From Brotato Wiki
(link to Modding Effects) |
(update Effects table to match the one from Modding_Effects (which has better and more recent edits)) |
||
Line 132: | Line 132: | ||
|<code><small>EFFECT_ACCURACY</small></code> | |<code><small>EFFECT_ACCURACY</small></code> | ||
| +/-x % accuracy | | +/-x % accuracy | ||
|Number (%) | |<small>Number (%)</small> | ||
| | | | ||
|{{MiniIconbox|name=Renegade}} | |{{MiniIconbox|name=Renegade}} | ||
Line 138: | Line 138: | ||
|<code>cryptid</code> | |<code>cryptid</code> | ||
|<code><small>effect_cryptid</small></code> | |<code><small>effect_cryptid</small></code> | ||
|Gain {0} material and XP for every living tree at the end of a wave | |Gain {0} material and XP for every living tree | ||
|Number (int) | at the end of a wave | ||
|<small>Number (int)</small> | |||
| | | | ||
|{{MiniIconbox|name=Cryptid}} | |{{MiniIconbox|name=Cryptid}} | ||
|- | |- | ||
| <code>extra_loot_aliens_next_wave</code> | | <code>extra_loot_aliens_next_wave</code> | ||
|<code><small>effect_extra_loot_aliens_next_wave</small></code> | |<code><small>effect_extra_loot_aliens_next_wave</small></code> | ||
| +x additional loot aliens appear during the next wave | | +x additional loot aliens appear during the next wave | ||
|Number (int) | |<small>Number (int)</small> | ||
| | |<small>Applied with <code>custom_key</code></small> | ||
|{{MiniIconbox|name=Lure}} | |{{MiniIconbox|name=Lure}} | ||
|- | |- | ||
|<code>guaranteed_shop_items</code> | |<code>guaranteed_shop_items</code> | ||
|<code><small>effect_guaranteed_shop_item</small></code> | |<code><small>effect_guaranteed_shop_item</small></code> | ||
|Shops always sell x | |Shops always sell x | ||
|Key = Item ID | |<small>Key = Item ID</small> | ||
| | |<small>Applied with <code>custom_key</code></small> | ||
|{{MiniIconbox|name=Fisherman}} | |{{MiniIconbox|name=Fisherman}} | ||
|- | |- | ||
Line 160: | Line 161: | ||
|<code><small>effect_no_heal</small></code> | |<code><small>effect_no_heal</small></code> | ||
|You can't heal in any way | |You can't heal in any way | ||
|Bool (0/1) | |<small>Bool (0/1)</small> | ||
| | | | ||
|{{MiniIconbox|name=Golem}} | |{{MiniIconbox|name=Golem}} | ||
Line 167: | Line 168: | ||
|<code><small>EFFECT_PROJECTILES</small></code> | |<code><small>EFFECT_PROJECTILES</small></code> | ||
| +x projectiles | | +x projectiles | ||
|Number (int) | |<small>Number (int)</small> | ||
| | | | ||
|{{MiniIconbox|name=Renegade}} | |{{MiniIconbox|name=Renegade}} | ||
Line 174: | Line 175: | ||
|<code><small>EFFECT_SPECIFIC_ITEM_PRICE</small></code> | |<code><small>EFFECT_SPECIFIC_ITEM_PRICE</small></code> | ||
| +/- x price | | +/- x price | ||
|Key = Item ID | |<small>Key = Item ID</small> | ||
| | |<small>Applied with <code>custom_key</code></small> | ||
|{{MiniIconbox|name=Fisherman}} | |{{MiniIconbox|name=Fisherman}} | ||
|- | |- | ||
Line 181: | Line 182: | ||
| <code><small>effect_stat_below_half_health</small></code> | | <code><small>effect_stat_below_half_health</small></code> | ||
|{STAT/VALUE} when you have less than 50% health | |{STAT/VALUE} when you have less than 50% health | ||
|Key = stat | |<small>Key = stat</small> | ||
| | |<small>Applied with <code>custom_key</code></small> | ||
|{{MiniIconbox|name=Golem}} | |{{MiniIconbox|name=Golem}} | ||
|- | |- | ||
Line 188: | Line 189: | ||
| <code><small>EFFECT_STAT_ON_LEVEL_UP</small></code> | | <code><small>EFFECT_STAT_ON_LEVEL_UP</small></code> | ||
|{STAT/VALUE} when you level up | |{STAT/VALUE} when you level up | ||
|Key = stat | |<small>Key = stat</small> | ||
| | |<small>Applied with <code>custom_key</code></small> | ||
|{{MiniIconbox|name=Apprentice}} | |{{MiniIconbox|name=Apprentice}} | ||
|- | |- | ||
|<code>temp_stats_on_dodge</code> | |<code>temp_stats_on_dodge</code> | ||
|<code><small>EFFECT_TEMP_STAT_ON_DODGE</small></code> | |<code><small>EFFECT_TEMP_STAT_ON_DODGE</small></code> | ||
|{STAT/VALUE} when you dodge | |{STAT/VALUE} when you dodge | ||
|Key = stat | |<small>Key = stat</small> | ||
| | |<small>Applied with <code>custom_key</code></small> | ||
|{{MiniIconbox|name=Cryptid}} | |{{MiniIconbox|name=Cryptid}} | ||
|- | |- | ||
|<code>tier_i_weapon_effects</code> | |<code>tier_i_weapon_effects</code> | ||
|<code><small>EFFECT_TIER_I_WEAPON_BONUS</small></code> | |<code><small>EFFECT_TIER_I_WEAPON_BONUS</small></code> | ||
|{STAT/VALUE} for every Tier 1 weapon | |{STAT/VALUE} for every Tier 1 weapon | ||
|Key = stat | |<small>Key = stat</small> | ||
| | |<small>Applied with <code>custom_key</code></small> | ||
|{{MiniIconbox|name=King}} | |{{MiniIconbox|name=King}} | ||
|- | |- | ||
Line 209: | Line 210: | ||
|<code><small>EFFECT_TIER_IV_WEAPON_BONUS</small></code> | |<code><small>EFFECT_TIER_IV_WEAPON_BONUS</small></code> | ||
|{STAT/VALUE} for every Tier 4 weapon | |{STAT/VALUE} for every Tier 4 weapon | ||
|Key = stat | |<small>Key = stat</small> | ||
| | |<small>Applied with <code>custom_key</code></small> | ||
|{{MiniIconbox|name=King}} | |{{MiniIconbox|name=King}} | ||
|- | |- | ||
Line 216: | Line 217: | ||
|<code><small>EFFECT_TREE_TURRET</small></code> | |<code><small>EFFECT_TREE_TURRET</small></code> | ||
|Killing a tree spawns a turret | |Killing a tree spawns a turret | ||
|Bool (0/1) | |<small>Bool (0/1)</small> | ||
| | | | ||
|{{MiniIconbox|name=Pocket Factory}} | |{{MiniIconbox|name=Pocket Factory}} | ||
Line 223: | Line 224: | ||
|<code><small>effect_upgraded_baits</small></code> | |<code><small>effect_upgraded_baits</small></code> | ||
|Baits make special enemies spawn in all future waves | |Baits make special enemies spawn in all future waves | ||
|Bool (0/1) | |<small>Bool (0/1)</small> | ||
| | | | ||
|{{MiniIconbox|name=Fisherman}} | |{{MiniIconbox|name=Fisherman}} | ||
|- | |- | ||
|<code>special_enemies_last_wave</code> | |<code>special_enemies_last_wave</code> | ||
|{{Color|color=cream|text=UNUSED}} | |{{Color|color=cream|text=UNUSED}} | ||
|{{Color|color=cream|text=UNUSED}} | |{{Color|color=cream|text=UNUSED}} |
Revision as of 19:37, 25 June 2023
This page outlines changes in Patch 1.0.0.3 that relate specifically to Modding.
ModLoader Update (v6)
ModLoader has been updated to v6. Full details of this release, and the new features it introduces, are on the ModLoader GitHub, here:
Note that existing mods may have breaking changes. See more details on the ModLoader wiki, here:
Mod Uploader
The mod uploader now allows modders to tag their items. The available tags are:
- Characters
- Weapons
- Items
- GUI
- New Mechanics
- Reworks
- Cheats
- Challenges
- Utilities
- Translations
List of New IDs
The new IDs for characters, weapons and items are:
Name | ID | Type |
---|---|---|
Apprentice | character_apprentice
|
Character |
Fisherman | character_fisherman
|
Character |
Cryptid | character_cryptid
|
Character |
Golem | character_golem
|
Character |
King | character_king
|
Character |
Renegade | chal_renegade
|
Character |
Chain Gun | weapon_chain_gun
|
Weapon |
Claw | weapon_claw
|
Weapon |
Drill | weapon_drill
|
Weapon |
Excalibur | weapon_excalibur
|
Weapon |
Fighting Stick | weapon_fighting_stick
|
Weapon |
Gatling Laser | weapon_gatling_laser
|
Weapon |
Scythe | weapon_scythe
|
Weapon |
Fairy | item_fairy
|
Item |
Lure | item_lure
|
Item |
Pocket Factory | item_pocket_factory
|
Item |
Shackles | item_shackles
|
Item |
Sharp Bullet | item_sharp_bullet
|
Item |
Stone Skin | item_stone_skin
|
Item |
Effects & Stats
New Stat
There is 1 new stat: speed_cap
New Effects
There are many new effects:
See also: Modding Effects, which lists every effect in vanilla, including these ones!
Key | Text Key | Description | Values | Notes | Used By |
---|---|---|---|---|---|
accuracy
|
EFFECT_ACCURACY
|
+/-x % accuracy | Number (%) | Renegade | |
cryptid
|
effect_cryptid
|
Gain {0} material and XP for every living tree
at the end of a wave |
Number (int) | Cryptid | |
extra_loot_aliens_next_wave
|
effect_extra_loot_aliens_next_wave
|
+x additional loot aliens appear during the next wave | Number (int) | Applied with custom_key
|
Lure |
guaranteed_shop_items
|
effect_guaranteed_shop_item
|
Shops always sell x | Key = Item ID | Applied with custom_key
|
Fisherman |
no_heal
|
effect_no_heal
|
You can't heal in any way | Bool (0/1) | Golem | |
projectiles
|
EFFECT_PROJECTILES
|
+x projectiles | Number (int) | Renegade | |
specific_items_price
|
EFFECT_SPECIFIC_ITEM_PRICE
|
+/- x price | Key = Item ID | Applied with custom_key
|
Fisherman |
stats_below_half_health
|
effect_stat_below_half_health
|
{STAT/VALUE} when you have less than 50% health | Key = stat | Applied with custom_key
|
Golem |
stats_on_level_up
|
EFFECT_STAT_ON_LEVEL_UP
|
{STAT/VALUE} when you level up | Key = stat | Applied with custom_key
|
Apprentice |
temp_stats_on_dodge
|
EFFECT_TEMP_STAT_ON_DODGE
|
{STAT/VALUE} when you dodge | Key = stat | Applied with custom_key
|
Cryptid |
tier_i_weapon_effects
|
EFFECT_TIER_I_WEAPON_BONUS
|
{STAT/VALUE} for every Tier 1 weapon | Key = stat | Applied with custom_key
|
King |
tier_iv_weapon_effects
|
EFFECT_TIER_IV_WEAPON_BONUS
|
{STAT/VALUE} for every Tier 4 weapon | Key = stat | Applied with custom_key
|
King |
tree_turrets
|
EFFECT_TREE_TURRET
|
Killing a tree spawns a turret | Bool (0/1) | Pocket Factory | |
upgraded_baits
|
effect_upgraded_baits
|
Baits make special enemies spawn in all future waves | Bool (0/1) | Fisherman | |
special_enemies_last_wave
|
UNUSED | UNUSED | UNUSED | UNUSED | UNUSED |
Cryptid Effect
- Added new effect,
cryptid
:- key:
cryptid
- text_key:
effect_cryptid
- Translation: Gain {0} material and XP for every living tree at the end of a wave
- Note: In v1.0.0.2, Cryptid used the text_key
EFFECT_GAIN_STAT_FOR_EVERY_TREE
- key:
Changed Effects
One effect from pre-v1.0.0.0 has been expanded: gain_stat_for_every_stat_effect
.
- It now also supports:
common_item
(Tier 1),legendary_item
(Tier 4),living_tree
. - It also supports the number of a certain item that is currently held, using the key
item_X
, whereitem_X
is an item ID.- Note that the item ID must start with
item_
for this to work.
- Note that the item ID must start with
- Previously, it could use any core stat, plus:
materials
,structure
,living_enemy
Debug Service
There are several new debug options available:
Key | Type | Default | Notes |
---|---|---|---|
invisible | Bool | false | Player is invisible |
randomize_equipment | Bool | false | Start with 6 of a random weapon. Start with 10 - 500 materials. Start at level 10 - 26. |
randomize_waves | Bool | false | Every wave is randomised. Possible waves are 9 - 20 |
hide_wave_timer | Bool | false | Hides the wave timer GUI |
nullify_enemy_speed | Bool | false | Enemies cannot move |
no_enemies | Bool | false | Enemies will not spawn |
debug_enemies | Array of Enemy Resources | [] | Forces the specified enemy/enemies to spawn |
spawn_specific_elite | String | "" | Forces the specified elite to spawn |
Elite Spawning
To spawn a specific Elite: Enter an elite string for spawn_specific_elite
, as one of the following.
elite_butcher
elite_colossus
elite_croco
elite_demon
elite_insect
elite_mom
elite_monk
elite_rhino
These names come from the resource (.tres) files in res://entities/units/enemies/elites/
You need to start a new run after setting this variable, as elites/hordes etc. are determined at the start of a run.
Note that this does not force an Elite to spawn on any wave. It only changes the Elite that will spawn on an Elite wave.
Misc Changes
- For modders: pause.tscn and pause.gd moved out of ModLoader directory