Types of tweak records

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

Created: Jan 13 2024 by mana vortex Last documented update: Jan 13 2024 by mana vortex

Summary

This page lists types of tweak records with their properties and lists of occurrances in the wild. They are grouped by type, and

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.

For more information on this, check the New Iconic Weapon: Step by Step guide (Creating a custom condition)

# 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 name
Property explanation

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

Effector name
Effector 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

For more information on this, check the New Iconic Weapon: Step by Step guide: Wilson's iconic iron Designing effectors

Properties

Property name
Property 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 name
Effector 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.

For more information on this, check the New Iconic Weapon: Step by Step guide (Creating a custom prereq)

Existing prereqs

Effector name
Effector explanation

ProcessHitTriggered

Does the bullet hit anything?

IsHitQuickMelee

is the current attack a quick melee attack?

Item modifiers

StatModifier

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

Qualities

Set an item's quality via statModifier

Effector name

Quality.IconicItem

BaseStats

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

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

Effector name

ReloadTimeBonus

RecoilKickMin

RecoilKickMax

SpreadDefaultX

SpreadMaxX

HitDismembermentFactor

HitWoundsFactor

EffectiveRange

Last updated

#1285: overhauled multilayerd doc

Change request updated