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Tetra Material Overhaul Wiki › Guides › Apply Different Stats to Weapon Slots Only

Apply Different Stats to Weapon Slots Only

Understand Slot Targeting

Tetra Material Overhaul lets you restrict material bonuses to specific weapon slots. This is useful when you want a material to behave differently as a sword blade versus an axe head.

Define Slot-Specific Contexts

In your material's contexts object, create separate context keys for each slot you want to customize:

`json

"contexts": {

"sword_bonus": {

"attributes": { "generic.attack_speed": 3.0 }

},

"axe_bonus": {

"attributes": { "generic.attack_damage": 2.5 }

}

}

`

Match Contexts in Module Variants

In your module files, specify which context applies. The slots array in your module determines where it can be used:

`json

"slots": ["sword/blade"],

"contexts": ["sword_bonus"]

`

Create separate module entries for axes with "slots": ["axe/head"] and "contexts": ["axe_bonus"]. Now the same material will grant different bonuses depending on which weapon type it's crafted into.