From Brotato Wiki
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|- | |- | ||
|effect | |effect | ||
|<small>{{Color|color=cream|text= | |<small>{{Color|color=cream|text=Stat ID, eg:}} <code>stat_max_hp</code> / <code>bounce</code></small> | ||
|''<small>{{Color|color=grey|text=not specified}}</small>'' | |''<small>{{Color|color=grey|text=not specified}}</small>'' | ||
|Increases a stat (key) by the value | |Increases a stat (key) by the value | ||
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|- | |- | ||
|gain_stat_for_every_stat_effect | |gain_stat_for_every_stat_effect | ||
|<small>{{Color|color=cream|text= | |<small>{{Color|color=cream|text=Stat ID, eg:}} <code>stat_max_hp</code> / <code>bounce</code></small> | ||
|<code><small>effect_gain_stat_for_every_enemy</small></code> | |<code><small>effect_gain_stat_for_every_enemy</small></code> | ||
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<code><small>effect_gain_stat_for_every_stat</small></code> | <code><small>effect_gain_stat_for_every_stat</small></code> | ||
|Links 2 stats together | |Links 2 stats together: | ||
* {value} {stat} for every current living enemy | |||
* {value} {stat} for every permanent {2} {3} you have | |||
* {value} {key} for every {2} {3} you have | |||
* ''Specify the 1st stat with key'' | |||
* ''Specify the 2nd stat with stat_scaled'' | |||
|{{MiniIconbox|name=Artificer}}, | |{{MiniIconbox|name=Artificer}}, | ||
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|<code><small>effect_heal</small></code> | |<code><small>effect_heal</small></code> | ||
|''<small>{{Color|color=grey|text=not specified}}</small>'' | |''<small>{{Color|color=grey|text=not specified}}</small>'' | ||
| | |Only used by consumables. Functionally useless in the shop. | ||
|{{MiniModIconbox|name=Fruit|rarity=0|image=Fruit.png}} | |{{MiniModIconbox|name=Fruit|rarity=0|image=Fruit.png}} | ||
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|<code><small>hp_cap</small></code> | |<code><small>hp_cap</small></code> | ||
|<code><small>effect_hp_cap_at_current_value</small></code> | |<code><small>effect_hp_cap_at_current_value</small></code> | ||
| | |Your Max HP is capped at its current value | ||
|{{MiniIconbox|name=Handcuffs}} | |{{MiniIconbox|name=Handcuffs}} | ||
|- | |- | ||
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|<code><small>explode_on_hit</small></code> | |<code><small>explode_on_hit</small></code> | ||
|<code><small>effect_explode_on_hit</small></code> | |<code><small>effect_explode_on_hit</small></code> | ||
| | |You explode for {damage} ({scaling}) damage when you take damage. | ||
''Requires an explosion stats file, which sets the damage and scaling.'' | |||
|{{MiniIconbox|name=Bull}} | |{{MiniIconbox|name=Bull}} | ||
|- | |- | ||
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| rowspan="2" |<code><small>explode_on_death</small></code> | | rowspan="2" |<code><small>explode_on_death</small></code> | ||
| rowspan="2" |<code><small>effect_explode_on_death</small></code> | | rowspan="2" |<code><small>effect_explode_on_death</small></code> | ||
| | | rowspan="2" |Enemies have a {0} chance to explode for {1} ({2}) damage when they die | ||
|{{MiniIconbox|name=Landmines}} | |{{MiniIconbox|name=Landmines}} | ||
|- | |- | ||
|{{MiniIconbox|name=Rip and Tear}} | |{{MiniIconbox|name=Rip and Tear}} | ||
|- | |- | ||
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|<code><small>pacifist</small></code> | |<code><small>pacifist</small></code> | ||
|<code><small>effect_pacifist</small></code> | |<code><small>effect_pacifist</small></code> | ||
| | |Gain {value} material and XP for every living enemy at the end of a wave | ||
|{{MiniIconbox|name=Pacifist}} | |{{MiniIconbox|name=Pacifist}} | ||
|- | |- |
Revision as of 01:26, 27 June 2023
This page documents the various effects in the vanilla game. Modders can apply these effects to their custom content.
This table doesn't fully explain how to use these effects. Please view their items/characters/weapons for usage.
Item Effects
Despite the heading, these effects can actually be used by characters and weapons too. They're just stored in res://effects/items/*.gd.
File (*.gd) | key | text_key | Description | Used By |
---|---|---|---|---|
effect | Stat ID, eg: stat_max_hp / bounce
|
not specified | Increases a stat (key) by the value | Many items |
alien_eyes_effect | alien_eyes
|
effect_alien_eyes
|
Shoots {0} alien eyes around you every {4} seconds dealing {1} ({3}) damage each | Alien Eyes |
anvil_effect | upgrade_random_weapon
|
effect_upgrade_random_weapon
|
A random weapon is upgraded when entering a shop.
If you have no weapon to upgrade, you gain {0} {1} instead. |
Anvil |
burn_chance_effect | burn_chance
|
effect_burn_chance
|
Attacks have a {0} chance to deal {1}x{2} ({3}) burning damage | Scared Sausage |
class_bonus_effect | effect_weapon_class_bonus
|
not specified | {0} {1} with {2} weapons -- Eg "+100 Range with Precise weapons" | Brawler, |
convert_stat_effect | materials
|
effect_convert_stat_end_of_wave
|
{0} of your {1} are converted into {2} at the end of a wave ({3} {1} = {4} {2}) | Demon |
dmg_when_death_effect | dmg_when_death_from_luck
|
effect_deal_dmg_when_death
|
{0} chance to deal {1} ({2}) damage to a random enemy when an enemy dies | Cyberball |
dmg_when_pickup_gold_effect | dmg_when_pickup_gold_from_luck
|
effect_deal_dmg_when_pickup_gold
|
{0} chance to deal {1} ({2}) damage to a random enemy when you pick up a material | Baby Elephant, |
gain_stat_for_every_stat_effect | Stat ID, eg: stat_max_hp / bounce
|
effect_gain_stat_for_every_enemy
|
Links 2 stats together:
|
Artificer, |
gain_stat_for_every_stat_effect | stat_attack_speed
|
effect_gain_stat_for_every_enemy
|
Community Support | |
gain_stat_for_every_stat_effect | stat_max_hp
|
effect_gain_stat_for_every_stat
|
Padding | |
gain_stat_for_every_stat_effect | stat_attack_speed
|
effect_gain_stat_for_every_stat
|
Retromation's Hoodie | |
gain_stat_for_every_stat_effect | stat_engineering
|
effect_gain_stat_for_every_stat
|
Strange Book | |
gain_stat_for_every_stat_effect | stat_hp_regeneration
|
effect_gain_stat_for_every_perm_stat
|
Esty's Couch | |
gain_stat_for_every_stat_effect | stat_percent_damage
|
effect_gain_stat_for_every_perm_stat
|
Power Generator | |
healing_effect | effect_heal
|
not specified | Only used by consumables. Functionally useless in the shop. | Fruit |
hp_cap_effect | hp_cap
|
effect_hp_cap_at_current_value
|
Your Max HP is capped at its current value | Handcuffs |
item_exploding_effect | explode_on_hit
|
effect_explode_on_hit
|
You explode for {damage} ({scaling}) damage when you take damage.
Requires an explosion stats file, which sets the damage and scaling. |
Bull |
item_exploding_effect | explode_on_death
|
effect_explode_on_death
|
Enemies have a {0} chance to explode for {1} ({2}) damage when they die | Landmines |
Rip and Tear | ||||
pacifist_effect | pacifist
|
effect_pacifist
|
Gain {value} material and XP for every living enemy at the end of a wave | Pacifist |
projectile_effect | projectiles_on_death
|
effect_projectiles_on_death
|
Baby with a Beard | |
remove_speed_effect | remove_speed
|
effect_remove_speed
|
Ugly Tooth | |
replace_effect | double_hp_regen_below_half_health
|
effect_double_hp_regen_below_half_health
|
Regeneration Potion | |
replace_effect | minimum_weapons_in_shop
|
effect_minimum_weapon_in_shop
|
Arms Dealer | |
replace_effect | weapon_slot
|
effect_no_weapons
|
Bull | |
replace_effect | hp_shop
|
effect_hp_shop
|
Demon | |
replace_effect | trees_start_wave
|
not specified | Explorer | |
replace_effect | max_melee_weapons
|
effect_generalist
|
Generalist | |
replace_effect | max_ranged_weapons
|
[EMPTY]
|
Generalist | |
replace_effect | dodge_cap
|
effect_dodge_cap
|
Ghost | |
replace_effect | weapon_slot
|
effect_max_weapons
|
Multitasker | |
replace_effect | can_attack_while_moving
|
effect_cant_attack_while_moving
|
Soldier | |
replace_effect | double_boss
|
effect_double_boss
|
Danger 5 | |
starting_item_effect | starting_item
|
effect_starting_item
|
Brawler,
Mage, | |
stat_effect | stat_armor
|
effect_stat_while_not_moving
|
Barricade | |
stat_effect | stat_dodge
|
effect_stat_while_not_moving
|
Chameleon | |
stat_effect | gold_on_crit_kill
|
effect_gold_on_crit_kill
|
Hunting Trophy | |
stat_effect | stat_attack_speed
|
effect_stat_while_not_moving
|
Statue | |
stat_effect | stat_percent_damage
|
effect_on_hit
|
Triangle of Power | |
stat_effect | stat_percent_damage
|
effect_gain_stat_end_of_wave
|
Vigilante Ring | |
stat_effect | stat_percent_damage
|
effect_stack_stat
|
Wisdom | |
stat_effect | stat_max_hp
|
effect_gain_stat_end_of_wave
|
Grind's Magical Leaf | |
stat_effect | stat_hp_regeneration
|
effect_gain_stat_end_of_wave
|
||
stat_effect | stat_lifesteal
|
effect_gain_stat_end_of_wave
|
||
stat_gains_modification_effect | effect_increase_stat_gains
|
not specified | Many characters | |
stat_gains_modification_effect | effect_reduce_stat_gains
|
not specified | Many characters | |
structure_effect | not specified | effect_landmines
|
Landmines | |
tier_effect | min_weapon_tier
|
effect_min_weapon_tier
|
Knight | |
tier_effect | max_weapon_tier
|
effect_max_weapon_tier
|
Wildling | |
turret_effect | not specified | effect_turret
|
Turret | |
turret_effect | not specified | effect_turret_healing
|
Medical Turret | |
turret_effect | not specified | effect_turret_laser
|
Laser Turret | |
turret_effect | not specified | effect_turret_rocket
|
Explosive Turret | |
turret_effect | not specified | effect_tyler
|
Tyler | |
turret_effect | wandering_bot
|
effect_wandering_bot
|
Wandering Bot | |
turret_flame_effect | not specified | effect_turret_flame
|
Incendiary Turret
Wrench (Tier 2) | |
unique_weapon_effect | stat_attack_speed
|
effect_unique_weapon_bonus
|
Focus | |
unique_weapon_effect | stat_attack_speed
|
effect_unique_weapon_bonus
|
Spider | |
weapon_bonus_effect | ??? | ??? | unused | |
weapon_gain_effect | ??? | ??? | unused |
Weapon Effects
Like Item Effects above, some of these can be used by items/characters.
Effect File (*.gd) | key | Used By |
---|---|---|
burning_effect | effect_burning
|
Flame Turret, Flaming Knuckles, Torch, Flamethrower, Wand |
exploding_effect | effect_explode_melee
|
Plank, Plasma Sledgehammer, Power Fist, Nuclear Launcher, Shredder |
gain_stat_every_killed_enemies_effect | effect_gain_stat_every_killed_enemies
|
Ghost Axe, Ghost Flint, Ghost Scepter |
projectiles_on_hit_effect | effect_projectiles_on_hit
|
Cactus Mace, Sniper Gun |
projectiles_on_hit_effect | effect_lightning_on_hit
|
Lightning Shiv |
projectiles_on_hit_effect | effect_slow_projectiles_on_hit
|
Thunder Sword |
slow_in_zone_effect | effect_slow_in_zone
|
Taser |
weapon_stack_effect | effect_weapon_stack
|
Stick |
Danger Effects
Effect File (*.gd) | Key | Danger | Notes |
---|---|---|---|
effects/weapons/null_effect.gd | effect_no_modifiers
|
Danger 0 | - |
effects/weapons/null_effect.gd | effect_new_enemies
|
Danger 1+ | There's no code directly related to this key |
effects/weapons/null_effect.gd | effect_elites
|
Danger 2+ | There's no code directly related to this key |
items/global/effect.gd | enemy_strength
|
Danger 3 | Text key is EFFECT_STRONGER_ENEMIES , value is: 12
|
items/global/effect.gd | enemy_strength
|
Danger 4 | Text key is EFFECT_STRONGER_ENEMIES , value is: 26
|
effects/weapons/null_effect.gd | effect_more_elites
|
Danger 4+ | There's no code directly related to this key |
items/global/effect.gd | enemy_strength
|
Danger 5 | Text key is EFFECT_STRONGER_ENEMIES , value is: 40
|
effects/items/replace_effect.gd | double_boss
|
Danger 5 | Text key is effect_double_boss
|
List of Effect Keys
This section lists most of the effect keys, taken from the effect init arrays in run_data.gd (init_tracked_effects
& init_effects
).
Many of these can be applied with effect.gd (res://items/global/effect.gd).
See Stats > Secondary Stats for a list of the items these effects can apply to.
Primary Stats
Effect Key | Notes |
---|---|
stat_max_hp
|
|
stat_hp_regeneration
|
|
stat_lifesteal
|
|
stat_percent_damage
|
|
stat_melee_damage
|
|
stat_ranged_damage
|
|
stat_elemental_damage
|
|
stat_attack_speed
|
|
stat_crit_chance
|
|
stat_engineering
|
|
stat_range
|
|
stat_armor
|
|
stat_dodge
|
|
stat_speed
|
|
stat_luck
|
|
stat_harvesting
|
Misc
Some of these are repeated from above, others are only set with effect_key
. Search the decompiled project for effect_key
to find the latter.
List of effects via: res://singletons/run_data.gd > func init_effects
Also try searching: RunData.effects["effect_key"]
(replace effect_key
with a key).
See also: List of %/flat stat text modifiers: res://singletons/text.gd
key | text_key | Description | Used In (effect file, *.tres) |
---|---|---|---|
additional_weapon_effects | effect_additional_weapon_bonus | Changes a stat (key) based on how many weapons you have | multitasker_effect_2 [effect_key] |
alien_eyes | effect_alien_eyes | Only used by Alien Eyes | alien_eyes_effect_1 |
bounce | effect_bouncing | Adds bouncing to all projectiles | ricochet_effect_1 |
bounce_damage | none | Increase bounce damage by x. Can't exceed the base damage. | arms_dealer_effect_1b, engineer_effect_4, farmer_effect_4, one_arm_effect_2 |
burn_chance | effect_burn_chance | Chance to inflict burn. Needs a corresponding burning_data stats file | scared_sausage_effect_1 |
burning_cooldown_reduction | effect_burning_cooldown_reduction | Makes burning tick faster | eye_surgery_effect_1 |
burning_spread | effect_burning_spread | Makes burning spread to +x more enemies
|
snake_effect_1 |
can_attack_while_moving | effect_cant_attack_while_moving | Set to 0 to prevent attacks while moving
|
soldier_effect_5 |
cant_stop_moving | --- | Set to 1 to stop the player from being able to stop moving.
Used in Invasion's "Pants Ant" item |
Unused, but appears to have some code that supports it. |
chance_double_gold | effect_chance_double_gold | % chance to double materials when they're collected | metal_detector_effect_1 |
class_bonus_effect | effect_weapon_class_bonus | Grants a bonus to a specific stat (stat_name) when using a specific weapon class (weapon_class) | brawler_effect_1, crazy_effect_1, doctor_effect_1,
ghost_effect_1, wildling_effect_1 |
consumable_heal | effect_consumable_heal | Increase HP gained from consumables | alien_worm_effect_2, lemonade_effect_1, weird_food_effect_1,
chunky_effect_3, chopper_effect, chopper_4_effect |
convert_stats_end_of_wave | effect_convert_stat_end_of_wave | Converts a stat (key) to another stat (to_stat) when a wave ends | demon_effect_1 |
destroy_weapons | Removes all held weapons when you enter a shop | arms_dealer_effect_3 | |
diff_gold_drops | --- | Appears to increase/decrease the chance for enemies to drop materials by % | Unused, but appears to have some code that supports it. |
dmg_when_death_from_luck | effect_deal_dmg_when_death | % chance to deal a % of luck as damage, when an enemy dies.
Accepts a stat option, but only scales with Luck, ignoring the stat you specify |
cyberball_effect_1 |
dmg_when_pickup_gold_from_luck | effect_deal_dmg_when_pickup_gold | % chance to deal a % of luck as damage, when you collect a material.
As above, accepts a stat but only scales with Luck |
baby_elephant_effect_1, lucky_effect_3 |
dodge_cap | effect_dodge_cap | Increases/decreases the dodge cap by a %.
Warning: This increases the cap, it doesn't overwrite it. So you'll probably need to add a condition to check for Ghost (or just check the current cap). Default is 60% (or 90% with Ghost). |
ghost_effect_3 |
double_boss | effect_double_boss | Makes 2 bosses spawn instead of 1 | difficulty_5_effect_4 |
double_hp_regen | effect_double_hp_regen | Makes HP Regeneration trigger twice as often | doctor_effect_3 |
double_hp_regen_below_half_health | effect_double_hp_regen_below_half_health | Makes HP Regeneration trigger twice as often, when you're below 50% HP | potion_effect_1 |
enemy_gold_drops | effect_enemy_gold_drops | Change the amount of materials dropped by enemies.
This is an int (eg -50), not a float (eg -0.5). See also: gold_drops, neutral_gold_drops |
explorer_effect_8 |
enemy_speed | --- | Change enemy movement speed | +: alien_baby_effect_2, explorer_effect_9 |
-: snail_effect_1, old_effect_1 | |||
enemy_strength | effect_stronger_enemies | Affects both enemy HP, and the damage they deal | difficulty_3_effect_2, difficulty_4_effect_2, difficulty_5_effect_2 |
explode_on_death | effect_explode_on_death | % chance for enemies to explode on death.
Needs a corresponding weapon_stats file |
rip_and_tear_effect_1 |
explode_on_hit | effect_explode_on_hit | Explode when you take damage.
Always procs. You can set the chance%, but this is ignored |
bull_effect_4 |
explosion_damage | none | Increases explosion damage | dynamite_effect_1, explosive_shells_effect_1, etc |
explosion_size | none | Increases explosion size | plastic_explosive_effect_1, artificer_effect_1b |
free_rerolls | effect_free_shop_reroll | Adds free rerolls. Can't be negative | dangerous_bunny_effect_0 |
gain_* | Change stat modifications by x%, eg. "Increase range modifications by 50%".
Added via stat_gains_modification_effect, and applied via get_stat_gain. |
See RunData.effects["gain_" + stat]
| |
gain_pct_gold_start_wave | effect_gain_pct_gold_start_wave | Gain/lose +x% of your materials when a wave starts. | piggy_bank_effect_1 |
gold_drops | effect_enemy_gold_drops | Changes % of dropped materials. Int, not a float.
See also: enemy_gold_drops; neutral_gold_drops |
explorer_effect_8, farmer_effect_3, streamer_effect_2b |
gold_on_crit_kill | effect_gold_on_crit_kill | Gain materials when you score a crit | hunting_trophy_effect_1, dagger_effect |
group_structures | effect_group_structures | Makes structures (mines/turrets) spawn closely grouped together | engineer_effect_3 |
harvesting_growth | effect_harvesting_growth | Increase/decrease the % Harvesting growth.
Without items it's 5% at the end of each wave. Farmer has +5, Crown has +8. |
crown_effect_1, farmer_effect_2 |
heal_when_pickup_gold | effect_heal_when_pickup_gold | % chance to heal 1HP when you pick up materials.
Can't change the healed amount, only the chance |
cute_monkey_effect_1 |
hp_cap | effect_hp_cap_at_current_value | Changes the Max HP cap. Default is 999999.
Use set_cap_to_current_max_hp=true to cap at current. |
handcuffs_effect_4 |
hp_shop | effect_hp_shop | Changes shop items to cost Max HP, instead of materials | demon_effect_2 |
hp_start_next_wave | effect_hp_start_next_wave | Start the next wave with % less HP. Int, not float. | weird_ghost_effect_2 |
hp_start_wave | effect_start_wave_less_hp | Start ALL waves with % less HP. Int, not float. | sad_tomato_effect_2 |
inflation | --- | Increases the cost of items (even more), based on the current wave.
Inflation was removed. It was part of the original demo. |
|
instant_gold_attracting | effect_instant_gold_attracting | % chance to attract dropped materials | baby_gecko_effect_1, sifds_relic_effect_1 |
item_box_gold | effect_item_box_gold | +x materials when you pick up a Crate | bag_effect_1 |
items_price | none | Change shop item costs by x% | coupon_effect_1, entrepreneur_effect_0, mutant_effect_2, saver_effect_4 |
knockback | effect_knockback | Add/reduce knockback for all weapons by x | boxing_glove_effect_1 |
lose_hp_per_second | effect_lose_hp_per_second | HP is reduced by -x every second | blood_donation_effect_2, sick_effect_3 |
map_size | none | Increase/decrease the map size by x% | explorer_effect_6, old_effect_3 |
max_melee_weapons | effect_generalist | Set the max number of held melee weapons to x | generalist_effect_3 |
max_ranged_weapons | [EMPTY] | Set the max number of held ranged weapons to x | generalist_effect_4 |
max_weapon_tier | effect_max_weapon_tier | Set the max tier for weapons to 1/2/3/4.
Zero-based, so 0 = tier 1, 1 = tier 2, etc. |
wildling_effect_3 |
min_weapon_tier | effect_min_weapon_tier | Set the min tier for weapons to 1/2/3/4. Zero based (see above) | knight_effect_4 |
neutral_gold_drops | none | Increases materials from EntityType.NEUTRAL by +x% (ie. trees)
See also: gold_drops; enemy_gold_drops |
Unused, but supported in the code |
no_melee_weapons | effect_no_melee_weapons | Stops melee weapons appearing in the shop.
Doesn't remove weapons that are already held. |
ranger_effect_5 |
no_min_range | none | If 1, the min_range of a weapon is used.
Useless in vanilla because all weapons have a min_range of 0. |
Unused, but supported in the code |
no_ranged_weapons | effect_no_ranged_weapons | Stops ranged weapons appearing in the shop.
Doesn't remove weapons that are already held. |
gladiator_effect_3, knight_effect_3 |
number_of_enemies | none | Increase/decrease the number of enemies that spawn, when a group of them spawns | candle_effect_3, gentle_alien_effect_2, mouse_effect_2, white_flag_effect_2,
explorer_effect_7, loud_effect_2, old_effect_4 |
one_shot_trees | effect_one_shot_trees | Makes trees get destroyed in 1 hit | lumberjack_shirt_effect_1 |
pacifist | effect_pacifist | Gain x% materials and XP per living enemy when a wave ends. No effect if 0 or below. | pacifist_effect_2 |
pickup_range | effect_pickup_range | Change pickup range by x% | alien_tongue_effect_1, gnome_effect_4, little_frog_effect_1,
explorer_effect_4, soldier_effect_3 |
piercing | effect_piercing | Adds +1 piercing to all projectiles | bandana_effect_1 |
piercing_damage | effect_piercing_damage | Bounce damage. Can't exceed the base damage. | pumpkin_effect_1,
arms_dealer_effect_1b, engineer_effect_4, farmer_effect_4, one_arm_effect_2 |
projectiles_on_death | effect_projectiles_on_death | Spawns projectiles when an enemy dies.
Requires an associated projectile stats data (.tres) file. The .tres can be custom, or you can use the default base_ranged_weapon_stats.tres |
baby_with_a_beard_effect_1 |
recycling_gains | effect_recycling_gains | Increase gains from recycling.
Recycling Machine = +35%, Entrepreneur = +25% (total: +60%, so realistically you'd need to use set this to <40 to avoid an infinite money exploit with Entrepreneur and Recycling Machine) |
recycling_machine_effect_1, entrepreneur_effect_2 |
remove_speed | effect_remove_speed | Hitting an enemy reduces their speed by x%.
The max removed amount can be changed (eg Ugly Tooth is max of -30%) |
ugly_tooth_effect_1 |
starting_item | effect_starting_item | Sets a starting item for a character | Many characters, too many to list |
stat_links | n/a | Seems to be used by gain_stat_for_every_stat_effect.gd, to associate one stat with another (eg. gain X per y).
Linked stats can be: General stats (stat_max_hp etc), "materials", "structure" (number of structures) and "living_enemy". |
|
stats_end_of_wave | effect_gain_stat_end_of_wave | Gain stats when the wave ends | grinds_magical_leaf_effect_* (all 3), vigilante_ring_effect_1 |
structures | n/a | Array of structures. Should not be modified outside of struture_effect.gd. | via: structure_effect
via: gain_stat_for_every_stat_effect |
temp_stats_on_hit | effect_on_hit | Gain temporary stats when you take damage, until the end of the wave.
Only works with the core stats ("stat_*"), plus explosion_size and explosion_damage. See temp_stats.gd for the full list. |
triangle_of_power_effect_3, masochist_effect_1 |
temp_stats_stacking | effect_stack_stat | Gain temporary stats every 5 seconds, until the end of the wave.
Can't change the timer, fixed to 5sec. Ticks 4 times in a 20sec wave (1), 12 times in a 60sec wave (9), 18 times in a 90sec wave (10+). |
wisdom_effect_1 |
temp_stats_while_not_moving | effect_stat_while_not_moving | Gain temporary stats when you stand still, until you move again.
Lasts until the wave ends. |
barricade_effect_1, chameleon_effect_1, statue_effect_1,
soldier_effect_1, soldier_effect_2, speedy_effect_3, streamer_effect_1 |
torture | effect_torture | Stops you healing in any way. Gain +x HP per second instead | torture_effect_2 |
trees | effect_trees | Increases the number of tress that can spawn at once. | tree_effect_1, explorer_effect_1 |
trees_start_wave | [EMPTY] | Either makes trees spawn more often, or makes trees spawn in immediately after starting a wave (see _physics_process in wave_manager.gd) | explorer_effect_11 |
unique_weapon_effects | effect_unique_weapon_bonus | Gain stats based on the number of unique weapons | focus_effect_2, spider_effect_2 |
weapon_bonus | effect_additional_weapon_bonus | Gain stats based on the number of weapons you currently hold | focus_effect_2, spider_effect_2,
gladiator_effect_1, multitasker_effect_2 |
weapon_class_bonus | n/a | Gain bonus stats based on the number of held weapons in the specified class | brawler_effect_1, crazy_effect_1, doctor_effect_1,
ghost_effect_1, wildling_effect_1 see: effect_weapon_class_bonus |
weapon_slot | effect_no_weapons
effect_max_weapons |
Set the number of weapon slots to x | bull, multitasker, one arm |
xp_gain | none | Increase/decrease XP gain by x% | bean_teacher_effect_1, black_belt_effect_1, diploma_effect_2, scar_effect_1
mutant_effect_1 |
Note: These effects are listed in run_data, but don't do anything: gambler, leave_burning, wandering_bots.
Added in v0.6.1.6
- double_hp_regen_below_half_health
- hit_protection
- minimum_weapons_in_shop
- percent_materials (only works with temp_stats_while_not_moving)
- temp_stats_while_moving
- upgrade_random_weapon
- weapons_price
Added in v0.8.0.3
View more details in: Patch 0.8.0.3/Modding Changes
Key | Text | Description | Item(s) | Characters |
---|---|---|---|---|
consumable_stats_while_max | EFFECT_CONSUMABLE_STAT_WHILE_MAX
EFFECT_CONSUMABLE_STAT_WHILE_MAX_LIMITED |
Gain stats if you collect consumables at max HP | Extra Stomach | Farmer, Glutton |
convert_stats_half_wave | EFFECT_CONVERT_STAT_TEMP_HALF_WAVE | Converts stats halfway through the wave | > | Cyborg |
damage_against_bosses | effect_damage_against_bosses | Deal % more/less damage against elites/bosses | Silver Bullet | Jack |
dmg_on_dodge | EFFECT_DEAL_DMG_WHEN_DODGE | Deal damage when you dodge (Chance%) | Riposte | - |
dmg_when_death | EFFECT_DEAL_DMG_WHEN_DEATH | Damage a random enemy when another enemy dies (Chance%) | Cyberball | - |
dmg_when_heal | EFFECT_DEAL_DMG_WHEN_HEAL | Damage a random enemy when you heal (Chance%) | > | Lich |
dmg_when_pickup_gold | EFFECT_DEAL_DMG_WHEN_PICKUP_GOLD | Damage a random enemy when you collect a material | Baby Elephant | Lucky |
enemy_damage | - | Deal % more/less damage against enemies (not elites/bosses) | Peacock | Jack |
enemy_health | - | Enemies have % more/less HP | > | Jack |
explode_on_consumable | effect_explode_on_consumable | Explode when you collect a consumable (Chance%) | Spicy Sauce | Glutton |
extra_enemies_next_wave | effect_extra_enemies_next_wave | Lamprey enemies will span at the start of the next wave | Bait | - |
giant_crit_damage | effect_giant_crit_damage | Crits deal % of an enemy's HP as bnus damage | Giant Belt | - |
heal_on_crit_kill | effect_heal_on_crit_kill | Heal 1 HP when killing an enemy with a critical hit (Chance%) | Tentacle | - |
heal_on_dodge | EFFECT_HEAL_WHEN_DODGE | Heal x HP when you dodge (%Chance) | Adrenaline | - |
starting_weapon | effect_starting_item | Starting weapon for characters. Key is the weapon's my_id
|
> | Brawler, Crazy, |
stats_next_wave | effect_stat_next_wave | Change stats, for the next wave only | Peacock | - |
structures_cooldown_reduction | effect_structures_cooldown_reduction | Reduces the attack cooldown of your structures by x
(scales with stat specified with key) |
Improved Tools | - |
temp_pct_stats_stacking | None | (Needs confirming:) Similar to temp_stats_stacking ,
but increases stat x by y% every 5 seconds, until the end of the wave |
None | - |
temp_pct_stats_start_wave | None | (Needs confirming:) Increase stat x by y% at the start of a wave. | None | - |
upgrade_random_weapon | effect_upgrade_random_weapon | See Anvil. The stat that gets increased if all weapons are maxed
can be chanegd with |
Anvil |
Added in v1.0.0.3
View more details in: Modding Changes for 1.0.0.3
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 |
Modding [T] | |
---|---|
Wiki | Modding • Notes • Effects • Vanilla Items |
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Misc | BrotatoMods • Cooldown Calculator |