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This is the documentation page for Module:Weapons/data

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If you're adding new data instead of just changing existing data, try to use an example of how things are entered if you're not quite sure what to do.

(Oh, order doesn't matter, but spelling and capitalization do. For example, it doesn't matter if Disposition is first or last)

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User:Falterfire

Last updated: Wed, 28 Jul 2021 07:50:18 +0000 (UTC) by User:Cephalon Scientia

Attack Data Schema

	Attack1 = {
		AttackName = "Normal",
		AmmoCost = 0.5,
		BurstCount = 1,
		Damage = { Impact = 1, Puncture = 1, Slash = 1 },
		CritChance = 0.1,
		CritMultiplier = 1,
		StatusChance = 0.1,
		FireRate = 1.0,
		Falloff = { StartRange = 400, EndRange = 600, Reduction = 0.2 },
		ShotType = "Hit-Scan",
		ShotSpeed = "?",
		Trigger = "Semi-Auto"
	},
Key/Column Name Data Type Required? Explanation/Description Example(s)
AttackName String Name of attack "Normal" or "AoE Explosion"
AmmoCost Number (float) Ammo consumed on a single attack input 0.5 or 10
BurstCount Number (integer) For burst-fire weapons, the number of shots per burst; for attacks that shoot bursts that scale off magazine size (e.g Pandero Pandero), use the base magazine amount as the burst count 4
Damage Table (map of floats) ✔️ Table of damage types that the weapon deals and their individual damage values { Impact = 100, Puncture = 25, Slash = 30 }
CritChance Number (float) ✔️ Attack's base critical chance as a decimal 0.25
CritMultiplier Number (float) ✔️ Attack's base critical hit multiplier as a scalar 2.2
Falloff Table (map of floats) Attack's base Damage Falloff stats; includes starting distance in meters when falloff multiplier comes into play, ending distance in meters when falloff multipler is at max reduction, and the maximum damage reduction as a decimal { StartRange = 0, EndRange = 5, Reduction = 0.5 }
FireRate Number (float) ✔️ Attack's base Fire Rate or Attack Speed 6.5
ForcedProcs Table (array of strings) Attack's forced procs, if any { "Impact", "Slash" }
IsSilent Boolean Whether or not an attack has a silent Noise Level true
Multishot Number (integer) Attack's base Multishot value 10
PunchThrough Number (float) Attack's base Punch Through value 1.5
Radius Number (float) For AoE attacks, the base radius of area of effect in meters 5
ShotType String ✔️ Attack's shot type (e.g. "Hit-Scan", "Projectile", "Discharge" for beam/continuous weapons, and "AoE" for area of effects) Projectile
ShotSpeed Number (float) OR String ✔️ For projectile attacks, attack's projectile speed 50.5 or "??"
StatusChance Number (float) ✔️ Attack's base status chance as a decimal 0.2
Trigger String For weapons with multiple Trigger Types, attack's trigger type "Semi-Auto"

Gun Entry Schema

-- Note that any in-game percentages are expressed in its decimal equivalent
-- (e.g. 25% will be 0.25 in the table)
["Long Gun Weapon Name"] = {
	Accuracy = 100,
    Attack1 = {
		AttackName = "Normal",
		AmmoCost = 0.5,
		BurstCount = 1,
		Damage = { Impact = 1, Puncture = 1, Slash = 1 },
		CritChance = 0.1,
		CritMultiplier = 1,
		StatusChance = 0.1,
		FireRate = 1.0,
		Falloff = { StartRange = 400, EndRange = 600, Reduction = 0.2 },
		ShotType = "Hit-Scan",
		ShotSpeed = "?",
		Trigger = "Semi-Auto"
	},
    Attack2 = {
		AttackName = "Charged Shot",
		ChargeTime = 0.1,
		Damage = { Impact = 1, Puncture = 1, Slash = 1 },
		CritChance = 0.1,
		CritMultiplier = 1,
		StatusChance = 0.1,
		Multishot = 10,
		PunchThrough = 1.5,
		ShotSpeed = 100,
		ShotType = "Hit-Scan"
	},
	Attack3 = {
		AttackName = "Big Boom",
		Damage = { Blast = 1 },
		Radius = 1,
		FireRate = 1
	},
    Attack4 = {
		AttackName = "Air Burst Explosion",
		Damage = { Blast = 2200 },
		Falloff = { StartRange = 0, EndRange = 9.8, Reduction = 0.1 }
	},
	Attack5 = {
		AttackName = "2.0x Zoom Mode",
		Damage = { Impact = 1, Puncture = 1, Slash = 1 },
		FireRate = 1
	},
	Class = "Sniper Rifle",
	Conclave = false,
	Cost = {
		Credits = 20000,
		BPCost = 15000,
		MarketCost = 225,
		Rush = 35,
		Time = 12,
		Parts = {
			{ Name = "Barrel", Type = "Item",Count = 1 },
			{ Name = "Stock", Type = "Item", Count = 1 },
			{ Name = "Receiver", Type = "Item", Count = 1 }
		}
	},
	Disposition = 0.5,
	ExilusPolarity = "V",
	Family = "",
	Image = "Weapon.png",
	Introduced = "",
	Magazine = 1,
	Mastery = 1,
	MaxAmmo = 540,
	Name = "Weapon Name",
	Polarities = {},
	Reload = 1,
	ReloadStyle = "Regenerate",
	SniperComboMin = 1,
	SniperComboReset = 1,
	Spool = 5,
	Trigger = "Semi-Auto",
	Traits = { "Grineer" },
	Type = "Primary",
	Users = { },
	Zoom = { "2.0x", "4.0x" }
},
Key/Column Name Data Type Required? Explanation/Description Example(s)
Accuracy Number (float) ✔️ Gun's base Accuracy value 100
Attack1, Attack2, ... Table ✔️ The stats of the default attack of the weapon See #Attack Data Schema
Class String ✔️ Weapon class for modding or a subclass of the weapon in its equip slot; in the case of Exalted Weapons, it is just "Exalted Weapon" "Sniper Rifle"
Conclave Boolean Whether or not the weapon can be used in Conclave false
Disposition Number (float) ✔️ Riven Mod Disposition value 0.5
ExilusPolarity String Polarity on Exilus slot "Madurai"
Family String Weapon family that it belongs to, corresponding to the Riven Mod compatibility "Latron"
Image String ✔️ Image file name of the weapon as uploaded to the wiki CrpBFG.png
Introduced String ✔️ The game version in which the weapon was first introduced in the global build of WARFRAME "30.5" or "Specters of the Rail"
Magazine Number (integer) ✔️ Gun's base magazine size 45
Mastery Number (integer) ✔️ Mastery Rank requirement 5
MaxAmmo Number (integer) ✔️ Gun's base maximum reserve ammo (this excludes magazine size) 210
Name String ✔️ Weapon's name "Primary Vermisplicer Chamber"
Polarities Table (array of strings) ✔️ Full names of the weapon's non-Universal polarities { "Naramon", "Madurai" }
Reload Number (float) ✔️ Gun's base reload time in seconds 3.5
ReloadDelay Number (float) For rechargeable/battery weapons, the time in seconds after firing before magazine 'recharges' or is replenished 0.5
ReloadDelayEmpty Number (float) For rechargeable/battery weapons, the time in seconds after fully depleting magazine before magazine 'recharges' or is replenished 1
ReloadRate Number (float) For rechargeable/battery weapons, the rate at which magazine 'recharges' or is replenished per second 40
ReloadStyle String Gun's unique reload type for weapons like Cycron Cycron or Corinth Corinth "Regenerate" or "ByRound"
SniperComboMin Number (integer) For sniper rifles, the minimum number of hits to gain combo bonus 1
SniperComboReset Number (integer) For sniper rifles, the number of seconds after last hit before combo number goes down 3
Spool Number (integer) For auto-spool weapons, number of shots until weapon reaches max fire rate 5
Trigger String ✔️ Gun's Trigger Type "Auto" or "Auto / Burst"
Traits Table (array of strings) Gun's categorical traits { "Grineer", "Wraith" }
Type String ✔️ The weapon slot that the weapon can be equipped on; in the case of Exalted Weapons, it is just their modding class "Primary"
Users Table (array of strings) NPCs that use this weapon; each entry should be a link to the respective article's page { "[[Stalker]]" }
Zoom Table (array of strings) The levels of zoom that the gun offers { "2.0x", "4.5x" }

Melee Entry Schema

["Melee Weapon Name"] = {
	Attack1 = {
		Damage = { Impact = 1, Puncture = 1, Slash = 1 },
		CritChance = 0.1,
		CritMultiplier = 2,
		StatusChance = 0.1,
		FireRate = 1
	},
	BlockAngle = 55,
	Class = "Two-Handed Nikana",
	ComboDur = 5,
	Conclave = false,
	Cost = {
		Credits = 5000,
		BPCost = 20000,
		MarketCost = 275,
		Rush = 35,
		Time = 12,
		Parts = {
			{ Name = "Argon Crystal", Type = "Resource", Count = 2 },
			{ Name = "Kuva", Type = "Resource", Count = 1200 },
			{ Name = "Auroxium Alloy", Type = "Resource", Count = 100 },
			{ Name = "Hespazym Alloy", Type = "Resource", Count = 100 }
		},
	},
	Disposition = 0.5,
	Family = "Tatsu",
	FollowThrough = 0.7,
	HeavyAttack = 1284,
	HeavySlamAttack = 1070,
	HeavyRadialDmg = 1070,
	HeavySlamRadius = 8,
	Image = "Tatsu.png",
	Introduced = "",
	Mastery = 1,
	MeleeRange = 3,
	Name = "MeleeName",
	Polarities = {},
	SlamAttack = 642,
	SlamElement = "Heat",
	SlamRadialDmg = 214,
	SlamRadialElement = "Heat",
	SlamRadialProc = "Heat",
	SlamRadius = 7,
	SlideAttack = 1,
	StancePolarity = "V",
	Traits = { "Tenno" },
	Type = "Melee",
	WindUp = 0.7
},
Key/Column Name Data Type Required? Explanation/Description Example(s)
Attack1, Attack2, ... Table ✔️ The stats of the default attack of the weapon See #Attack Data Schema
BlockAngle Number (integer) ✔️ Melee's base blocking angle in degrees 90
Class String ✔️ Weapon class for modding or a subclass of the weapon in its equip slot; in the case of Exalted Weapons, it is just "Exalted Weapon" "Nikana"
ComboDur Number (integer) Melee's base combo duration in seconds 5
Conclave Boolean Whether or not the weapon can be used in Conclave false
Disposition Number (float) ✔️ Riven Mod Disposition value 0.5
Family String Weapon family that it belongs to, corresponding to the Riven Mod compatibility "Machete"
FollowThrough Number (float) ✔️ Melee's base follow through multiplier as a decimal 0.6
HeavyAttack Number (float) ✔️ Melee's base heavy attack damage 1284
HeavySlamAttack Number (float) ✔️ Melee's base heavy slam direct hit damage 1070
HeavyRadialDmg Number (float) ✔️ Melee's base heavy slam radial attack damage 1070
HeavySlamRadius Number (integer) ✔️ Melee's base heavy slam radius in meters 8
Image String ✔️ Image file name of the weapon as uploaded to the wiki CrpBFG.png
Introduced String ✔️ The game version in which the weapon was first introduced in the global build of WARFRAME "30.5" or "Specters of the Rail"
Mastery Number (integer) ✔️ Mastery Rank requirement 5
MeleeRange Number (float) ✔️ Melee's base attack range in meters 2
Name String ✔️ Weapon's name "Galatine Prime"
Polarities Table (array of strings) ✔️ Full names of the weapon's non-Universal polarities { "Naramon", "Madurai" }
SlamAttack Number (float) ✔️ Melee's base normal slam direct hit damage 642
SlamElement String Melee's base normal slam direct hit damage type "Heat"
SlamRadialDmg Number (float) ✔️ Melee's base normal slam radial damage 214
SlamRadialElement String Melee's base normal slam radial attack damage type "Heat"
SlamRadialProc String Melee's base normal slam radial attack forced proc "Heat"
SlamRadius Number (integer) ✔️ Melee's base normal slam radius in meters 7
SlideAttack Number (float) ✔️ Melee's base slide attack damage 100
StancePolarity String ✔️ Polarity on Stance slot "Madurai"
Traits Table (array of strings) Gun's categorical traits { "Grineer", "Wraith" }
Type String ✔️ The weapon slot that the weapon can be equipped on; in the case of Exalted Weapons, it is just their modding class "Melee"
Users Table (array of strings) NPCs that use this weapon; each entry should be a link to the respective article's page { "[[Stalker]]" }
WindUp Number (float) ✔️ Heavy attack wind-up time in seconds 0.5

Weapon Data

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