|
|
(19 intermediate revisions by the same user not shown) |
Line 1: |
Line 1: |
| == Itembox ==
| | [[Modding Effects]] (New Version, WIP) |
|
| |
|
| Testing a new template, intended for use on mod pages.
| | The Modding Effects page is very out of date, and the data is scattered. On this page I'll try to update it all. |
|
| |
|
| | --- |
|
| |
|
| {{Color|pastelred|PLEASE USE CTRL+F5 TO SEE THE NEW STYLES}}
| | This page documents the various effects in the vanilla game. Modders can apply these effects to their custom content. |
|
| |
|
| | For more info on specific effects, please search the code for their keys, and view the code and ''.tres'' files for the listed items/characters/weapons. |
|
| |
|
| === Characters ===
| | --- |
|
| |
|
| <table>
| | ''Note: Despite the folder names, most of these effects can used by characters, weapons or items. They're only split into Global/Items/Weapons here to make it easier to find the associated files.'' |
| <tr>
| |
|
| |
|
| <!-- Isaac -->
| | ==Global Effects== |
| <td style="vertical-align: top; padding: 0 20px 20px 0;">
| | ==== effect.gd ==== |
| <div class="ibox rarity0 rounded">
| | Location: {{Color|color=cream|text=res://items/global/effect.gd}} |
| <div class="ibox__top">
| |
| <div class="ibox__icon rounded">
| |
| [[File:Mod-Isaac-isaac_icon.png|60x60px]]
| |
| </div>
| |
| <div class="ibox__top-right">
| |
| <div class="ibox__name colorrarity0">Isaac</div>
| |
| <div class="ibox__type">{{Color|cream|Character}}</div>
| |
| </div>
| |
| </div>
| |
| <div class="ibox__stats">
| |
| <ul>
| |
| <li>{{Color|green|+20%}} Attack Speed</li>
| |
| <li>{{Color|red|-30%}} Damage</li>
| |
| <li>Start with {{Color|cream|1 D6}}</li>
| |
| <li>Start with {{Color|cream|6 Bomb}}</li>
| |
| </ul>
| |
| </div>
| |
| </div>
| |
| </td>
| |
|
| |
|
| <!-- Cain -->
| | The file that is used the most for applying effects. If you want to apply an effect, there's a very strong chance you'll do it with this file. |
| <td style="vertical-align: top; padding: 0 20px 20px 0;">
| |
| <div class="ibox rarity0 rounded">
| |
| <div class="ibox__top">
| |
| <div class="ibox__icon rounded">
| |
| [[File:Mod-Isaac-cain_icon.png|60x60px]]
| |
| </div>
| |
| <div class="ibox__top-right">
| |
| <div class="ibox__name colorrarity0">Isaac</div>
| |
| <div class="ibox__type">{{Color|cream|Character}}</div>
| |
| </div>
| |
| </div>
| |
| <div class="ibox__stats">
| |
| <ul>
| |
| <li>{{Color|green|+8%}} chance to double the value of picked up materials</li>
| |
| <li>{{Color|red|-250}} Range</li>
| |
| <li>You start with {{Color|cream|1 Lucky Foot}}</li>
| |
| <li>{{Color|green|+15% Speed}}</li>
| |
| <li>{{Color|red|-70% Range}} modifications</li>
| |
| <li>{{Color|green|+15% Ranged Damage}} modifications</li>
| |
| <li>{{Color|red|-20% Attack Speed}} modifications</li>
| |
| </ul>
| |
| </div>
| |
| </div>
| |
| </td>
| |
|
| |
|
| <!-- Judas -->
| | Here's an overview of what the various properties of effect.gd do. We'll use {{Color|cream|acid_effect_1.tres}} as a reference, which grants "{{Color|green|+8}} Max HP". |
| <td style="vertical-align: top; padding: 0 20px 20px 0;">
| |
| <div class="ibox rarity0 rounded">
| |
| <div class="ibox__top">
| |
| <div class="ibox__icon rounded">
| |
| [[File:Mod-Isaac-judas_icon.png|60x60px]]
| |
| </div>
| |
| <div class="ibox__top-right">
| |
| <div class="ibox__name colorrarity0">Judas</div>
| |
| <div class="ibox__type">{{Color|cream|Character}}</div>
| |
| </div>
| |
| </div>
| |
| <div class="ibox__stats">
| |
| <ul>
| |
| <li>{{Color|green|+15% Damage}}</li>
| |
| <li>You start with {{Color|cream|1 The Book of Belial}}</li>
| |
| <li>{{Color|green|+10% Crit Chance}}</li>
| |
| <li>{{Color|red|-10 Armor}}</li>
| |
| <li>{{Color|green|+25% Crit Chance}} modifications</li>
| |
| <li>{{Color|red|-15% Max HP}} modifications</li>
| |
| </ul>
| |
| </div>
| |
| </div>
| |
| </td>
| |
|
| |
|
| <!-- Magdalene (Maggy) -->
| | {| class="wikitable" |
| <td style="vertical-align: top; padding: 0 20px 20px 0;">
| | !Property |
| <div class="ibox rarity0 rounded">
| | !Value for Acid |
| <div class="ibox__top">
| | !Description |
| <div class="ibox__icon rounded">
| | |- |
| [[File:Mod-Isaac-magdalene_icon.png|60x60px]]
| | |Key |
| </div>
| | |stat_max_hp |
| <div class="ibox__top-right">
| | | Has two uses: |
| <div class="ibox__name colorrarity0">Magdalene</div>
| |
| <div class="ibox__type">{{Color|cream|Character}}</div>
| |
| </div>
| |
| </div>
| |
| <div class="ibox__stats">
| |
| <ul>
| |
| <li>{{Color|green|+5 Max HP}}</li>
| |
| <li>+2% Damage for every -1% Speed you have [{{Color|green|+24}}]</li>
| |
| <li>You start with {{Color|cream|1 Yum Heart}}</li>
| |
| <li>You start with {{Color|cream|3 Maggy's Faith}}</li>
| |
| <li>{{Color|red|-10 HP Regeneration}}</li>
| |
| </ul>
| |
| </div>
| |
| </div>
| |
| </td>
| |
|
| |
|
| <!-- Keeper -->
| | * Most commonly, it specifies the target of the effect's behaviour: For example, if you're modifying a stat, the key is the stat (eg "stat_max_hp"). |
| <td style="vertical-align: top; padding: 0 20px 20px 0;">
| | * The second use is to specify a custom effet key, with the effect ID being the key: For example, Crown uses the key "harvesting_growth". |
| <div class="ibox rarity0 rounded">
| | |- |
| <div class="ibox__top">
| | |Text Key |
| <div class="ibox__icon rounded">
| | |<small>''n/a''</small> |
| [[File:Mod-Isaac-keeper_icon.png|60x60px]]
| | |If an effect key is specified, it's retrieved from the translation file. |
| </div>
| |
| <div class="ibox__top-right">
| |
| <div class="ibox__name colorrarity0">Keeper</div>
| |
| <div class="ibox__type">{{Color|cream|Character}}</div>
| |
| </div>
| |
| </div>
| |
| <div class="ibox__stats">
| |
| <ul>
| |
| <li>{{Color|green|+10 Max HP}}</li>
| |
| <li>Your Max HP is capped at its current value [{{Color|green|20}}]</li>
| |
| <li>{{Color|green|+20%}} chance to heal 1 HP when picking up a material</li>
| |
| <li>{{Color|red|-100 HP Regeneration}}</li>
| |
| <li>{{Color|red|-100% Life Steal}}</li>
| |
| <li>{{Color|green|-5% Items Price}}</li>
| |
| </ul>
| |
| </div>
| |
| </div>
| |
| </td>
| |
|
| |
|
| <!-- Eden -->
| | * For simple stat changes, you don't need to provide a Text Key. But for anything more complex than basic stat changes, you'll probably need one. |
| <td style="vertical-align: top; padding: 0 20px 20px 0;">
| | * For example, Crown's Text Key is "effect_harvesting_growth". |
| <div class="ibox rarity0 rounded">
| | * The translation string can include placeholders for args (arguments), which replace strings like "{0}", "{1}", etc. |
| <div class="ibox__top">
| | * If you're making your own custom effect, you can specify what value these args should use with the method get_args in your effect file. |
| <div class="ibox__icon rounded">
| | * To see how they're processed, view the "text" method in {{Color|cream|text=singletons/text.gd}}. |
| [[File:Mod-Isaac-eden_icon.png|60x60px]]
| | ** This method basically reads the Text Key from the translations file, and works out where the arg replacements should be (ie. "{0}", "{1}", etc) |
| </div>
| | ** Then replaces it them with the args provided. |
| <div class="ibox__top-right">
| | |- |
| <div class="ibox__name colorrarity0">Eden</div>
| | | Value |
| <div class="ibox__type">{{Color|cream|Character}}</div>
| | |8 |
| </div>
| | |Sets the strength of the effect. |
| </div>
| | For stats, this determines how much of a stat should be increased. The number can also be negative, which means a stat should be decreased. |
| <div class="ibox__stats">
| | Sometimes the Value is used as a boolean, where 0 means FALSE/OFF/DISABLED, and 1 means TRUE/ON/ENABLED. |
| <ul>
| | Examples: |
| <li>Random Perk Item</li>
| |
| <li>Random Stat Item</li>
| |
| </ul>
| |
| </div>
| |
| </div>
| |
| </td>
| |
|
| |
|
| </tr>
| | * {{MiniIconbox|Alien Eyes}} = The value of 6 determines that 6 Alien Eyes should be shot. |
| </table> | | * {{MiniIconbox|Baby Elephant}} = The value of 25 is used to determine that the chance of Baby Elephant's effect is 25%. |
| | |- |
| | |Custom Key |
| | |<small>''n/a''</small> |
| | |Custom Key can be used instead of Key, to determine a special effect. |
| | This allows you to use the Key to specify, in most cases, the stat that the effect should act upon, while also using a custom effect. |
| | Example: |
|
| |
|
| | * {{MiniIconbox|Anvil}}'s effect is set with its Custom Key, "upgrade_random_weapon". |
| | * The effect upgrades a random weapon, and if it can't, then it increases a stat. |
| | * Anvil's effect sets the key to "stat_armor", which means that the increased stat is Armor |
| | * (And its value of "2" means that the Armor stat should be increased by 2.) |
| | |- |
| | |Storage Method |
| | |Sum |
| | | Determines how the value should be saved/applied: |
|
| |
|
| === Items === | | * '''Sum''' = The value will be added (or deducted) from whatever the current run's effect value is. |
| | ** Acid uses this to add +8 to the current Max HP value. |
| | ** Your final Max HP value is the ''sum'' of whatever your current Max HP is, plus Acid's value of +8. |
| | * '''Key Value''' = ??? |
| | ** Used by: apprentice / farmer_effect_2b / glutton_effect_1 / peacock_effect_2 / peacock_effect_3 |
| | * '''Replace''' = This effect's value should replace (ie. override) the current run's stat. |
| | ** Eg. Arms Dealer uses "minimum_weapons_in_shop", with a value of 1, which replaces any other values in the run. |
| | |- |
| | |Effect Sign |
| | |From Value |
| | |Determines how to get the sign ("+" or "-") of the value. |
|
| |
|
| <table>
| | * '''Positive''' = Force a plus sign (+) |
| <tr>
| | * '''Negative''' = Force a minus sign (-) |
| <td style="vertical-align: top; padding: 0 20px 20px 0;">
| | * '''From Value''' = Get the sign from the value. If it's positive, show +, and vice versa. This is usually the best setting to use. |
| <!-- D6 -->
| | * '''Neutral''' = Ensures no sign will be added. |
| <div class="ibox rarity3 rounded">
| | * '''From Arg''' = This means that the sign or format is specified with Custom Args. |
| <div class="ibox__top">
| | |- |
| <div class="ibox__icon rounded">
| | |Custom Args |
| [[File:Mod-Isaac-dice6_icon.png|60x60px]]
| | |<small>''n/a''</small> |
| </div>
| | |Allows you to determine the formatting of any and all args that this effect uses. See below for more details. |
| <div class="ibox__top-right">
| | |} |
| <div class="ibox__name colorrarity3">D6</div>
| |
| <div class="ibox__type">{{Color|cream|Unique}}</div>
| |
| </div>
| |
| </div>
| |
| <div class="ibox__stats">
| |
| <ul>
| |
| <li>
| |
| {{Color|green|+2}} free reroll in the shop
| |
| </li>
| |
| <li>
| |
| {{Color|red|-5}} Luck
| |
| </li>
| |
| <li>
| |
| {{Color|red|+5%}} Items Price
| |
| </li>
| |
| </ul>
| |
| </div>
| |
| </div>
| |
| </td>
| |
|
| |
|
| <td style="vertical-align: top; padding: 0 20px 20px 0;">
| | ====custom_arg.gd==== |
| <!-- Belial Book -->
| | Location: {{Color|color=cream|text=res://items/global/custom_arg.gd}} |
| <div class="ibox rarity3 rounded">
| |
| <div class="ibox__top">
| |
| <div class="ibox__icon rounded">
| |
| [[File:Mod-Isaac-belial_book_icon.png|60x60px]]
| |
| </div>
| |
| <div class="ibox__top-right">
| |
| <div class="ibox__name colorrarity3">The Book of Belial</div>
| |
| <div class="ibox__type">{{Color|cream|Unique}}</div>
| |
| </div>
| |
| </div>
| |
| <div class="ibox__stats">
| |
| <ul>
| |
| <li>
| |
| {{Color|green|+1}} temporary damage per crit kill
| |
| </li>
| |
| <li>
| |
| {{Color|red|-10}} Max HP
| |
| </li>
| |
| <li>
| |
| {{Color|red|-10%}} Damage
| |
| </li>
| |
| </ul>
| |
| </div>
| |
| </div>
| |
| </td>
| |
|
| |
|
| <td style="vertical-align: top; padding: 0 20px 20px 0;">
| | Not an effect file, but it used by many effects. Applied to the `custom_args` property, this allows you to format additional args. |
| <!-- Bomb -->
| |
| <div class="ibox rarity1 rounded">
| |
| <div class="ibox__top">
| |
| <div class="ibox__icon rounded">
| |
| [[File:Mod-Isaac-bomb_icon.png|60x60px]]
| |
| </div>
| |
| <div class="ibox__top-right">
| |
| <div class="ibox__name colorrarity1">Bomb</div>
| |
| <div class="ibox__type">{{Color|cream|Limited (10)}}</div>
| |
| </div>
| |
| </div>
| |
| <div class="ibox__stats">
| |
| <ul>
| |
| <li>
| |
| A landmine spawns every {{Color|green|-1}} seconds dealing {{Color|green|56}} (200% {{StatIcon|Engineering}}) damage in an area
| |
| </li>
| |
| </ul>
| |
| </div>
| |
| </div>
| |
| </td>
| |
|
| |
|
| <td style="vertical-align: top; padding: 0 20px 20px 0;">
| | For example, open {{Color|cream|estys_couch_effect_1.tres}} in Godot's Inspector. We know that this effect gives "{{Color|green|+2}} HP Regeneration for every -1% Speed you have.". The ''effect_sign'' is set to positive, |
| <!-- Lucky Foot -->
| |
| <div class="ibox rarity2 rounded">
| |
| <div class="ibox__top">
| |
| <div class="ibox__icon rounded">
| |
| [[File:Mod-Isaac-lucky_foot_icon.png|60x60px]]
| |
| </div>
| |
| <div class="ibox__top-right">
| |
| <div class="ibox__name colorrarity2">Lucky Foot</div>
| |
| <div class="ibox__type">{{Color|cream|Limited (5)}}</div>
| |
| </div>
| |
| </div>
| |
| <div class="ibox__stats">
| |
| <ul>
| |
| <li>
| |
| {{Color|green|+1%}} chance to get {{Color|green|+1}} Luck when picking up a material
| |
| </li>
| |
| <li>
| |
| {{Color|red|-5%}} Speed
| |
| </li>
| |
| </ul>
| |
| </div>
| |
| </div>
| |
| </td>
| |
| </tr>
| |
|
| |
|
| <tr>
| |
|
| |
|
| <td style="vertical-align: top; padding: 0 20px 20px 0;">
| |
| <!-- Maggy's Faith -->
| |
| <div class="ibox rarity2 rounded">
| |
| <div class="ibox__top">
| |
| <div class="ibox__icon rounded">
| |
| [[File:Mod-Isaac-maggys_faith_icon.png|60x60px]]
| |
| </div>
| |
| <div class="ibox__top-right">
| |
| <div class="ibox__name colorrarity2">Maggy's Faith</div>
| |
| <div class="ibox__type">{{Color|cream|Limited (3)}}</div>
| |
| </div>
| |
| </div>
| |
| <div class="ibox__stats">
| |
| <ul>
| |
| <li>
| |
| {{Color|green|+1}} Max HP at the end of a wave
| |
| </li>
| |
| <li>
| |
| {{Color|red|-4%}} Speed
| |
| </li>
| |
| </ul>
| |
| </div>
| |
| </div>
| |
| </td>
| |
|
| |
|
| <td style="vertical-align: top; padding: 0 20px 20px 0;">
| | == Item Effects == |
| <!-- Yum Heart -->
| | Stored in {{Color|color=cream|text=res://effects/items/*.gd}} |
| <div class="ibox rarity2 rounded">
| | {| class="wikitable" |
| <div class="ibox__top">
| | ! |
| <div class="ibox__icon rounded">
| | ! |
| [[File:Mod-Isaac-yum_heart_icon.png|60x60px]]
| | |- |
| </div>
| | |burn_chance_effect.gd |
| <div class="ibox__top-right">
| | | |
| <div class="ibox__name colorrarity2">Yum Heart</div>
| | |- |
| <div class="ibox__type">{{Color|cream|Unique}}</div>
| | |chance_stat_damage_effect.gd |
| </div>
| | | |
| </div>
| | |- |
| <div class="ibox__stats">
| | |class_bonus_effect.gd |
| <ul>
| | | |
| <li>
| | |- |
| {{Color|green|+7 HP}} recovered from consumables
| | |convert_stat_effect.gd |
| </li>
| | | |
| <li>
| | |- |
| {{Color|red|-20%}} Life Steal
| | |gain_stat_for_every_stat_effect.gd |
| </li>
| | | |
| </ul>
| | |- |
| </div>
| | |healing_effect.gd |
| </div>
| | | |
| </td>
| | |- |
| | |item_exploding_effect.gd |
| | | |
| | |- |
| | |projectile_effect.gd |
| | | |
| | |- |
| | |stat_cap_effect.gd |
| | | |
| | |- |
| | |stat_gains_modification_effect.gd |
| | | |
| | |- |
| | |stat_with_max_effect.gd |
| | | |
| | |- |
| | |structure_effect.gd |
| | | |
| | |- |
| | |turret_effect.gd |
| | | |
| | |- |
| | |weapon_bonus_effect.gd |
| | | |
| | |} |
|
| |
|
| <td style="vertical-align: top; padding: 0 20px 20px 0;">
| | == Weapon Effects == |
| <!-- Bomb Bag -->
| | Stored in {{Color|color=cream|text=res://effects/weapons/*.gd}} |
| <div class="ibox rarity3 rounded">
| | {| class="wikitable" |
| <div class="ibox__top">
| | !Filename |
| <div class="ibox__icon rounded">
| | !Info |
| [[File:Mod-Isaac-bomb_bag_icon.png|60x60px]]
| | |- |
| </div>
| | |burning_effect.gd |
| <div class="ibox__top-right">
| | | |
| <div class="ibox__name colorrarity3">Bomb Bag</div>
| | |- |
| <div class="ibox__type">{{Color|cream|Limited (3)}}</div>
| | |exploding_effect.gd |
| </div>
| | | |
| </div>
| | |- |
| <div class="ibox__stats">
| | |gain_stat_every_killed_enemies_effect.gd |
| <ul>
| | | |
| <li>
| | |- |
| Flies with you
| | |null_effect.gd |
| </li>
| | | |
| <li>
| | |- |
| A landmine spawns every {{Color|green|20}} seconds dealing {{Color|green|65}} (200% {{StatIcon|Engineering}}) damage in an area
| | |projectiles_on_hit_effect.gd |
| </li>
| | | |
| </ul>
| | |- |
| </div>
| | |slow_in_zone_effect.gd |
| </div>
| | | |
| </td>
| | |- |
| | | |weapon_stack_effect.gd |
| <td style="vertical-align: top; padding: 0 20px 20px 0;">
| | | |
| <!-- Bloodshot Eye -->
| | |} |
| <div class="ibox rarity1 rounded">
| |
| <div class="ibox__top">
| |
| <div class="ibox__icon rounded">
| |
| [[File:Mod-Isaac-bloodshot_eye_icon.png|60x60px]]
| |
| </div>
| |
| <div class="ibox__top-right">
| |
| <div class="ibox__name colorrarity1">Bloodshot Eye</div>
| |
| <div class="ibox__type">{{Color|cream|Limited (6)}}</div>
| |
| </div>
| |
| </div>
| |
| <div class="ibox__stats">
| |
| <ul>
| |
| <li>
| |
| Spawns a companion that flies around you and shoots enemies for 8 damage (50% {{StatIcon|Ranged Damage}} 50% {{StatIcon|Engineering}})
| |
| </li>
| |
| </ul>
| |
| </div>
| |
| </div>
| |
| </td>
| |
| | |
| <td style="vertical-align: top; padding: 0 20px 20px 0;">
| |
| <!-- 8 Inch Nails -->
| |
| <div class="ibox rarity3 rounded">
| |
| <div class="ibox__top">
| |
| <div class="ibox__icon rounded">
| |
| [[File:Mod-Isaac-inch_nails_icon.png|60x60px]]
| |
| </div>
| |
| <div class="ibox__top-right">
| |
| <div class="ibox__name colorrarity3">8 Inch Nails</div>
| |
| <div class="ibox__type">{{Color|cream|Unique}}</div>
| |
| </div>
| |
| </div>
| |
| <div class="ibox__stats">
| |
| <ul>
| |
| <li>
| |
| {{Color|green|Damage}} modifications are increased by {{Color|green|10%}}
| |
| </li>
| |
| </ul>
| |
| </div>
| |
| </div>
| |
| </td>
| |
| </tr>
| |
| | |
| </table>
| |
| | |
| | |
| === Weapons ===
| |
| | |
| Works with weapons too. Might be a bit excessive to show all tiers so I'm only showing the initial one here.
| |
| | |
| | |
| <table>
| |
| <tr>
| |
| | |
| <!-- Isaac's Tears (Template) -->
| |
| <td style="vertical-align: top; padding: 0 20px 20px 0;">
| |
| {{ItemboxWeapon
| |
| | name = Isaac's Tears
| |
| | class = Tears
| |
| | image = Mod-Isaac-isaacs_tears_icon.png
| |
| | rarity = 1
| |
| | damage = {{Color|tier1|7}}/{{Color|tier2|14}}/{{Color|tier3|28}}/{{Color|tier4|45}} ({{StatIcon|Ranged Damage}})
| |
| | critical = x2 (3% chance)
| |
| | cooldown = {{Color|tier1|0.7}}/{{Color|tier2|0.62}}/{{Color|tier3|0.53}}/{{Color|tier4|0.45}}s
| |
| | knockback = 10
| |
| | piercing = {{Color|tier1|0}}/{{Color|tier2|0}}/{{Color|tier3|1}}/{{Color|tier4|1}}
| |
| | range = 700 (Ranged)
| |
| }}
| |
| </td>
| |
|
| |
| <!-- Isaac's Tears (HTML) -->
| |
| <td style="vertical-align: top; padding: 0 20px 20px 0;">
| |
| <div class="ibox rarity1 rounded">
| |
| <div class="ibox__top">
| |
| <div class="ibox__icon rounded">
| |
| [[File:Mod-Isaac-isaacs_tears_icon.png|60x60px]]
| |
| </div>
| |
| <div class="ibox__top-right">
| |
| <div class="ibox__name colorrarity1">Isaac's Tears</div>
| |
| <div class="ibox__type">{{Color|cream|Tears}}</div>
| |
| </div>
| |
| </div>
| |
| <div class="ibox__stats">
| |
| <ul>
| |
| <li>
| |
| {{Color|cream|Damage:}} 7 ({{StatIcon|Ranged Damage}})
| |
| </li>
| |
| <li>
| |
| {{Color|cream|Critical:}} x2 (3% chance)
| |
| </li>
| |
| <li>
| |
| {{Color|cream|Cooldown:}} 0.7s
| |
| </li>
| |
| <li>
| |
| {{Color|cream|Knockback:}} 10
| |
| </li>
| |
| <li>
| |
| {{Color|cream|Range:}} 700 (Ranged)
| |
| </li>
| |
| </ul>
| |
| </div>
| |
| </div>
| |
| </td>
| |
| | |
| <td style="vertical-align: top; padding: 0 20px 20px 0;">
| |
| <!-- Number One -->
| |
| <div class="ibox rarity1 rounded">
| |
| <div class="ibox__top">
| |
| <div class="ibox__icon rounded">
| |
| [[File:Mod-Isaac-number_one_icon.png|60x60px]]
| |
| </div>
| |
| <div class="ibox__top-right">
| |
| <div class="ibox__name colorrarity1">Number One</div>
| |
| <div class="ibox__type">{{Color|cream|Tears}}</div>
| |
| </div>
| |
| </div>
| |
| <div class="ibox__stats">
| |
| <ul>
| |
| <li>
| |
| {{Color|cream|Damage:}} 4 (50%{{StatIcon|Ranged Damage}})
| |
| </li>
| |
| <li>
| |
| {{Color|cream|Critical:}} x2 (3% chance)
| |
| </li>
| |
| <li>
| |
| {{Color|cream|Cooldown:}} 0.45s
| |
| </li>
| |
| <li>
| |
| {{Color|cream|Knockback:}} 15
| |
| </li>
| |
| <li>
| |
| {{Color|cream|Range:}} 200 (Ranged)
| |
| </li>
| |
| </ul>
| |
| </div>
| |
| </div>
| |
| </td>
| |
| | |
| <td style="vertical-align: top; padding: 0 20px 20px 0;">
| |
| <!-- The Inner Eye -->
| |
| <div class="ibox rarity1 rounded">
| |
| <div class="ibox__top">
| |
| <div class="ibox__icon rounded">
| |
| [[File:Mod-Isaac-inner_eye_icon.png|60x60px]]
| |
| </div>
| |
| <div class="ibox__top-right">
| |
| <div class="ibox__name colorrarity1">The Inner Eye</div>
| |
| <div class="ibox__type">{{Color|cream|Tears}}</div>
| |
| </div>
| |
| </div>
| |
| <div class="ibox__stats">
| |
| <ul>
| |
| <li>
| |
| {{Color|cream|Damage:}} 7x3 (50%{{StatIcon|Ranged Damage}})
| |
| </li>
| |
| <li>
| |
| {{Color|cream|Critical:}} x2 (3% chance)
| |
| </li>
| |
| <li>
| |
| {{Color|cream|Cooldown:}} 1.2s
| |
| </li>
| |
| <li>
| |
| {{Color|cream|Knockback:}} 10
| |
| </li>
| |
| <li>
| |
| {{Color|cream|Range:}} 300 (Ranged)
| |
| </li>
| |
| </ul>
| |
| </div>
| |
| </div>
| |
| </td>
| |
| | |
| <td style="vertical-align: top; padding: 0 20px 20px 0;">
| |
| <!-- Mom's Knife -->
| |
| <div class="ibox rarity2 rounded">
| |
| <div class="ibox__top">
| |
| <div class="ibox__icon rounded">
| |
| [[File:Mod-Isaac-moms_knife_icon.png|60x60px]]
| |
| </div>
| |
| <div class="ibox__top-right">
| |
| <div class="ibox__name colorrarity2">Mom's Knife II</div>
| |
| <div class="ibox__type">{{Color|cream|Precise, Demonic}}</div>
| |
| </div>
| |
| </div>
| |
| <div class="ibox__stats">
| |
| <ul>
| |
| <li>
| |
| {{Color|cream|Damage:}} 30 (60%{{StatIcon|Melee Damage}})
| |
| </li>
| |
| <li>
| |
| {{Color|cream|Critical:}} x1.5 (30% chance)
| |
| </li>
| |
| <li>
| |
| {{Color|cream|Cooldown:}} 1.3s
| |
| </li>
| |
| <li>
| |
| {{Color|cream|Knockback:}} 2
| |
| </li>
| |
| <li>
| |
| {{Color|cream|Range:}} 350 (Melee)
| |
| </li>
| |
| </ul>
| |
| </div>
| |
| </div>
| |
| </td>
| |
| </tr>
| |
| </table>
| |
| | |
| | |
| | |
| <table>
| |
| <tr>
| |
| | |
| <td style="vertical-align: top; padding: 0 20px 20px 0;">
| |
| <!-- Circular Saw -->
| |
| <div class="ibox rarity2 rounded">
| |
| <div class="ibox__top">
| |
| <div class="ibox__icon rounded">
| |
| [[File:Circular_Saw.png|60x60px]]
| |
| </div>
| |
| <div class="ibox__top-right">
| |
| <div class="ibox__name colorrarity2">Circular Saw</div>
| |
| <div class="ibox__type">{{Color|cream|Medical}}</div>
| |
| </div>
| |
| </div>
| |
| <div class="ibox__stats">
| |
| <ul>
| |
| <li>
| |
| {{Color|cream|Damage:}} 14 (50%{{StatIcon|Melee Damage}})
| |
| </li>
| |
| <li>
| |
| {{Color|cream|Critical:}} x2 (10% chance)
| |
| </li>
| |
| <li>
| |
| {{Color|cream|Cooldown:}} 0.5s
| |
| </li>
| |
| <li>
| |
| {{Color|cream|Knockback:}} 10
| |
| </li>
| |
| <li>
| |
| {{Color|cream|Range:}} 350 (Melee)
| |
| </li>
| |
| <li>
| |
| {{Color|cream|Piercing:}} 2 (-{{Color|green|20%}} damage)
| |
| </li>
| |
| <li>
| |
| {{Color|cream|Life Steal:}} {{Color|green|5%}}
| |
| </li>
| |
| </ul>
| |
| </div>
| |
| </div>
| |
| </td>
| |
| | |
| </tr>
| |
| </table>
| |
| | |
| | |
| <hr>
| |
| | |
| == Attack Speed Notes ==
| |
| | |
| In the game's code, a weapon's displayed "attack speed" is determined by both two of its stats: <code>cooldown</code> and <code>recoil_duration</code>, via ''weapon_stats.gd'' (see <code>get_cooldown_text</code> in ''ranged_weapon_stats.gd'' and ''melee_weapon_stats.gd'')
| |
| | |
| Recoil Duration is almost always 0.1, except for 11 ranged weapons: Crossbow (0.15), Flamethrower (0.02), Laser Gun (0.2), Minigun (0.02), Nuclear Launcher (0.142), Obliterator (0.2), Rocket Launcher (0.142), Shredder (0.15), Slingshot (0.15), SMG (0.05), and Sniper Gun (0.2).
| |
| | |
| For ranged weapons, the displayed attack speed is calculated as:
| |
| | |
| <code>(cooldown / 60) + (recoil_duration * 2)</code>
| |
| | |
| For melee weapons, the displayed attack speed is calculated as:
| |
| | |
| <code>(cooldown / 60) + recoil_duration + (atk_duration / 2) + back_duration</code>
| |
| | |
| Here's what those melee variables mean:
| |
| | |
| * back_duration = <code>0.2 / (1 + (stat_attack_speed * 3))</code>
| |
| ** At 0 attack speed, this would be: 0.2
| |
| ** At 10 attack speed (0.1), this would be: 0.15
| |
| ** At 50 attack speed (0.5), this would be: 0.08
| |
| ** At 100 attack speed (1), this would be: 0.05
| |
| * atk_duration = <code>max(0.01, 0.2 - (stat_attack_speed / 10.0)) + range_factor * 0.15</code>
| |
| * range_factor = <code>max(0.0, (WPN.max_range + (stat_range / 2)) / clamp(70.0 * (1 + (stat_attack_speed / 3)), 70.0, 120.0))</code>
| |
| ** <code>max</code> gets the highest value, so here it can't be lower than 0
| |
| ** <code>clamp</code> makes sure the value isn't higher/lower than the specified numbers, so here it can't be lower than 70 or higher than 120
| |