Types of tweak records

Which kinds of tweak records exist? How are they defined? What do they mean?

Summary

Created: Jan 13 2024 by manavortex Last documented update: Jan 13 2024 by manavortex

This page lists types of tweak records with their properties and lists of occurrences in the wild. They are grouped by type. If this wiki has more information, there will be a link at the start of the block.

This is a work in progress, as the tweak database is huge and barely-documented. If you have any information that needs to be in here, please don't hesitate to sign up as an editor and start contributing!

If you just want a quick overview of a certain type of tweak, you can check Cheat Sheet: Tweaks instead.

If you want to learn how to make tweaks instead, check How to YAML: Tweak modding basics

Adding content

Please keep entries in the following format (you can copy e.g. Effector below):

Entry explanation
Heading 1: Section - Group records by type(s)

Heading 2: Name of tweak type
A brief description of what it does, and a .tweak snippet (syntax: swift). 
If you know any guides or resources using this kind of tweak, add an info box with links.

Heading 3: Properties
A table: propertyName => explanation

Heading 3: Existing <name of tweak type>
A table with name of tweak type and a brief description of what it does

Conditionals

Condition

A wrapper of Prereq with additional finetuning.

# Condition to check if attack type is ranged
Conditions.Is_Attack_Ranged:
  $type: gamedataHitPrereqCondition_Record
  invert: False
  onlyOncePerShot: True
  type: Prereqs.AttackType
  attackType: Ranged

Properties

Property nameProperty explanation

invert

trigger when the condition is not met?

onlyOncePerShot

Limit this to one procc per bullet?

type

A Prereq โ€” not the same as $type!

attackType

finetuning of type

Existing conditions

Effector nameEffector explanation

Perks.IsHitTargetAlive_inline2

Is the current target alive?

Perks.HitIsBodyPartHead_inline0

Is the current hit a headshot?

Effector

An effector is the tweak version of an if-condition: it is using Conditions or Prereqs before triggering its effect.

mods_abilities.tweak
{
    prereqRecord = "Prereqs.ProcessHitTriggered";
    percentMult = 0.25f;
    unitThreshold = 10f;
} : MultiplyDamageWithVelocity, 
{
    prereqRecord = "Perks.IsHitQuickMelee";
    value = 1.5f;
} : MultiplyDamage

Properties

Property nameProperty explanation

prereqRecord

a Prereq to check if the effector should become active

unitThreshold

a lower bound for the condition

percentMult

for a multiplier: multiply by percentage (0.25 => 125%)

value

the numeric value (1.5 => 150%)

Existing effectors

Effector nameEffector explanation

MultiplyDamageWithVelocity

Will multiply damage by percentMult (if the velocity is > unitThreshold)

MultiplyDamage

Will multiply damage by value

Prereq

The prerequisite for e.g. an Effector.

You can find a full list under Cheat Sheet: Prereqs

Item modifiers

StatModifier

This type of record adds a quality to an item, modifying its stats.

Qualities

Set an item's quality via statModifier. To

Quality.Random

Qualities in descending order:

Quality.IconicItem
Quality.LegendaryPlus
Quality.Legendary
Quality.EpicPlus
Quality.Epic
Quality.RarePlus
Quality.Rare
Quality.UncommonPlus
Quality.Uncommon
Quality.CommonPlus
Quality.Common

BaseStats

These entries will start with BaseStats., e.g. BaseStats.ReloadTimeBonus.

Unless specified otherwise, these are numeric (multipliers/additions).

You can find a full list under Cheat Sheet: Base Stats, and a list of weapon stats with explanations under Cheat Sheet: Weapon BaseStats

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