Skip to main content Link Menu Expand (external link) Document Search Copy Copied

Information

The weapon_stats.dat file is used to assign damage values, damage types, damage features to anything doing damage. Like items, skills, weapons, towes, drones, units etc.
This file is actually a replacement of the WeaponItemDesc which would normally required in every file for items, skills, weapons, towes, drones, units etc.
So instead of tuning vales in every single file, this file has it all combined and can also be edited in the Riftbreaker Editor.

Parameters explained

ammo_storage

Is only used for player weapons and towers and sets which kind of ammo they consume by firing.
Available storages:

Player weaponsTowers
ammo_mech_energy_cell, ammo_mech_explosive, ammo_mech_low_caliber, ammo_mech_high_caliber, ammo_mech_liquidenergy, ammo_tower_liquid, ammo_tower_explosive, ammo_tower_low_caliber

If a tower or weapon isn’t using any ammo storage, it might not consume ammo (melee weapons f.e) or it got balanced in another way, f.e having an upkeep of a rare liquid instead of energy (like the morphium tower).


damage_type

Damage types set the kind of damage a projectile/weapon/enemy is doing.
Available damage types:

Damage types
physical, acid, area, fire, cryo, energy

rarity

Rarities set the quality of an entity. It’s typically seperated in 4 rarities (worst/lowest to best/highest): Standard, Advanced, Superior, Extreme.
Weapons can be crafted as Standard quality. Towers, however, start as level 1 with Advanced quality.

Rarity levels weaponsRarity levels towers
Standard, Advanced, Superior, ExtremeAdvanced, Superior, Extreme

Rarities for weapons and towers set their available weapon mod slots:

StandardAdvancedSuperiorExtreme
0 mod slots1 mod slot2 mod slots3 mod slots

WeaponStatDef

This part is seperated into even more parameters which describe the actual damage as well as special stats.

default_value

Is only available when the stats_feature BASE_DEFAULT is given.
Sets a single value with optional min/max value for randomization. Just used for weapons and item typically.

max_value

Sets a max value, used by BASE_MINMAX and optionally BASE_DEFAULT.

min_value

Sets a min value, used by BASE_MINMAX and optionally BASE_DEFAULT.

stat_features

Special stats which describe the general value behaviour of an entity.
Available stat features:

base_default or base_minmax is mandatory for everything, other fields are optional

Stat featurePurpose
BASE_DEFAULTDefault single value with added optional value range for randomization used in higher tier items
BASE_MINMAXRandom value range, it is randomized everytime a weapon is created
MODABLEAllows modding with weapon mods in gui
HIDDENHides this value from inventory menu, used for statistics that are always the same or others that EXOR does not want to show but are necessary for gameplay
STATISTICMakes this value “important” highlighted in inventory menu or makes it appear in small brackets, up to three values per item can be highlighted as important
INITIAL_RANDOMIZABLEUsed in higher tier items, adds this statistic to a random pool that is initialy boosted when crating an item, one statistic is boosted in advanced items, three are boosted in extreme items

stat_type

A special stat which describes the stat type of an entity.
Available stat types:

Stat featureUnit of measurementPurpose
AMMO_ANGLE_SPEEDdegrees per secondThis is projectile property, used only in weapons with ammo_homing, sets how fast projectiles can turn, high speed projectiles need much higher values to be effective
AMMO_AUTOAIMdegreesThis is weapon property, width of an autoaiming cone, weapons shoot projectiles “off the aiming line” straight at the closest target included in this aiming cone
AMMO_CLUSTERpercentNumber of new projectiles spawned at collision with world or an enemy, default 0, 1.5 means 100% chance for one cluster projectile at collision and 50% for another one
AMMO_COSTammoAmmo used per single projectile or per second in continuous weapons like laser or flamer
AMMO_HOMINGboolThis is projectile property, just a switch “on/off” - 0 means homing projectiles are disabled, 100 means homing projectiles are enabled, must be used with ammo_angle_speed
AMMO_SPEEDmeters per secondProjectile speed
AMMO_SPREADdegreesAdds random aiming deviation to projectiles fired
AMMO_STUNpercentChance for stunning an enemy with every hit, enemies may have stun cooldowns or stun resistance
AMMO_STUN_LENGTHsecondsDuration of stun
BEAM_RANGEmeterRange of the beam or a flamer fire stream
BEAM_WIDTHmeterWidth of the beam or a flamer fire stream
DAMAGE_CRITICAL_CHANCEpercentChance for higher damage, calculated with every shot that hits an enemy, 5 means 5% chance for damage multiplied by damage_critical_factor percentage
DAMAGE_CRITICAL_FACTORpercentCritical multiplier for basic damage value, 500 means five times more damage than usual
DAMAGE_LIFESTEALhitpoints recovered per hitWeapons with lifesteal recover a set number of hitpoints per every succeful hit, 1 means one hitpoint recovered per hit
DAMAGE_OVER_TIMEdamage per secondValue of damage dealt per one second when damage over time effect is active
DAMAGE_OVER_TIME_LENGTHsecondsLength of damage over time effect
DAMAGE_PENETRATIONpercentNumber of targets that can be pierced by a projectile, default 0, 1.5 means 100% chance to pierce one enemy and 50% to pierce another one
DAMAGE_SPLASHmeterRadius where damage is still applied
DAMAGE_SPREADpercentDamage random deviation, 5 means that there is up to 5% random damage addition or reduction (95%-105%)
DAMAGE_VALUEdamage pointsDamage done by a single projectile or per second in continuous weapons like laser or flamer
FIRE_PER_BURSTprojectiles per burstNumber of projectiles fire in short succession, 1.5 means that there is 50% chance for an addidtional projectile
FIRE_PER_SHOTprojectiles per shotNumber of projectiles fired simultaneously, 1.5 means that there is 50% chance for an addidtional projectile
FIRE_RATEprojectiles per secondNumber of projectiles fired per second
WEAPON_SCALEpercentScale of projectiles, muzzle effects and hit effects,
1 is 100%
WEAPON_ANIMATION_SPEEDpercentDoes not work? Should change animation speed,
1 is 100%