This is the documentation page for Module:Weapons/data
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- 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), 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 or 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
|