Types of tweak records
Which kinds of tweak records exist? How are they defined? What do they mean?
Summary
Created: Jan 13 2024 by mana vortex Last documented update: Jan 13 2024 by mana vortex
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):
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
invert
trigger when the condition is not met?
onlyOncePerShot
Limit this to one procc per bullet?
type
A Prereq — not the same as $type
!
attackType
finetuning of type
Existing conditions
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.
{
prereqRecord = "Prereqs.ProcessHitTriggered";
percentMult = 0.25f;
unitThreshold = 10f;
} : MultiplyDamageWithVelocity,
{
prereqRecord = "Perks.IsHitQuickMelee";
value = 1.5f;
} : MultiplyDamage
Properties
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
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.
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
Last updated