Which kinds of tweak records exist? How are they defined? What do they mean?
Created: Jan 13 2024 by Last documented update: Jan 13 2024 by
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
Please keep entries in the following format (you can copy e.g. #effector below):
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)
invert
trigger when the condition is not met?
onlyOncePerShot
Limit this to one procc per bullet?
type
attackType
finetuning of type
Perks.IsHitTargetAlive_inline2
Is the current target alive?
Perks.HitIsBodyPartHead_inline0
Is the current hit a headshot?
An effector is the tweak version of an if-condition
: it is using #conditions or #prereqs before triggering its effect.
For more information on this, check the New Iconic Weapon: Step by Step guide: #wilsons-iconic-iron #designing-effectors
prereqRecord
unitThreshold
a lower bound for the condition
percentMult
for a multiplier: multiply by percentage (0.25 => 125%)
value
the numeric value (1.5 => 150%)
MultiplyDamageWithVelocity
Will multiply damage by percentMult
(if the velocity is > unitThreshold
)
MultiplyDamage
Will multiply damage by value
The prerequisite for e.g. an #effector.
You can find a full list under Cheat Sheet: Prereqs
For more information on this, check the New Iconic Weapon: Step by Step guide (#creating-a-custom-prereq)
This type of record adds a quality to an item, modifying its stats.
Set an item's quality via statModifier. To
Qualities in descending order:
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
A — not the same as $type
!
a to check if the effector should become active