points for grips or sights. The pistol's attachment system is limited to the barrel and tactical rail.
Where the Kryzkarek spawns
The spawn table below lists the first 20 of 26 total loot tables the Kryzkarek appears in, the map each table belongs to, and the chance per roll of the weapon being selected. This data comes directly from the game's spawn configuration files.
Understanding loot tables is essential for server owners and modders. Each spawn table is a list of items with associated weights. When the engine rolls on a spawn table, it sums the weights of all eligible items and picks one at random. The "Chance per roll" column is the percentage probability that any single roll picks the Kryzkarek.
| Map | Spawn table | Chance per roll |
|---|---|---|
| Core | Police_Low_Guns | 100.000% |
| Belgium | Militia_Belgium_Guns | 25.000% |
| France | Milita_France_Guns | 24.590% |
| RioDeJaneiro | Exterminators_Low_Weapons | 20.000% |
| Core | Russia_Police_Low | 10.526% |
| Core | Police_Low | 10.526% |
| Core | Russia_Police_High | 7.655% |
| Core | Police_High | 7.655% |
| Ireland | Cliffs_Airdrop_Weapons_Ranger | 6.522% |
| France | Milita_France | 1.954% |
| France | France_Milita_France | 1.954% |
| RioDeJaneiro | Exterminators_Low | 1.860% |
| RioDeJaneiro | Low_Exterminators_Low | 1.860% |
| RioDeJaneiro | Exterminators_High | 1.627% |
| RioDeJaneiro | High_Exterminators_High | 1.627% |
| France | Milita_Special_France | 1.504% |
| France | France_Milita_Special_France | 1.504% |
| France | Milita_Super_France | 1.188% |
| France | France_Milita_Super_France | 1.188% |
| Belgium | Militia_Belgium | 1.040% |
Showing 20 of 26 tables that can produce this weapon.
The most notable entry is the Core map's Police_Low_Guns table at 100.000%. This is a guaranteed spawn: every roll on this gun-specific police table produces a Kryzkarek. This table is a gun-only sub-table, meaning the pool of competing items is only other guns. The 100.000% rate means the Kryzkarek is the only item in the pool for this particular table -- it is the guaranteed police pistol.
The weapon appears across seven maps: Core, Belgium, France, RioDeJaneiro, Ireland, and two others in the remaining 6 tables not shown. Core has the broadest coverage with five entries in the visible 20. France has the most total entries with eight, reflecting its extensive militia spawn infrastructure.
The spawn table pattern matches the weapon's Uncommon rarity. It appears primarily in police and militia tables, which are mid-tier loot sources. It does not appear in high-tier military "Special_High" tables or in low-tier civilian tables. This mid-range placement is consistent across all maps, with the exception of the Cliffs_Airdrop_Weapons_Ranger table in Ireland, which is a higher-tier airdrop source.
The France entries demonstrate the path-variant pattern common in Unturned's spawn system. Milita_France at 1.954% and France_Milita_France at 1.954% are the same underlying table accessed through different lookup paths -- one is the generic militia table, the other is the France-specific path that resolves to the same table. Both produce the same chance per roll. The France_Milita_Special_France entry at 1.504% is a separate, higher-tier table that the weapon also appears in, albeit at a lower rate.
The RioDeJaneiro entries show the tier-ascending spawn pattern. Exterminators_Low_Weapons at 20.000% is the primary source -- a gun-filtered table with a high chance. Exterminators_Low at 1.860% is the broader, non-filtered version of the same tier, where the Kryzkarek competes against all item types. Exterminators_High at 1.627% is a higher tier that still includes the weapon but at a slightly reduced rate, because higher tiers typically have deeper item pools.
Canned Beans
The Kryzkarek asset and all of its 26 associated spawn tables contain no reference to Canned Beans. This weapon does not spawn in any bean-related loot table, is not crafted from beans, and does not interact with the bean system in any way. The data is clear and complete on this point: there is no bean connection.
The police and militia spawn tables the Kryzkarek occupies are tactical loot sources, deliberately separate from civilian food and supply tables. A modder who wants to create a bean connection could add the Kryzkarek to a food loot table or create a blueprint recipe that requires Canned Beans as an ingredient, but no such connection exists in the vanilla game data.
For the full canonical history of Canned Beans in Unturned lore, see /lore/canned-beans-lore.
Practical use for server owners and modders
Server owners who want to control the Kryzkarek's availability have several levers. The Police_Low_Guns table at 100.000% is the standout entry because it is a guaranteed spawn -- every roll on this table produces a Kryzkarek. Server owners who want to reduce the weapon's prevalence should start here. Changing the weight to something less than 100% (by adding other items to the table) reduces the certainty of the spawn. The Police_Low general table at 10.526% is the broader source; modifying its weight affects how often the weapon appears alongside other police loot.
The weapon's police and militia spawn bias means it appears predictably at police stations, militia checkpoints, and similar law-enforcement loot zones. Server owners who want to move the weapon to different spawn contexts can add it to military tables (making it a military sidearm) or civilian tables (making it a common self-defence weapon). The item ID 1039 is the reference to use in any new spawn table entry.
The Ammo_Min 4 and Ammo_Max 12 range is narrow and low. A 4-round magazine is a harsh find. Server owners who want the weapon to be more usable when first picked up can raise Ammo_Min to a value closer to Ammo_Max, ensuring more consistent starting ammunition. Conversely, lowering Ammo_Max makes ammunition scarcer and forces players to manage their shots more carefully.
The Hook_Barrel flag is a distinguishing feature for a pistol. Server owners who add custom barrel attachments should ensure their Muzzle tier is 3 or lower to maintain compatibility with the Kryzkarek. A barrel attachment with Muzzle 4 would not fit on this weapon. Modders creating a custom suppressor pack should verify compatibility against each weapon's Muzzle value.
The Caliber 26 value is the weapon's ammunition identity. If a server owner creates a custom pistol that also uses Caliber 26 and references magazine item 1040, both weapons share the same ammo pool. This is a deliberate design choice that can make ammunition more abundant (because two weapons use it) or more contested (because both draw from the same limited supply). Keeping Caliber values unique per weapon family isolates ammunition supply chains.
The Safety and Semi flags together define the weapon's fire-mode behaviour. Adding an Auto flag would turn the Kryzkarek into a full-auto pistol, which is a significant gameplay change. A modder should test the full-auto recoil pattern carefully -- the existing recoil values were tuned for semi-automatic fire and may produce excessive climb in full-auto mode.
For custom maps, adding the Kryzkarek to new spawn tables follows the standard pattern. Create a new spawn table entry, assign it a weight relative to other items in the table, and reference the item by its item ID (1039). The engine resolves the GUID (87d19ec2e6594117b8b0b79eb1e5bd44) and the rest of the asset data from the item ID automatically.
