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(see also res://singletons/text.gd)
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This page documents the various effects in the vanilla game. Modders can apply these effects to their custom content.
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.
Please view the items/characters/weapons for more details on the exact usage.
 
''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.''
==Global Effects (Guide)==
====effect.gd====
Location:  {{Color|color=cream|text=res://items/global/effect.gd}}
 
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.
 
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" ''(at time of writing)''.
{| class="wikitable"
!Property
!Value for Acid
!Description
|-
|Key
|stat_max_hp
|Has two uses:
*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").
*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".
|-
|Text Key
|<small>''n/a''</small>
|If an effect key is specified, it's retrieved from the translation file.
*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.
*For example, Crown's Text Key is "effect_harvesting_growth".
*The translation string can include placeholders for args (arguments), which replace strings like "{0}", "{1}", etc.
*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.
*To see how they're processed, view the "text" method in {{Color|cream|text=singletons/text.gd}}.
**This method basically reads the Text Key from the translations file, and works out where the arg replacements should be (ie. "{0}", "{1}", etc)
**Then replaces it them with the args provided.
|-
|Value
|8
|Sets the strength of the effect.
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. Sometimes the Value is used as a boolean, where 0 means FALSE/OFF/DISABLED, and 1 means TRUE/ON/ENABLED. Examples:
*{{MiniIconbox|Alien Eyes}} = The value of 6 determines that 6 Alien Eyes should be shot.
*{{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:
*'''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.
*'''Positive''' = Force a plus sign (+)
* '''Negative''' = Force a minus sign (-)
*'''From Value''' = Get the sign from the value. If it's positive, show +, and vice versa. This is usually the best setting to use.
*'''Neutral''' = Ensures no sign will be added.
*'''From Arg''' = This means that the sign or format is specified with Custom Args.
|-
|Custom Args
|<small>''n/a''</small>
|Allows you to determine the formatting of any and all args that this effect uses. See below for more details.
|}
====custom_arg.gd====
Location: {{Color|color=cream|text=res://items/global/custom_arg.gd}}
 
Not an effect file, but it used by many effects. Applied to the `custom_args` property, this allows you to format additional args.
 
You can find items that use this by searching the code for: <code>custom_args = [ SubResource(</code>


The headings separate the files by their location, but effects can often be applied to things outside of that heading, eg. my effects in {{Color|color=cream|text=res://effects/items/*.gd}} are applied to characters too.
For example, open {{Color|cream|estys_couch_effect_1.tres}} in Godot's Inspector, which has lots of args ("{{Color|green|+2}} HP Regeneration for every -1% Speed you have.").
__TOC__


==Item Effects==
==Item Effects==
Despite the heading, these effects can actually be used by characters and weapons too. They're just stored in ''effects/items''.
Location: {{Color|color=cream|text=res://effects/items/*.gd}}
 
Despite the heading, these effects can actually be used by characters and weapons too.
 
{| class="wikitable"
{| class="wikitable"
!Effect File (*.gd)
!File (*.gd)
!key
!key
!custom_key
!text_key
!text_key
!Items
!Description
!Characters
! style="min-width:180px" | Used By
!Misc
|-
|-
|effect
|effect.gd
|<small>{{Color|color=cream|text=Effect key, eg:}} <code>stat_max_hp</code> / <code>bounce</code></small>
|<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>''
|''<small>{{Color|color=cream|text=many}}</small>''
|Increases a stat (key) by the value
|<small>-</small>
|''<small>Many items</small>''
|<small>-</small>
|-
|-
|alien_eyes_effect
|projectile_effect.gd
|<code><small>alien_eyes</small></code>
|<code><small>alien_eyes</small></code>
|
|<code><small>effect_alien_eyes</small></code>
|<code><small>effect_alien_eyes</small></code>
|<small>Alien Eyes</small>
|Shoots {0} alien eyes around you every {4} seconds dealing {1} ({3}) damage each
|<small>-</small>  
|{{MiniIconbox|name=Alien Eyes}}
|<small>-</small>
|-
|effect.gd
|<small>{{Color|color=cream|text=Stat ID, eg:}} <code>stat_max_hp</code> / <code>bounce</code></small>
|<code><small>upgrade_random_weapon</small></code>
|<code><small>effect_upgrade_random_weapon</small></code>
|A random weapon is upgraded when entering a shop.
If you have no weapon to upgrade, you gain {VALUE} {STAT} instead.
|{{MiniIconbox|name=Anvil}}
|-
|-
|burn_chance_effect
|burn_chance_effect
|<code><small>burn_chance</small></code>
|<code><small>burn_chance</small></code>
|
|<code><small>effect_burn_chance</small></code>
|<code><small>effect_burn_chance</small></code>
|<small>Scared Sausage</small>
|Attacks have a {0} chance to deal {1}x{2} ({3}) burning damage.
|<small>-</small>
Needs a corresponding burning_data stats file
|<small>-</small>
|{{MiniIconbox|name=Scared Sausage}}
|-
|-
|class_bonus_effect
|class_bonus_effect
|<code><small>effect_weapon_class_bonus</small></code>
|<code><small>effect_weapon_class_bonus</small></code>
|
|''<small>{{Color|color=grey|text=not specified}}</small>''
|''<small>{{Color|color=grey|text=not specified}}</small>''
|<small>-</small>
|{0} {1} with {2} weapons
|<small>Brawler, Crazy, Doctor,</small>
Grants a bonus to a specific stat (stat_name) when using a specific weapon class (weapon_class). Eg "+100 Range with Precise weapons"
|{{MiniIconbox|name=Brawler}},
 
{{MiniIconbox|name=Crazy}},


<small>Ghost, Wildling</small>
{{MiniIconbox|name=Doctor}},
|<small>-</small>
 
{{MiniIconbox|name=Ghost}},
 
{{MiniIconbox|name=Wildling}}
|-
|-
|convert_stat_effect
|convert_stat_effect
|<code><small>materials</small></code>
|<code><small>materials</small></code>
|
|<code><small>effect_convert_stat_end_of_wave</small></code>
|<code><small>effect_convert_stat_end_of_wave</small></code>
|<small>-</small>
|{0} of your {1} are converted into {2} at the end of a wave ({3} {1} = {4} {2})
| <small>Demon</small>
|{{MiniIconbox|name=Demon}}
|<small>-</small>
|-
|-
|dmg_when_death_effect
|dmg_when_death_effect
|<code><small>dmg_when_death_from_luck</small></code>
|<code><small>dmg_when_death_from_luck</small></code>
|
|<code><small>effect_deal_dmg_when_death</small></code>
|<code><small>effect_deal_dmg_when_death</small></code>
|<small>Cyberball</small>
|{0} chance to deal {1} ({2}) damage to a random enemy when an enemy dies
|<small>-</small>
|{{MiniIconbox|name=Cyberball}}
|<small>-</small>
|-
|-
|dmg_when_pickup_gold_effect
|dmg_when_pickup_gold_effect
|<code><small>dmg_when_pickup_gold_from_luck</small></code>
|<code><small>dmg_when_pickup_gold_from_luck</small></code>
|
|<code><small>effect_deal_dmg_when_pickup_gold</small></code>
|<code><small>effect_deal_dmg_when_pickup_gold</small></code>
|<small>Baby Elephant</small>
|{0} chance to deal {1} ({2}) damage to a random enemy when you pick up a material
|<small>Lucky</small>
|{{MiniIconbox|name=Baby Elephant}},
|<small>-</small>
{{MiniIconbox|name=Lucky}}
|-
|-
|gain_stat_for_every_stat_effect
|gain_stat_for_every_stat_effect
|<small>{{Color|color=cream|text=Effect key, eg:}} <code>stat_max_hp</code> / <code>bounce</code></small>
|<small>{{Color|color=cream|text=Stat ID, eg:}} <code>stat_max_hp</code> / <code>bounce</code></small>
|''<small>{{Color|color=cream|text=many}}</small>''
|
|<small>-</small>
|<code><small>effect_gain_stat_for_every_enemy</small></code>
|<small>Artificer, Chunky, Generalist,</small>


<small>Hunter, Knight, Saver, Speedy</small>
<code><small>effect_gain_stat_for_every_perm_stat</small></code>
|<small>-</small>
 
<code><small>effect_gain_stat_for_every_stat</small></code>
|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=Chunky}},
 
{{MiniIconbox|name=Generalist}},
 
{{MiniIconbox|name=Hunter}},
 
{{MiniIconbox|name=Knight}},
 
{{MiniIconbox|name=Saver}},
 
{{MiniIconbox|name=Speedy}},
|-
|-
|gain_stat_for_every_stat_effect
|gain_stat_for_every_stat_effect
|<code><small>stat_attack_speed</small></code>
|<code><small>stat_attack_speed</small></code>
|
|<code><small>effect_gain_stat_for_every_enemy</small></code>
|<code><small>effect_gain_stat_for_every_enemy</small></code>
|<small>Community Support</small>
|
|<small>-</small>
|{{MiniIconbox|name=Community Support}}
|<small>-</small>
|-
| gain_stat_for_every_stat_effect
|<code><small>stat_hp_regeneration</small></code>
|<code><small>effect_gain_stat_for_every_perm_stat</small></code>
|<small>Esty's Couch</small>
|<small>-</small>
|<small>-</small>
|-
|-
|gain_stat_for_every_stat_effect
|gain_stat_for_every_stat_effect
|<code><small>stat_max_hp</small></code>
|<code><small>stat_max_hp</small></code>
|
|<code><small>effect_gain_stat_for_every_stat</small></code>
|<code><small>effect_gain_stat_for_every_stat</small></code>
|<small>Padding</small>
|
|<small>-</small>
|{{MiniIconbox|name=Padding}}
|<small>-</small>
|-
|gain_stat_for_every_stat_effect
|<code><small>stat_percent_damage</small></code>
|<code><small>effect_gain_stat_for_every_perm_stat</small></code>
|<small>Power Generator</small>
|<small>-</small>
|<small>-</small>
|-
|-
|gain_stat_for_every_stat_effect
|gain_stat_for_every_stat_effect
|<code><small>stat_attack_speed</small></code>
|<code><small>stat_attack_speed</small></code>
|
|<code><small>effect_gain_stat_for_every_stat</small></code>
|<code><small>effect_gain_stat_for_every_stat</small></code>
|<small>Retromations Hoodie</small>
|
|<small>-</small>
|{{MiniIconbox|name=Retromation's Hoodie}}
|<small>-</small>
|-
|-
|gain_stat_for_every_stat_effect
|gain_stat_for_every_stat_effect
|<code><small>stat_engineering</small></code>
|<code><small>stat_engineering</small></code>
|
|<code><small>effect_gain_stat_for_every_stat</small></code>
|<code><small>effect_gain_stat_for_every_stat</small></code>
|<small>Strange Book</small>
|
|<small>-</small>
|{{MiniIconbox|name=Strange Book}}
|<small>-</small>
|-
|gain_stat_for_every_stat_effect
|<code><small>stat_hp_regeneration</small></code>
|
|<code><small>effect_gain_stat_for_every_perm_stat</small></code>
|
|{{MiniIconbox|name=Esty's Couch}}
|-
|gain_stat_for_every_stat_effect
|<code><small>stat_percent_damage</small></code>
|
|<code><small>effect_gain_stat_for_every_perm_stat</small></code>
|
|{{MiniIconbox|name=Power Generator}}
|-
|-
|healing_effect
|healing_effect
|<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>''
|<small>-</small>
|Only used by consumables. Functionally useless in the shop.
|<small>-</small>
|{{MiniModIconbox|name=Fruit|rarity=0|image=Fruit.png}}
|<small>Fruit, LegendaryBox</small>
 
{{MiniModIconbox|name=Legendary Crate|rarity=0|image=Legendary Crate.png}}
|-
|-
|hp_cap_effect
|hp_cap_effect
|<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>
|<small>Handcuffs</small>
|Your Max HP is capped at its current value
|<small>-</small>
|{{MiniIconbox|name=Handcuffs}}
|<small>-</small>
|-
|-
|item_exploding_effect
|item_exploding_effect
|<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>
|<small>-</small>
|You explode for {damage} ({scaling}) damage when you take damage.
|<small>Bull</small>
''Requires an explosion stats file, which sets the damage and scaling.''
|<small>-</small>
|{{MiniIconbox|name=Bull}}
|-
|-
|item_exploding_effect
| rowspan="2" |item_exploding_effect
|<code><small>explode_on_death</small></code>
| rowspan="2" |<code><small>explode_on_death</small></code>
|<code><small>effect_explode_on_death</small></code>
|
|<small>Landmine</small>
| rowspan="2" |<code><small>effect_explode_on_death</small></code>
<small>Rip and Tear</small>
| rowspan="2" |Enemies have a {0} chance to explode for {1} ({2}) damage when they die
|<small>-</small>
|{{MiniIconbox|name=Landmines}}
|<small>-</small>
|-
|
|{{MiniIconbox|name=Rip and Tear}}
|-
|-
|pacifist_effect
|pacifist_effect
|<code><small>pacifist</small></code>
|<code><small>pacifist</small></code>
|
|<code><small>effect_pacifist</small></code>
|<code><small>effect_pacifist</small></code>
|<small>-</small>
|Gain {value} material and XP for every living enemy at the end of a wave
|<small>Pacifist</small>
|{{MiniIconbox|name=Pacifist}}
|<small>-</small>
|-
|-
|projectile_effect
|projectile_effect
|<code><small>projectiles_on_death</small></code>
|<code><small>projectiles_on_death</small></code>
|<code><small>effect_projectiles_on_death</small></code>  
|
|<small>Baby with a Beard</small>
|<code><small>effect_projectiles_on_death</small></code>
|<small>-</small>
|Spawns projectiles when an enemy dies.
|<small>-</small>
Requires an associated projectile stats data (.tres) file.
 
The .tres can be custom, or you can use the default ''base_ranged_weapon_stats.tres''
|{{MiniIconbox|name=Baby with a Beard}}
|-
|-
|remove_speed_effect
|remove_speed_effect
|<code><small>remove_speed</small></code>
|<code><small>remove_speed</small></code>
|
|<code><small>effect_remove_speed</small></code>
|<code><small>effect_remove_speed</small></code>
|<small>Ugly Tooth</small>
|Hitting an enemy reduces their speed by ''x''%.
|<small>-</small>
The max removed amount can be changed (eg Ugly Tooth is max of -30%)
|<small>-</small>
|{{MiniIconbox|name=Ugly Tooth}}
|-
|-
|replace_effect
|replace_effect
|<code><small>double_hp_regen_below_half_health</small></code>
|<code><small>double_hp_regen_below_half_health</small></code>
|
|<code><small>effect_double_hp_regen_below_half_health</small></code>
|<code><small>effect_double_hp_regen_below_half_health</small></code>
|<small>Potion</small>
|
|<small>-</small>
|{{MiniIconbox|name=Regeneration Potion}}
|<small>-</small>
|-
|-
|replace_effect
|replace_effect
|<code><small>minimum_weapons_in_shop</small></code>
|<code><small>minimum_weapons_in_shop</small></code>
|
|<code><small>effect_minimum_weapon_in_shop</small></code>
|<code><small>effect_minimum_weapon_in_shop</small></code>
|<small>-</small>
|
|<small>Arms Dealer</small>
|{{MiniIconbox|name=Arms Dealer}}
|<small>-</small>
|-
|-
|replace_effect
|replace_effect
|<code><small>weapon_slot</small></code>
|<code><small>weapon_slot</small></code>
|
|<code><small>effect_no_weapons</small></code>
|<code><small>effect_no_weapons</small></code>
|<small>-</small>
|
|<small>Bull</small>
|{{MiniIconbox|name=Bull}}
|<small>-</small>
|-
|-
|replace_effect
|replace_effect
|<code><small>hp_shop</small></code>
|<code><small>hp_shop</small></code>
|
|<code><small>effect_hp_shop</small></code>
|<code><small>effect_hp_shop</small></code>
|<small>-</small>
|
|<small>Demon</small>
|{{MiniIconbox|name=Demon}}
|<small>-</small>
|-
|-
|replace_effect
|replace_effect
|<code><small>trees_start_wave</small></code>
|<code><small>trees_start_wave</small></code>
|
|''<small>{{Color|color=grey|text=not specified}}</small>''
|''<small>{{Color|color=grey|text=not specified}}</small>''
|<small>-</small>
|Sets the first wave that [[Trees]] can spawn on.
|<small>Explorer</small>
|{{MiniIconbox|name=Explorer}}
|<small>-</small>
|-
|-
|replace_effect
|replace_effect
|<code><small>max_melee_weapons</small></code>
|<code><small>max_melee_weapons</small></code>
|
|<code><small>effect_generalist</small></code>
|<code><small>effect_generalist</small></code>
|<small>-</small>
|
|<small>Generalist</small>
|{{MiniIconbox|name=Generalist}}
|<small>-</small>
|-
|-
|replace_effect
|replace_effect
|<code><small>max_ranged_weapons</small></code>
|<code><small>max_ranged_weapons</small></code>
|
|<code><small>[EMPTY]</small></code>
|<code><small>[EMPTY]</small></code>
|<small>-</small>
|
|<small>Generalist</small>
|{{MiniIconbox|name=Generalist}}
|<small>-</small>
|-
|-
|replace_effect
|replace_effect
|<code><small>dodge_cap</small></code>
|<code><small>dodge_cap</small></code>
|
|<code><small>effect_dodge_cap</small></code>
|<code><small>effect_dodge_cap</small></code>
|<small>-</small>
|
|<small>Ghost</small>
|{{MiniIconbox|name=Ghost}}
|<small>-</small>
|-
|-
|replace_effect
|replace_effect
|<code><small>weapon_slot</small></code>
|<code><small>weapon_slot</small></code>
|
|<code><small>effect_max_weapons</small></code>
|<code><small>effect_max_weapons</small></code>
|<small>-</small>
|
| <small>Multitasker</small>
|{{MiniIconbox|name=Multitasker}}
|<small>-</small>
|-
|-
|replace_effect
|replace_effect
|<code><small>can_attack_while_moving</small></code>
|<code><small>can_attack_while_moving</small></code>
|
|<code><small>effect_cant_attack_while_moving</small></code>
|<code><small>effect_cant_attack_while_moving</small></code>
|<small>-</small>
|
|<small>Soldier</small>
|{{MiniIconbox|name=Soldier}}
|<small>-</small>
|-
|-
|replace_effect
|replace_effect
|<code><small>double_boss</small></code>
|<code><small>double_boss</small></code>
|
|<code><small>effect_double_boss</small></code>
|<code><small>effect_double_boss</small></code>
|<small>-</small>
|
|<small>-</small>
|{{MiniModIconbox|name=Danger 5|rarity=5|image=5.png}}
|<small>Danger5</small>
|-
|-
|starting_item_effect
|starting_item_effect
|<code><small>starting_item</small></code>
|<code><small>starting_item</small></code>
|
|<code><small>effect_starting_item</small></code>
|<code><small>effect_starting_item</small></code>
|<small>-</small>
|
|<small>Brawler, Crazy, Engineer,</small>
|{{MiniIconbox|name=Brawler}},
 
{{MiniIconbox|name=Crazy}},


<small>Mage, Pacifist, Ranger,</small>
{{MiniIconbox|name=Engineer}},


<small>Saver, Wildling</small>
{{MiniIconbox|name=Mage}},
|<small>-</small>
 
{{MiniIconbox|name=Pacifist}},
 
{{MiniIconbox|name=Ranger}},
 
{{MiniIconbox|name=Saver}},
 
{{MiniIconbox|name=Wildling}},
|-
|-
|stat_effect
|stat_effect
|<code><small>stat_armor</small></code>
|<code><small>stat_armor</small></code>
|
|<code><small>effect_stat_while_not_moving</small></code>
|<code><small>effect_stat_while_not_moving</small></code>
|<small>Barricade</small>
|
|<small>-</small>
|{{MiniIconbox|name=Barricade}}
|<small>-</small>
|-
|-
|stat_effect
|stat_effect
|<code><small>stat_dodge</small></code>
|<code><small>stat_dodge</small></code>
|
|<code><small>effect_stat_while_not_moving</small></code>
|<code><small>effect_stat_while_not_moving</small></code>
|<small>Chameleon</small>
|
|<small>-</small>
|{{MiniIconbox|name=Chameleon}}
|<small>-</small>
|-
|-
|stat_effect
|stat_effect
|<code><small>gold_on_crit_kill</small></code>
|<code><small>gold_on_crit_kill</small></code>
|
|<code><small>effect_gold_on_crit_kill</small></code>
|<code><small>effect_gold_on_crit_kill</small></code>
|<small>Hunting Trophy</small>
|
|<small>-</small>
|{{MiniIconbox|name=Hunting Trophy}}
|<small>-</small>
|-
|-
|stat_effect
|stat_effect
|<code><small>stat_attack_speed</small></code>
|<code><small>stat_attack_speed</small></code>
|
|<code><small>effect_stat_while_not_moving</small></code>
|<code><small>effect_stat_while_not_moving</small></code>
|<small>Statue</small>
|
|<small>-</small>
|{{MiniIconbox|name=Statue}}
|<small>-</small>
|-
|-
|stat_effect
|stat_effect
|<code><small>stat_percent_damage</small></code>
|<code><small>stat_percent_damage</small></code>
|
|<code><small>effect_on_hit</small></code>
|<code><small>effect_on_hit</small></code>
|<small>Triangle of Power</small>
|
|<small>-</small>
|{{MiniIconbox|name=Triangle of Power}}
|<small>-</small>
|-
|-
|stat_effect
|stat_effect
|<code><small>stat_percent_damage</small></code>
|<code><small>stat_percent_damage</small></code>
|
|<code><small>effect_gain_stat_end_of_wave</small></code>
|<code><small>effect_gain_stat_end_of_wave</small></code>
|<small>Vigilante Ring</small>
|
|<small>-</small>
|{{MiniIconbox|name=Vigilante Ring}}
|<small>-</small>
|-
|-
|stat_effect
|stat_effect
|<code><small>stat_percent_damage</small></code>
|<code><small>stat_percent_damage</small></code>
|
|<code><small>effect_stack_stat</small></code>
|<code><small>effect_stack_stat</small></code>
|<small>Wisdom</small>
|
|<small>-</small>
|{{MiniIconbox|name=Wisdom}}
|<small>-</small>
|-
|-
|stat_effect
|stat_effect
|<code><small>stat_max_hp</small></code>
|<code><small>stat_max_hp</small></code>
|
|<code><small>effect_gain_stat_end_of_wave</small></code>
|<code><small>effect_gain_stat_end_of_wave</small></code>
|<small>Grind's Magical Leaf</small>
|
|<small>-</small>
| rowspan="3" |{{MiniIconbox|name=Grind's Magical Leaf}}
|<small>-</small>
|-
|-
|stat_effect  
|stat_effect
|<code><small>stat_hp_regeneration</small></code>
|<code><small>stat_hp_regeneration</small></code>
|
|<code><small>effect_gain_stat_end_of_wave</small></code>
|<code><small>effect_gain_stat_end_of_wave</small></code>
|<small>Grind's Magical Leaf</small>
|
|<small>-</small>
|<small>-</small>
|-
|-
|stat_effect
|stat_effect
|<code><small>stat_lifesteal</small></code>
|<code><small>stat_lifesteal</small></code>
|
|<code><small>effect_gain_stat_end_of_wave</small></code>
|<code><small>effect_gain_stat_end_of_wave</small></code>
|<small>Grind's Magical Leaf</small>
|
|<small>-</small>
|<small>-</small>
|-
|-
|stat_gains_modification_effect  
|stat_gains_modification_effect
| <code><small>effect_increase_stat_gains</small></code>
|<code><small>effect_increase_stat_gains</small></code>
|
|''<small>{{Color|color=grey|text=not specified}}</small>''
|''<small>{{Color|color=grey|text=not specified}}</small>''
|<small>-</small>
|
|<small>Many</small>
|<small>''Many characters''</small>
|<small>-</small>
|-
|-
|stat_gains_modification_effect
|stat_gains_modification_effect
|<code><small>effect_reduce_stat_gains</small></code>
|<code><small>effect_reduce_stat_gains</small></code>
|
|''<small>{{Color|color=grey|text=not specified}}</small>''
|''<small>{{Color|color=grey|text=not specified}}</small>''
| <small>-</small>
|
|<small>Many</small>
|<small>''Many characters''</small>
|<small>-</small>
|-
|-
|structure_effect
|structure_effect
|''<small>{{Color|color=grey|text=not specified}}</small>''
|''<small>{{Color|color=grey|text=not specified}}</small>''
|
|<code>effect_landmines</code>
|<code>effect_landmines</code>
|<small>Landmines</small>
|
|<small>-</small>
|{{MiniIconbox|name=Landmines}}
|<small>Screwdriver</small>
 
{{MiniIconbox|name=Screwdriver}}
|-
|-
|tier_effect  
|tier_effect
|<code>min_weapon_tier</code>
|<code>min_weapon_tier</code>
|
|<code>effect_min_weapon_tier</code>
|<code>effect_min_weapon_tier</code>
|<small>-</small>
|
|<small>Knight</small>
|{{MiniIconbox|name=Knight}}
|<small>-</small>
|-
|-
|tier_effect
|tier_effect
|<code>max_weapon_tier</code>
|<code>max_weapon_tier</code>
|
|<code>effect_max_weapon_tier</code>
|<code>effect_max_weapon_tier</code>
|<small>-</small>
|
|<small>Wildling</small>
|{{MiniIconbox|name=Wildling}}
|<small>-</small>
|-
|-
|turret_effect
|turret_effect
|''<small>{{Color|color=grey|text=not specified}}</small>''  
|''<small>{{Color|color=grey|text=not specified}}</small>''
|
|<code>effect_turret</code>
|<code>effect_turret</code>
|<small>Turret</small>
|
|<small>-</small>
|{{MiniIconbox|name=Turret}}
|<small>Wrench</small>
 
{{MiniIconbox|name=Wrench}}
|-
|-
|turret_effect
|turret_effect
|''<small>{{Color|color=grey|text=not specified}}</small>''
|''<small>{{Color|color=grey|text=not specified}}</small>''
|
|<code>effect_turret_healing</code>
|<code>effect_turret_healing</code>
|<small>Healing Turret</small>
|
|<small>-</small>
|{{MiniIconbox|name=Medical Turret}}
|<small>-</small>
|-
|-
|turret_effect
|turret_effect
|''<small>{{Color|color=grey|text=not specified}}</small>''
|''<small>{{Color|color=grey|text=not specified}}</small>''
|
|<code>effect_turret_laser</code>
|<code>effect_turret_laser</code>
|<small>Laser Turret</small>
|
|<small>-</small>
|{{MiniIconbox|name=Laser Turret}}
|<small>-</small>
|-
|-
|turret_effect
|turret_effect
|''<small>{{Color|color=grey|text=not specified}}</small>''
|''<small>{{Color|color=grey|text=not specified}}</small>''
|
|<code>effect_turret_rocket</code>
|<code>effect_turret_rocket</code>
|<small>Rocket Turret</small>
|
|<small>-</small>
|{{MiniIconbox|name=Explosive Turret}}
|<small>-</small>
|-
|-
|turret_effect
|turret_effect
|''<small>{{Color|color=grey|text=not specified}}</small>''
|''<small>{{Color|color=grey|text=not specified}}</small>''
|
|<code>effect_tyler</code>
|<code>effect_tyler</code>
|<small>Tyler (Turret)</small>
|
|<small>-</small>
|{{MiniIconbox|name=Tyler}}
|<small>-</small>
|-
|-
|turret_effect
|turret_effect
|<code>wandering_bot</code>
|<code>wandering_bot</code>
|
|<code>effect_wandering_bot</code>
|<code>effect_wandering_bot</code>
|<small>Wandering Bot</small>
|
|<small>-</small>
|{{MiniIconbox|name=Wandering Bot}}
|<small>-</small>
|-
|-
|turret_flame_effect
|turret_flame_effect
|''<small>{{Color|color=grey|text=not specified}}</small>''
|''<small>{{Color|color=grey|text=not specified}}</small>''
|
|<code>effect_turret_flame</code>
|<code>effect_turret_flame</code>
|<small>Flame Turret</small>
|
|<small>-</small>
|{{MiniIconbox|name=Incendiary Turret}}
|<small>Wrench (Tier2)</small>
 
{{MiniIconbox|name=Wrench}} (Tier 2)
|-
|-
|unique_weapon_effect
|unique_weapon_effect
|<code>stat_attack_speed</code>
|<code>stat_attack_speed</code>
|
|<code>effect_unique_weapon_bonus</code>
|<code>effect_unique_weapon_bonus</code>
|<small>Focus</small>
|
|<small>-</small>
|{{MiniIconbox|name=Focus}}
|<small>-</small>
|-
|-
|unique_weapon_effect
|unique_weapon_effect
|<code>stat_attack_speed</code>
|<code>stat_attack_speed</code>
|
|<code>effect_unique_weapon_bonus</code>
|<code>effect_unique_weapon_bonus</code>
|<small>Spider</small>
|
|<small>-</small>
|{{MiniIconbox|name=Spider}}
|<small>-</small>
|-
|-
|weapon_bonus_effect
|weapon_bonus_effect
|''<small>{{Color|color=grey|text=???}}</small>''
|''<small>{{Color|color=grey|text=???}}</small>''
|
|''<small>{{Color|color=grey|text=???}}</small>''
|''<small>{{Color|color=grey|text=???}}</small>''
|
|''<small>{{Color|color=pastelred|text=unused}}</small>''
|''<small>{{Color|color=pastelred|text=unused}}</small>''
|<small>-</small>
|<small>-</small>
|-
|-
|weapon_gain_effect
|weapon_gain_effect
|''<small>{{Color|color=grey|text=???}}</small>''
|''<small>{{Color|color=grey|text=???}}</small>''
|
|''<small>{{Color|color=grey|text=???}}</small>''
|''<small>{{Color|color=grey|text=???}}</small>''
|
|''<small>{{Color|color=pastelred|text=unused}}</small>''
|''<small>{{Color|color=pastelred|text=unused}}</small>''
|
|<small>-</small>
|}
|}
Other effects (TODO):
* chance_stat_damage_effect
* stat_cap_effect
* stat_with_max_effect


==Weapon Effects==
==Weapon Effects==
Stored in {{Color|color=cream|text=res://effects/weapons/*.gd}}
Like Item Effects above, some of these can be used by items/characters.
Like Item Effects above, some of these can be used by items/characters.
{| class="wikitable"
{| class="wikitable"
!Effect File (*.gd)
!Effect File (*.gd)
!key
!key
!Used By
! Used By
|-
|-
|burning_effect
|burning_effect
Line 458: Line 610:
|<code><small>effect_gain_stat_every_killed_enemies</small></code>
|<code><small>effect_gain_stat_every_killed_enemies</small></code>
|<small>Ghost Axe, Ghost Flint, Ghost Scepter</small>
|<small>Ghost Axe, Ghost Flint, Ghost Scepter</small>
|-
|null_effect
|<code><small>effect_no_modifiers</small></code>
|<small>Danger 0</small>
|-
|null_effect
|<code><small>effect_new_enemies</small></code>
|<small>Danger 1 (and above)</small>
|-
|null_effect
|<code><small>effect_elites</small></code>
|<small>Danger 2 (and above)</small>
|-
|null_effect
|<code><small>effect_more_elites</small></code>
|<small>Danger 4 (and above)</small>
|-
|-
|projectiles_on_hit_effect
|projectiles_on_hit_effect
Line 496: Line 632:
|}
|}


==List of Effect Keys==
==Danger Effects==
Lists most of the effect keys, taken the effect init arrays in run_data.gd (<code><small>init_tracked_effects</small></code> & <code><small>init_effects</small></code>). Many of these can be applied with {{Color|color=cream|text=effect.gd}} ({{Color|color=cream|text=res://items/global/effect.gd}}).
{| class="wikitable"
!Effect File (*.gd)
!Key
!Danger
!Notes
|-
|{{Color|color=cream|text=effects/weapons/null_effect.gd}}
|<code><small>effect_no_modifiers</small></code>
|Danger 0
| -
|-
|{{Color|color=cream|text=effects/weapons/null_effect.gd}}
|<code><small>effect_new_enemies</small></code>
|Danger 1+
|<small>There's no code directly related to this key</small>
|-
|{{Color|color=cream|text=effects/weapons/null_effect.gd}}
|<code><small>effect_elites</small></code>
|Danger 2+
|<small>There's no code directly related to this key</small>
|-
|{{Color|color=cream|text=items/global/effect.gd}}
|<code>enemy_strength</code>
|Danger 3
| Text key is <code><small>EFFECT_STRONGER_ENEMIES</small></code>, value is: <code>12</code>
|-
|{{Color|color=cream|text=items/global/effect.gd}}
|<code>enemy_strength</code>
|Danger 4
| Text key is <code><small>EFFECT_STRONGER_ENEMIES</small></code>, value is: <code>26</code>
|-
|{{Color|color=cream|text=effects/weapons/null_effect.gd}}
|<code><small>effect_more_elites</small></code>
|Danger 4+
|<small>There's no code directly related to this key</small>
|-
|{{Color|color=cream|text=items/global/effect.gd}}
|<code>enemy_strength</code>
|Danger 5
| Text key is <code><small>EFFECT_STRONGER_ENEMIES</small></code>, value is: <code>40</code>
|-
|{{Color|color=cream|text=effects/items/replace_effect.gd}}
|<code>double_boss</code>
|Danger 5
| Text key is <code><small>effect_double_boss</small></code>
|}
 
== List of Effect Keys==
This section lists most of the effect keys, taken from the effect init arrays in run_data.gd (<code><small>init_tracked_effects</small></code> & <code><small>init_effects</small></code>).  
 
Many of these can be applied with {{Color|color=cream|text=effect.gd}} ({{Color|color=cream|text=res://items/global/effect.gd}}).


See [[Stats#Secondary Stats|Stats > Secondary Stats]] for a list of the items these effects can apply to.
See [[Stats#Secondary Stats|Stats > Secondary Stats]] for a list of the items these effects can apply to.


=== Primary Stats ===
===Primary Stats===


{| class="wikitable"
{| class="wikitable"
Line 556: Line 742:
|}
|}


=== Misc ===
===Misc===
Some of these are repeated form above, others are only set with <code><small>effect_key</small></code>. Search the decompiled project for <code><small>effect_key</small></code> to find the latter.
Some of these are repeated from above, others are only set with <code><small>effect_key</small></code>. Search the decompiled project for <code><small>effect_key</small></code> to find the latter.


See also: {{Color|color=cream|text=res://singletons/text.gd}}
List of effects via: {{Color|color=cream|text=res://singletons/run_data.gd}} > <code><small>func init_effects</small></code>
 
Also try searching: <code><small>RunData.effects["effect_key"]</small></code> (replace <code><small>effect_key</small></code> with a key).
 
See also: List of %/flat stat text modifiers: {{Color|color=cream|text=res://singletons/text.gd}}
{| class="wikitable"
{| class="wikitable"
!key
!key
!text_key
!text_key
!Used In (effect file, *.tres)
!Description
! Used In (effect file, *.tres)
|-
|-
|additional_weapon_effects
|additional_weapon_effects
|effect_additional_weapon_bonus
|effect_additional_weapon_bonus
|Changes a stat (key) based on how many weapons you have
|multitasker_effect_2 ''[effect_key]''
|multitasker_effect_2 ''[effect_key]''
|-
|alien_eyes
|effect_alien_eyes
|alien_eyes_effect_1
|-
|-
|bounce
|bounce
|effect_bouncing
|effect_bouncing
| Adds bouncing to all projectiles
|ricochet_effect_1
|ricochet_effect_1
|-
|-
|bounce_damage
|bounce_damage
|''{{Color|color=cream|text=none}}''
|''{{Color|color=cream|text=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
|arms_dealer_effect_1b, engineer_effect_4, farmer_effect_4, one_arm_effect_2
|-
|-
|burn_chance
|burn_chance
|effect_burn_chance
|effect_burn_chance
|Chance to inflict burn. Needs a corresponding ''burning_data'' stats file
|scared_sausage_effect_1
|scared_sausage_effect_1
|-
|-
|burning_cooldown_reduction
|burning_cooldown_reduction
|effect_burning_cooldown_reduction
|effect_burning_cooldown_reduction
|Makes burning tick faster
|eye_surgery_effect_1
|eye_surgery_effect_1
|-
|-
|burning_spread
|burning_spread
|effect_burning_spread
|effect_burning_spread
|Makes burning spread to +''<code>x</code>'' more enemies
|snake_effect_1
|snake_effect_1
|-
|-
|can_attack_while_moving
|can_attack_while_moving
|effect_cant_attack_while_moving
|effect_cant_attack_while_moving
|Set to <code>0</code> to prevent attacks while moving
|soldier_effect_5
|soldier_effect_5
|-
|-
|cant_stop_moving
|cant_stop_moving
| ---
| ---
|Set to <code>1</code> to stop the player from being able to stop moving.
''Used in Invasion's "Pants Ant" item''
|''{{Color|color=cream|text=Unused, but appears to have some code that supports it.}}''
|''{{Color|color=cream|text=Unused, but appears to have some code that supports it.}}''
|-
|-
|chance_double_gold
|chance_double_gold
|effect_chance_double_gold
|effect_chance_double_gold  
|% chance to double materials when they're collected
|metal_detector_effect_1
|metal_detector_effect_1
|-
|-
|class_bonus_effect
|class_bonus_effect
|effect_weapon_class_bonus
|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
|consumable_heal
|effect_consumable_heal
|effect_consumable_heal
|Increase HP gained from consumables
|alien_worm_effect_2, lemonade_effect_1, weird_food_effect_1,
|alien_worm_effect_2, lemonade_effect_1, weird_food_effect_1,
chunky_effect_3, chopper_effect, chopper_4_effect
chunky_effect_3, chopper_effect, chopper_4_effect
Line 616: Line 816:
|convert_stats_end_of_wave
|convert_stats_end_of_wave
|effect_convert_stat_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
|demon_effect_1
|-
|destroy_weapons
|
|Removes all held weapons when you enter a shop
|arms_dealer_effect_3
|-
|-
|diff_gold_drops
|diff_gold_drops
| ---
| ---
|Appears to increase/decrease the chance for enemies to drop materials by %
|''{{Color|color=cream|text=Unused, but appears to have some code that supports it.}}''
|''{{Color|color=cream|text=Unused, but appears to have some code that supports it.}}''
|-
|-
|dmg_when_death_from_luck
|dmg_when_death_from_luck
|effect_deal_dmg_when_death
|effect_deal_dmg_when_death  
|% chance to deal a % of luck as damage, when an enemy dies.
{{Color|color=pastelred|text=Accepts a stat option, but '''only''' scales with Luck, ignoring the stat you specify}}
|cyberball_effect_1
|cyberball_effect_1
|-
|-
|dmg_when_pickup_gold_from_luck
|dmg_when_pickup_gold_from_luck
|effect_deal_dmg_when_pickup_gold
|effect_deal_dmg_when_pickup_gold  
|% chance to deal a % of luck as damage, when you collect a material.
{{Color|color=pastelred|text=As above, accepts a stat but only scales with Luck}}
|baby_elephant_effect_1, lucky_effect_3
|baby_elephant_effect_1, lucky_effect_3
|-
|-
|dodge_cap
|dodge_cap
|effect_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
|ghost_effect_3
|-
|-
|double_boss
|double_boss
|effect_double_boss
|effect_double_boss
|Makes 2 bosses spawn instead of 1
|difficulty_5_effect_4
|difficulty_5_effect_4
|-
|-
|double_hp_regen
|double_hp_regen
|effect_double_hp_regen
|effect_double_hp_regen
|Makes HP Regeneration trigger twice as often
|doctor_effect_3
|doctor_effect_3
|-
|-
|double_hp_regen_below_half_health
|double_hp_regen_below_half_health
|effect_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
|potion_effect_1
|-
|-
|enemy_gold_drops
|enemy_gold_drops
|effect_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: g''old_drops, neutral_gold_drops''
|explorer_effect_8
|explorer_effect_8
|-
|-
|enemy_speed
| rowspan="2" |enemy_speed
| ---
| rowspan="2" | ---
|
| rowspan="2" |Change enemy movement speed
| +: alien_baby_effect_2, explorer_effect_9
|-
| -: snail_effect_1, old_effect_1
|-
|-
|enemy_strength
|enemy_strength
|effect_stronger_enemies
|effect_stronger_enemies
|Affects both enemy HP, and the damage they deal
|difficulty_3_effect_2, difficulty_4_effect_2, difficulty_5_effect_2
|difficulty_3_effect_2, difficulty_4_effect_2, difficulty_5_effect_2
|-
|-
|explode_on_death
|explode_on_death
|effect_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
|rip_and_tear_effect_1
|-
|-
|explode_on_hit
|explode_on_hit
|effect_explode_on_hit
|effect_explode_on_hit
|Explode when you take damage.
{{Color|color=pastelred|text=Always procs. You can set the chance%, but this is ignored}}
|bull_effect_4
|bull_effect_4
|-
|-
|explosion_damage
|explosion_damage
|''{{Color|color=cream|text=none}}''
|''{{Color|color=cream|text=none}}''
|Increases explosion damage
|dynamite_effect_1, explosive_shells_effect_1, etc
|dynamite_effect_1, explosive_shells_effect_1, etc
|-
|-
|explosion_size
|explosion_size
|''{{Color|color=cream|text=none}}''
|''{{Color|color=cream|text=none}}''
|Increases explosion size
|plastic_explosive_effect_1, artificer_effect_1b
|plastic_explosive_effect_1, artificer_effect_1b
|-
|-
|free_rerolls
|free_rerolls
|effect_free_shop_reroll
|effect_free_shop_reroll
| Adds free rerolls. Can't be negative
|dangerous_bunny_effect_0
|dangerous_bunny_effect_0
|-
|-
|<s>'''gain_bounce_damage'''</s>
|gain_*
|
|
|-
|<s>'''gain_explosion_damage'''</s>
|
|
|
|Change stat modifications by ''x''%, eg. "''Increase range modifications by 50%''".
Added via ''stat_gains_modification_effect'', and applied via ''get_stat_gain.''
|See <code><small>RunData.effects["gain_" + stat]</small></code>
|-
|-
|gain_pct_gold_start_wave
|gain_pct_gold_start_wave
|effect_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
|piggy_bank_effect_1
|-
|<s>'''gain_piercing_damage'''</s>
|
|
|-
|'''<s>gambler</s>'''
|
|
|-
|-
|gold_drops
|gold_drops
|effect_enemy_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
|explorer_effect_8, farmer_effect_3, streamer_effect_2b
|-
|-
|gold_on_crit_kill
|gold_on_crit_kill
|effect_gold_on_crit_kill
|effect_gold_on_crit_kill
| Gain materials when you score a crit
|hunting_trophy_effect_1, dagger_effect
|hunting_trophy_effect_1, dagger_effect
|-
|-
|group_structures
|group_structures
|effect_group_structures
|effect_group_structures
|Makes structures (mines/turrets) spawn closely grouped together
|engineer_effect_3
|engineer_effect_3
|-
|-
|harvesting_growth
|harvesting_growth
|effect_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
|crown_effect_1, farmer_effect_2
|-
|-
|heal_when_pickup_gold
|heal_when_pickup_gold
|effect_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
|cute_monkey_effect_1
|-
|-
|hp_cap
|hp_cap
|effect_hp_cap_at_current_value
|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
|handcuffs_effect_4
|-
|-
|hp_shop
|hp_shop
|effect_hp_shop
|effect_hp_shop
|Changes shop items to cost Max HP, instead of materials
|demon_effect_2
|demon_effect_2
|-
|-
|hp_start_next_wave
|hp_start_next_wave
|effect_hp_start_next_wave
|effect_hp_start_next_wave
|Start the next wave with % less HP. ''Int, not float.''
|weird_ghost_effect_2
|weird_ghost_effect_2
|-
|-
|hp_start_wave
|hp_start_wave
|effect_start_wave_less_hp
|effect_start_wave_less_hp
|Start ALL waves with % less HP. ''Int, not float.''
|sad_tomato_effect_2
|sad_tomato_effect_2
|-
|-
|inflation
|inflation
| ---
| ---
|''Inflation was removed. It was part of the original demo.''
|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
|instant_gold_attracting
|effect_instant_gold_attracting
|effect_instant_gold_attracting  
|% chance to attract dropped materials
|baby_gecko_effect_1, sifds_relic_effect_1
|baby_gecko_effect_1, sifds_relic_effect_1
|-
|-
|item_box_gold
|item_box_gold
|effect_item_box_gold
|effect_item_box_gold
| +x materials when you pick up a Crate
|bag_effect_1
|bag_effect_1
|-
|-
|items_price
|items_price
|''{{Color|color=cream|text=none}}''
|''{{Color|color=cream|text=none}}''
|coupon_effect_1, entrepreneur_effect_0, mutant_effect_2, saver_effect_4  
|Change shop item costs by ''x''%
|coupon_effect_1, entrepreneur_effect_0, mutant_effect_2, saver_effect_4
|-
|-
|knockback
|knockback
|effect_knockback
|effect_knockback
|Add/reduce knockback for all weapons by ''x''
|boxing_glove_effect_1
|boxing_glove_effect_1
|-
|'''<s>leave_burning</s>'''
|
|
|-
|-
|lose_hp_per_second
|lose_hp_per_second
|effect_lose_hp_per_second
|effect_lose_hp_per_second
|HP is reduced by -''x'' every second
|blood_donation_effect_2, sick_effect_3
|blood_donation_effect_2, sick_effect_3
|-
|-
|map_size
|map_size
|''{{Color|color=cream|text=none}}''
|''{{Color|color=cream|text=none}}''
|Increase/decrease the map size by ''x''%
|explorer_effect_6, old_effect_3
|explorer_effect_6, old_effect_3
|-
|-
|max_melee_weapons
|max_melee_weapons
|effect_generalist
|effect_generalist
|Set the max number of held melee weapons to ''x''
|generalist_effect_3
|generalist_effect_3
|-
|-
|max_ranged_weapons
|max_ranged_weapons
|[EMPTY]
|[EMPTY]
|Set the max number of held ranged weapons to ''x''
|generalist_effect_4
|generalist_effect_4
|-
|-
|max_weapon_tier
|max_weapon_tier
|effect_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
|wildling_effect_3
|-
|-
|min_weapon_tier
|min_weapon_tier
|effect_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
|knight_effect_4
|-
|-
|neutral_gold_drops
|neutral_gold_drops
|''{{Color|color=cream|text=none}}''
|''{{Color|color=cream|text=none}}''
|''{{Color|color=cream|text=Increases materials from EntityType.NEUTRAL by +x% (ie. trees)(see also: enemy_gold_drops)}}''
|Increases materials from EntityType.NEUTRAL by +x% (ie. trees)
See also: ''gold_drops; enemy_gold_drops''
|{{Color|color=cream|text=Unused, but supported in the code}}
|-
|-
|no_melee_weapons
|no_melee_weapons
|effect_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
|ranger_effect_5
|-
|-
|no_min_range
|no_min_range
|''{{Color|color=cream|text=none}}''
|''{{Color|color=cream|text=none}}''
|''{{Color|color=cream|text=Unused, but appears to have some code that supports it.}}''
|If 1, the min_range of a weapon is used.
Useless in vanilla because all weapons have a min_range of 0.
|{{Color|color=cream|text=Unused, but supported in the code}}
|-
|-
|no_ranged_weapons
|no_ranged_weapons
|text_key = "effect_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
|gladiator_effect_3, knight_effect_3
|-
|-
|number_of_enemies
|number_of_enemies
|''{{Color|color=cream|text=none}}''
|''{{Color|color=cream|text=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,
|candle_effect_3, gentle_alien_effect_2, mouse_effect_2, white_flag_effect_2,
explorer_effect_7, loud_effect_2, old_effect_4
explorer_effect_7, loud_effect_2, old_effect_4
Line 805: Line 1,060:
|one_shot_trees
|one_shot_trees
|effect_one_shot_trees
|effect_one_shot_trees
|Makes trees get destroyed in 1 hit
|lumberjack_shirt_effect_1
|lumberjack_shirt_effect_1
|-
|-
|pacifist
|pacifist
|effect_pacifist
|effect_pacifist
| Gain x% materials and XP per living enemy when a wave ends. No effect if 0 or below.
|pacifist_effect_2
|pacifist_effect_2
|-
|-
|pickup_range
|pickup_range
|effect_pickup_range
|effect_pickup_range
|Change pickup range by ''x''%
|alien_tongue_effect_1, gnome_effect_4, little_frog_effect_1,
|alien_tongue_effect_1, gnome_effect_4, little_frog_effect_1,
explorer_effect_4, soldier_effect_3
explorer_effect_4, soldier_effect_3
Line 818: Line 1,076:
|piercing
|piercing
|effect_piercing
|effect_piercing
| Adds +1 piercing to all projectiles
|bandana_effect_1
|bandana_effect_1
|-
|-
|piercing_damage
|piercing_damage
|effect_piercing_damage
|effect_piercing_damage
|Bounce damage. Can't exceed the base damage.
|pumpkin_effect_1,
|pumpkin_effect_1,
arms_dealer_effect_1b, engineer_effect_4, farmer_effect_4, one_arm_effect_2
arms_dealer_effect_1b, engineer_effect_4, farmer_effect_4, one_arm_effect_2
Line 827: Line 1,087:
|projectiles_on_death
|projectiles_on_death
|effect_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
|baby_with_a_beard_effect_1
|-
|-
|recycling_gains
|recycling_gains
|effect_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
|recycling_machine_effect_1, entrepreneur_effect_2
|-
|-
|remove_speed
|remove_speed
|effect_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
|ugly_tooth_effect_1
|-
|-
|starting_item
|starting_item
|effect_starting_item
|effect_starting_item
|''{{Color|color=cream|text=many characters, too many to list}}''
| Sets a starting item for a character
|{{Color|color=cream|text=Many characters, too many to list}}
|-
|-
|stat_links
|stat_links
|''{{Color|color=cream|text=n/a}}''
|''{{Color|color=cream|text=n/a}}''
|''{{Color|color=cream|text=seems to be used by gain_stat_for_every_stat_effect.gd}}''
|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
|stats_end_of_wave
|effect_gain_stat_end_of_wave
|effect_gain_stat_end_of_wave
|grinds_magical_leaf_effect (all 3), vigilante_ring_effect_1
|Gain stats when the wave ends
|grinds_magical_leaf_effect_* (all 3), vigilante_ring_effect_1
|-
|-
|structures
|structures
|''{{Color|color=cream|text=n/a}}''
|''{{Color|color=cream|text=n/a}}''
|via: structure_effect
|Array of structures. Should not be modified outside of ''struture_effect.gd''.
| via: structure_effect
via: gain_stat_for_every_stat_effect
via: gain_stat_for_every_stat_effect
|-
|-
|temp_stats_on_hit
|temp_stats_on_hit
|effect_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
|triangle_of_power_effect_3, masochist_effect_1
|-
|-
|temp_stats_stacking
|temp_stats_stacking
|effect_stack_stat
|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
|wisdom_effect_1
|-
|-
|temp_stats_while_not_moving
|temp_stats_while_not_moving
|effect_stat_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,
|barricade_effect_1, chameleon_effect_1, statue_effect_1,
soldier_effect_1, soldier_effect_2, speedy_effect_3, streamer_effect_1
soldier_effect_1, soldier_effect_2, speedy_effect_3, streamer_effect_1
Line 869: Line 1,152:
|torture
|torture
|effect_torture
|effect_torture
|Stops you healing in any way. Gain +''x'' HP per second instead
|torture_effect_2
|torture_effect_2
|-
|-
|trees
|trees
|effect_trees
|effect_trees
|Increases the number of tress that can spawn at once.
|tree_effect_1, explorer_effect_1
|tree_effect_1, explorer_effect_1
|-
|-
|trees_start_wave
|trees_start_wave
|[EMPTY]
|[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
|explorer_effect_11
|-
|-
|unique_weapon_effects
|unique_weapon_effects
|effect_unique_weapon_bonus
|effect_unique_weapon_bonus
|Gain stats based on the number of unique weapons
|focus_effect_2, spider_effect_2
|focus_effect_2, spider_effect_2
|-
|'''<s>wandering_bots</s>'''
|
|
|-
|-
|weapon_bonus
|weapon_bonus
|effect_additional_weapon_bonus
|effect_additional_weapon_bonus
|Gain stats based on the number of weapons you currently hold
|focus_effect_2, spider_effect_2,
|focus_effect_2, spider_effect_2,


Line 895: Line 1,179:
|weapon_class_bonus
|weapon_class_bonus
|''{{Color|color=cream|text=n/a}}''
|''{{Color|color=cream|text=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,
|brawler_effect_1, crazy_effect_1, doctor_effect_1,
ghost_effect_1, wildling_effect_1
ghost_effect_1, wildling_effect_1
Line 901: Line 1,186:
|weapon_slot
|weapon_slot
|effect_no_weapons
|effect_no_weapons
effect_max_weapons
effect_max_weapons  
|Set the number of weapon slots to ''x''
|bull, multitasker, one arm
|bull, multitasker, one arm
|-
|-
|xp_gain
|xp_gain
|''{{Color|color=cream|text=none}}''
|''{{Color|color=cream|text=none}}''
|Increase/decrease XP gain by ''x''%
|bean_teacher_effect_1, black_belt_effect_1, diploma_effect_2, scar_effect_1
|bean_teacher_effect_1, black_belt_effect_1, diploma_effect_2, scar_effect_1
mutant_effect_1
mutant_effect_1
|}
|}
<small>Note: These effects are listed in run_data, but don't do anything: ''gambler'', ''leave_burning'', ''wandering_bots''.</small>
===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 0.8.0.03/Modding Changes|''Patch 0.8.0.3/Modding Changes'']]
{| class="wikitable"
!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
|{{MiniIconbox|name=Extra Stomach}}
|{{MiniIconbox|name=Farmer}}, {{MiniIconbox|name=Glutton}}
|-
|convert_stats_half_wave
|EFFECT_CONVERT_STAT_TEMP_HALF_WAVE
|Converts stats halfway through the wave
|>
|{{MiniIconbox|name=Cyborg}}
|-
|damage_against_bosses
|effect_damage_against_bosses
| Deal % more/less damage against elites/bosses
|{{MiniIconbox|name=Silver Bullet}}
|{{MiniIconbox|name=Jack}}
|-
|dmg_on_dodge
|EFFECT_DEAL_DMG_WHEN_DODGE
| Deal damage when you dodge (Chance%)
|{{MiniIconbox|name=Riposte}}
| -
|-
|dmg_when_death
|EFFECT_DEAL_DMG_WHEN_DEATH
|Damage a random enemy when another enemy dies (Chance%)
|{{MiniIconbox|name=Cyberball}}
| -
|-
|dmg_when_heal
|EFFECT_DEAL_DMG_WHEN_HEAL
|Damage a random enemy when you heal (Chance%)
|>
|{{MiniIconbox|name=Lich}}
|-
|dmg_when_pickup_gold
|EFFECT_DEAL_DMG_WHEN_PICKUP_GOLD
|Damage a random enemy when you collect a material
|{{MiniIconbox|name=Baby Elephant}}
|{{MiniIconbox|name=Lucky}}
|-
|enemy_damage
| -
| Deal % more/less damage against enemies (not elites/bosses)
|{{MiniIconbox|name=Peacock}}
|{{MiniIconbox|name=Jack}}
|-
|enemy_health
| -
|Enemies have % more/less HP
|>
|{{MiniIconbox|name=Jack}}
|-
|explode_on_consumable
|effect_explode_on_consumable
|Explode when you collect a consumable (Chance%)
|{{MiniIconbox|name=Spicy Sauce}}
|{{MiniIconbox|name=Glutton}}
|-
|extra_enemies_next_wave
|effect_extra_enemies_next_wave
|Lamprey [[enemies]] will span at the start of the next wave
|{{MiniIconbox|name=Bait}}
| -
|-
|giant_crit_damage
|effect_giant_crit_damage
|Crits deal % of an enemy's HP as bnus damage
|{{MiniIconbox|name=Giant Belt}}
| -
|-
|heal_on_crit_kill
|effect_heal_on_crit_kill
| Heal 1 HP when killing an enemy with a critical hit (Chance%)
|{{MiniIconbox|name=Tentacle}}
| -
|-
|heal_on_dodge
|EFFECT_HEAL_WHEN_DODGE
| Heal x HP when you dodge (%Chance)
|{{MiniIconbox|name=Adrenaline}}
| -
|-
|starting_weapon
|effect_starting_item
|Starting weapon for characters. Key is the weapon's <code>my_id</code>
|>
|{{MiniIconbox|name=Brawler}}, {{MiniIconbox|name=Crazy}},
{{MiniIconbox|name=Cyborg}}, {{MiniIconbox|name=Engineer}},<br>{{MiniIconbox|name=Ranger}}, {{MiniIconbox|name=Wildling}}
|-
|stats_next_wave
|effect_stat_next_wave
|Change stats, for the next wave only
|{{MiniIconbox|name=Peacock}}
| -
|-
|structures_cooldown_reduction
|effect_structures_cooldown_reduction
|Reduces the attack cooldown of your structures by ''x''
(scales with stat specified with ''key'')
|{{MiniIconbox|name=Improved Tools}}
| -
|-
|temp_pct_stats_stacking
|''{{Color|color=pastelred|text=None}}''
|(Needs confirming:) Similar to <code>temp_stats_stacking</code>,
but increases stat x ''by y%'' every 5 seconds, until the end of the wave
|''{{Color|color=pastelred|text=None}}''
| -
|-
|temp_pct_stats_start_wave
|''{{Color|color=pastelred|text=None}}''
|(Needs confirming:) Increase stat ''x'' by y% at the start of a wave.
|''{{Color|color=pastelred|text=None}}''
| -
|-
|upgrade_random_weapon
|effect_upgrade_random_weapon
|See [[Anvil]]. The stat that gets increased if all weapons are maxed
can be chanegd with <code>key</code>.
|{{MiniIconbox|name=Anvil}}
|
|}
===Added in v1.0.0.3===
View more details in: [[Modding Changes for 1.0.0.3]]
{| class="wikitable"
!Key
! Text Key
!Description
!Values
!Notes
! Used By
|-
|<code>accuracy</code>
|<code><small>EFFECT_ACCURACY</small></code>
| +/-x % accuracy
|<small>Number (%)</small>
|
|{{MiniIconbox|name=Renegade}}
|-
|<code>cryptid</code>
|<code><small>effect_cryptid</small></code>
| Gain {0} material and XP for every living tree
at the end of a wave
|<small>Number (int)</small>
|
|{{MiniIconbox|name=Cryptid}}
|-
|<code>extra_loot_aliens_next_wave</code>
|<code><small>effect_extra_loot_aliens_next_wave</small></code>
| +x additional loot aliens appear during the next wave
|<small>Number (int)</small>
|<small>Applied with <code>custom_key</code></small>
|{{MiniIconbox|name=Lure}}
|-
|<code>guaranteed_shop_items</code>
|<code><small>effect_guaranteed_shop_item</small></code>
|Shops always sell x
|<small>Key = Item ID</small>
|<small>Applied with <code>custom_key</code></small>
|{{MiniIconbox|name=Fisherman}}
|-
|<code>no_heal</code>
|<code><small>effect_no_heal</small></code>
|You can't heal in any way
|<small>Bool (0/1)</small>
|
|{{MiniIconbox|name=Golem}}
|-
|<code>projectiles</code>
|<code><small>EFFECT_PROJECTILES</small></code>
| +x projectiles
|<small>Number (int)</small>
|
|{{MiniIconbox|name=Renegade}}
|-
|<code>specific_items_price</code>
|<code><small>EFFECT_SPECIFIC_ITEM_PRICE</small></code>
| +/- x price
|<small>Key = Item ID</small>
|<small>Applied with <code>custom_key</code></small>
|{{MiniIconbox|name=Fisherman}}
|-
|<code>stats_below_half_health</code>
|<code><small>effect_stat_below_half_health</small></code>
|{STAT/VALUE} when you have less than 50% health
|<small>Key = stat</small>
|<small>Applied with <code>custom_key</code></small>
|{{MiniIconbox|name=Golem}}
|-
|<code>stats_on_level_up</code>
|<code><small>EFFECT_STAT_ON_LEVEL_UP</small></code>
|{STAT/VALUE} when you level up
|<small>Key = stat</small>
|<small>Applied with <code>custom_key</code></small>
|{{MiniIconbox|name=Apprentice}}
|-
|<code>temp_stats_on_dodge</code>
|<code><small>EFFECT_TEMP_STAT_ON_DODGE</small></code>
|{STAT/VALUE} when you dodge
|<small>Key = stat</small>
|<small>Applied with <code>custom_key</code></small>
|{{MiniIconbox|name=Cryptid}}
|-
|<code>tier_i_weapon_effects</code>
|<code><small>EFFECT_TIER_I_WEAPON_BONUS</small></code>
|{STAT/VALUE} for every Tier 1 weapon
|<small>Key = stat</small>
|<small>Applied with <code>custom_key</code></small>
|{{MiniIconbox|name=King}}
|-
|<code>tier_iv_weapon_effects</code>
|<code><small>EFFECT_TIER_IV_WEAPON_BONUS</small></code>
|{STAT/VALUE} for every Tier 4 weapon
|<small>Key = stat</small>
|<small>Applied with <code>custom_key</code></small>
|{{MiniIconbox|name=King}}
|-
|<code>tree_turrets</code>
|<code><small>EFFECT_TREE_TURRET</small></code>
|Killing a tree spawns a turret
|<small>Bool (0/1)</small>
|
|{{MiniIconbox|name=Pocket Factory}}
|-
|<code>upgraded_baits</code>
|<code><small>effect_upgraded_baits</small></code>
|Baits make special enemies spawn in all future waves
|<small>Bool (0/1)</small>
|
|{{MiniIconbox|name=Fisherman}}
|-
|<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}}
|{{Color|color=cream|text=UNUSED}}
|}
{{NavBoxModding}}

Latest revision as of 11:52, 22 August 2024


< Back to Modding


This page documents the various effects in the vanilla game. Modders can apply these effects to their custom content.

Please view the items/characters/weapons for more details on the exact usage.

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.

Global Effects (Guide)

effect.gd

Location: res://items/global/effect.gd

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.

Here's an overview of what the various properties of effect.gd do. We'll use acid_effect_1.tres as a reference, which grants "+8 Max HP" (at time of writing).

Property Value for Acid Description
Key stat_max_hp Has two uses:
  • 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").
  • 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".
Text Key n/a If an effect key is specified, it's retrieved from the translation file.
  • 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.
  • For example, Crown's Text Key is "effect_harvesting_growth".
  • The translation string can include placeholders for args (arguments), which replace strings like "{0}", "{1}", etc.
  • 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.
  • To see how they're processed, view the "text" method in singletons/text.gd.
    • This method basically reads the Text Key from the translations file, and works out where the arg replacements should be (ie. "{0}", "{1}", etc)
    • Then replaces it them with the args provided.
Value 8 Sets the strength of the effect.

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. Sometimes the Value is used as a boolean, where 0 means FALSE/OFF/DISABLED, and 1 means TRUE/ON/ENABLED. Examples:

  • Alien Eyes.png Alien Eyes = The value of 6 determines that 6 Alien Eyes should be shot.
  • Baby Elephant.png Baby Elephant = The value of 25 is used to determine that the chance of Baby Elephant's effect is 25%.
Custom Key n/a 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:

  • Anvil.png 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:
  • 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.
  • Positive = Force a plus sign (+)
  • Negative = Force a minus sign (-)
  • From Value = Get the sign from the value. If it's positive, show +, and vice versa. This is usually the best setting to use.
  • Neutral = Ensures no sign will be added.
  • From Arg = This means that the sign or format is specified with Custom Args.
Custom Args n/a Allows you to determine the formatting of any and all args that this effect uses. See below for more details.

custom_arg.gd

Location: res://items/global/custom_arg.gd

Not an effect file, but it used by many effects. Applied to the `custom_args` property, this allows you to format additional args.

You can find items that use this by searching the code for: custom_args = [ SubResource(

For example, open estys_couch_effect_1.tres in Godot's Inspector, which has lots of args ("+2 HP Regeneration for every -1% Speed you have.").

Item Effects

Location: res://effects/items/*.gd

Despite the heading, these effects can actually be used by characters and weapons too.

File (*.gd) key custom_key text_key Description Used By
effect.gd Stat ID, eg: stat_max_hp / bounce not specified Increases a stat (key) by the value Many items
projectile_effect.gd alien_eyes effect_alien_eyes Shoots {0} alien eyes around you every {4} seconds dealing {1} ({3}) damage each Alien Eyes.png Alien Eyes
effect.gd Stat ID, eg: stat_max_hp / bounce 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 {VALUE} {STAT} instead.

Anvil.png Anvil
burn_chance_effect burn_chance effect_burn_chance Attacks have a {0} chance to deal {1}x{2} ({3}) burning damage.

Needs a corresponding burning_data stats file

Scared Sausage.png Scared Sausage
class_bonus_effect effect_weapon_class_bonus not specified {0} {1} with {2} weapons

Grants a bonus to a specific stat (stat_name) when using a specific weapon class (weapon_class). Eg "+100 Range with Precise weapons"

Brawler.png Brawler,

Crazy.png Crazy,

Doctor.png Doctor,

Ghost.png Ghost,

Wildling.png Wildling

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.png 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.png 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.png Baby Elephant,

Lucky.png Lucky

gain_stat_for_every_stat_effect Stat ID, eg: stat_max_hp / bounce effect_gain_stat_for_every_enemy

effect_gain_stat_for_every_perm_stat

effect_gain_stat_for_every_stat

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
Artificer.png Artificer,

Chunky.png Chunky,

Generalist.png Generalist,

Hunter.png Hunter,

Knight.png Knight,

Saver.png Saver,

Speedy.png Speedy,

gain_stat_for_every_stat_effect stat_attack_speed effect_gain_stat_for_every_enemy Community Support.png Community Support
gain_stat_for_every_stat_effect stat_max_hp effect_gain_stat_for_every_stat Padding.png Padding
gain_stat_for_every_stat_effect stat_attack_speed effect_gain_stat_for_every_stat Retromation's Hoodie.png Retromation's Hoodie
gain_stat_for_every_stat_effect stat_engineering effect_gain_stat_for_every_stat Strange Book.png Strange Book
gain_stat_for_every_stat_effect stat_hp_regeneration effect_gain_stat_for_every_perm_stat Esty's Couch.png Esty's Couch
gain_stat_for_every_stat_effect stat_percent_damage effect_gain_stat_for_every_perm_stat Power Generator.png Power Generator
healing_effect effect_heal not specified Only used by consumables. Functionally useless in the shop. Fruit.png Fruit

Legendary Crate.png Legendary Crate

hp_cap_effect hp_cap effect_hp_cap_at_current_value Your Max HP is capped at its current value Handcuffs.png 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.png 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.png Landmines
Rip and Tear.png Rip and Tear
pacifist_effect pacifist effect_pacifist Gain {value} material and XP for every living enemy at the end of a wave Pacifist.png Pacifist
projectile_effect 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.png Baby with a Beard
remove_speed_effect 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.png Ugly Tooth
replace_effect double_hp_regen_below_half_health effect_double_hp_regen_below_half_health Regeneration Potion.png Regeneration Potion
replace_effect minimum_weapons_in_shop effect_minimum_weapon_in_shop Arms Dealer.png Arms Dealer
replace_effect weapon_slot effect_no_weapons Bull.png Bull
replace_effect hp_shop effect_hp_shop Demon.png Demon
replace_effect trees_start_wave not specified Sets the first wave that Trees can spawn on. Explorer.png Explorer
replace_effect max_melee_weapons effect_generalist Generalist.png Generalist
replace_effect max_ranged_weapons [EMPTY] Generalist.png Generalist
replace_effect dodge_cap effect_dodge_cap Ghost.png Ghost
replace_effect weapon_slot effect_max_weapons Multitasker.png Multitasker
replace_effect can_attack_while_moving effect_cant_attack_while_moving Soldier.png Soldier
replace_effect double_boss effect_double_boss 5.png Danger 5
starting_item_effect starting_item effect_starting_item Brawler.png Brawler,

Crazy.png Crazy,

Engineer.png Engineer,

Mage.png Mage,

Pacifist.png Pacifist,

Ranger.png Ranger,

Saver.png Saver,

Wildling.png Wildling,

stat_effect stat_armor effect_stat_while_not_moving Barricade.png Barricade
stat_effect stat_dodge effect_stat_while_not_moving Chameleon.png Chameleon
stat_effect gold_on_crit_kill effect_gold_on_crit_kill Hunting Trophy.png Hunting Trophy
stat_effect stat_attack_speed effect_stat_while_not_moving Statue.png Statue
stat_effect stat_percent_damage effect_on_hit Triangle of Power.png Triangle of Power
stat_effect stat_percent_damage effect_gain_stat_end_of_wave Vigilante Ring.png Vigilante Ring
stat_effect stat_percent_damage effect_stack_stat Wisdom.png Wisdom
stat_effect stat_max_hp effect_gain_stat_end_of_wave Grind's Magical Leaf.png 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.png Landmines

Screwdriver.png Screwdriver

tier_effect min_weapon_tier effect_min_weapon_tier Knight.png Knight
tier_effect max_weapon_tier effect_max_weapon_tier Wildling.png Wildling
turret_effect not specified effect_turret Turret.png Turret

Wrench.png Wrench

turret_effect not specified effect_turret_healing Medical Turret.png Medical Turret
turret_effect not specified effect_turret_laser Laser Turret.png Laser Turret
turret_effect not specified effect_turret_rocket Explosive Turret.png Explosive Turret
turret_effect not specified effect_tyler Tyler.png Tyler
turret_effect wandering_bot effect_wandering_bot Wandering Bot.png Wandering Bot
turret_flame_effect not specified effect_turret_flame Incendiary Turret.png Incendiary Turret

Wrench.png Wrench (Tier 2)

unique_weapon_effect stat_attack_speed effect_unique_weapon_bonus Focus.png Focus
unique_weapon_effect stat_attack_speed effect_unique_weapon_bonus Spider.png Spider
weapon_bonus_effect ??? ??? unused
weapon_gain_effect ??? ??? unused

Other effects (TODO):

  • chance_stat_damage_effect
  • stat_cap_effect
  • stat_with_max_effect

Weapon Effects

Stored in res://effects/weapons/*.gd

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 Max HP.png Max HP
stat_hp_regeneration HP Regeneration.png HP Regeneration
stat_lifesteal Life Steal.png Life Steal
stat_percent_damage Damage.png Damage
stat_melee_damage Melee Damage.png Melee Damage
stat_ranged_damage Ranged Damage.png Ranged Damage
stat_elemental_damage Elemental Damage.png Elemental Damage
stat_attack_speed Attack Speed.png Attack Speed
stat_crit_chance Crit Chance.png Crit Chance
stat_engineering Engineering Stat.png Engineering
stat_range Range Stat.png Range
stat_armor Armor.png Armor
stat_dodge Dodge Stat.png Dodge
stat_speed Speed Stat.png Speed
stat_luck Luck.png Luck
stat_harvesting Harvesting.png 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]
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.png Extra Stomach Farmer.png Farmer, Glutton.png Glutton
convert_stats_half_wave EFFECT_CONVERT_STAT_TEMP_HALF_WAVE Converts stats halfway through the wave > Cyborg.png Cyborg
damage_against_bosses effect_damage_against_bosses Deal % more/less damage against elites/bosses Silver Bullet.png Silver Bullet Jack.png Jack
dmg_on_dodge EFFECT_DEAL_DMG_WHEN_DODGE Deal damage when you dodge (Chance%) Riposte.png Riposte -
dmg_when_death EFFECT_DEAL_DMG_WHEN_DEATH Damage a random enemy when another enemy dies (Chance%) Cyberball.png Cyberball -
dmg_when_heal EFFECT_DEAL_DMG_WHEN_HEAL Damage a random enemy when you heal (Chance%) > Lich.png Lich
dmg_when_pickup_gold EFFECT_DEAL_DMG_WHEN_PICKUP_GOLD Damage a random enemy when you collect a material Baby Elephant.png Baby Elephant Lucky.png Lucky
enemy_damage - Deal % more/less damage against enemies (not elites/bosses) Peacock.png Peacock Jack.png Jack
enemy_health - Enemies have % more/less HP > Jack.png Jack
explode_on_consumable effect_explode_on_consumable Explode when you collect a consumable (Chance%) Spicy Sauce.png Spicy Sauce Glutton.png Glutton
extra_enemies_next_wave effect_extra_enemies_next_wave Lamprey enemies will span at the start of the next wave Bait.png Bait -
giant_crit_damage effect_giant_crit_damage Crits deal % of an enemy's HP as bnus damage Giant Belt.png Giant Belt -
heal_on_crit_kill effect_heal_on_crit_kill Heal 1 HP when killing an enemy with a critical hit (Chance%) Tentacle.png Tentacle -
heal_on_dodge EFFECT_HEAL_WHEN_DODGE Heal x HP when you dodge (%Chance) Adrenaline.png Adrenaline -
starting_weapon effect_starting_item Starting weapon for characters. Key is the weapon's my_id > Brawler.png Brawler, Crazy.png Crazy,

Cyborg.png Cyborg, Engineer.png Engineer,
Ranger.png Ranger, Wildling.png Wildling

stats_next_wave effect_stat_next_wave Change stats, for the next wave only Peacock.png 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.png 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 key.

Anvil.png 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.png Renegade
cryptid effect_cryptid Gain {0} material and XP for every living tree

at the end of a wave

Number (int) Cryptid.png 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.png Lure
guaranteed_shop_items effect_guaranteed_shop_item Shops always sell x Key = Item ID Applied with custom_key Fisherman.png Fisherman
no_heal effect_no_heal You can't heal in any way Bool (0/1) Golem.png Golem
projectiles EFFECT_PROJECTILES +x projectiles Number (int) Renegade.png Renegade
specific_items_price EFFECT_SPECIFIC_ITEM_PRICE +/- x price Key = Item ID Applied with custom_key Fisherman.png 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.png Golem
stats_on_level_up EFFECT_STAT_ON_LEVEL_UP {STAT/VALUE} when you level up Key = stat Applied with custom_key Apprentice.png Apprentice
temp_stats_on_dodge EFFECT_TEMP_STAT_ON_DODGE {STAT/VALUE} when you dodge Key = stat Applied with custom_key Cryptid.png Cryptid
tier_i_weapon_effects EFFECT_TIER_I_WEAPON_BONUS {STAT/VALUE} for every Tier 1 weapon Key = stat Applied with custom_key King.png King
tier_iv_weapon_effects EFFECT_TIER_IV_WEAPON_BONUS {STAT/VALUE} for every Tier 4 weapon Key = stat Applied with custom_key King.png King
tree_turrets EFFECT_TREE_TURRET Killing a tree spawns a turret Bool (0/1) Pocket Factory.png Pocket Factory
upgraded_baits effect_upgraded_baits Baits make special enemies spawn in all future waves Bool (0/1) Fisherman.png Fisherman
special_enemies_last_wave UNUSED UNUSED UNUSED UNUSED UNUSED
Modding [T]
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