From Brotato Wiki
(add missing effects from v0.6.1.6) |
(add some descriptions) |
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=== Misc === | === Misc === | ||
Some of these are repeated | 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. | ||
List of effects via: {{Color|color=cream|text=res://singletons/run_data.gd}} > <code><small>func init_effects</small></code> | List of effects via: {{Color|color=cream|text=res://singletons/run_data.gd}} > <code><small>func init_effects</small></code> | ||
Line 574: | Line 574: | ||
!key | !key | ||
!text_key | !text_key | ||
!Description | |||
!Used In (effect file, *.tres) | !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 | |alien_eyes | ||
|effect_alien_eyes | |effect_alien_eyes | ||
|Only used by Alien Eyes | |||
|alien_eyes_effect_1 | |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}}'' | ||
|Bounce damage. 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 +''x'' 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 0 to prevent attacks while moving | |||
|soldier_effect_5 | |soldier_effect_5 | ||
|- | |- | ||
|cant_stop_moving | |cant_stop_moving | ||
| --- | | --- | ||
|Set to 1 to stop the player from being able to stop moving | |||
|''{{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 627: | Line 641: | ||
|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 | |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 | |||
|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 | |||
|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 % | |||
|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) | |||
|explorer_effect_8 | |explorer_effect_8 | ||
|- | |- | ||
|enemy_speed | |enemy_speed | ||
| --- | | --- | ||
|Change enemy movement speed | |||
| | | | ||
|- | |- | ||
|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 | ||
|% chance to explode when you take damage | |||
|bull_effect_4 | |bull_effect_4 | ||
|- | |- | ||
|explosion_damage | |explosion_damage | ||
|''{{Color|color=cream|text=none}}'' | |''{{Color|color=cream|text=none}}'' | ||
| | |||
|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}}'' | ||
| | |||
|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 | ||
| | |||
|dangerous_bunny_effect_0 | |dangerous_bunny_effect_0 | ||
|- | |- | ||
|''gain_bounce_damage'' | |''gain_bounce_damage'' | ||
| rowspan="3" | | | rowspan="3" | | ||
| | |||
| rowspan="3" |See <code><small>RunData.effects["gain_" + stat]</small></code> | | rowspan="3" |See <code><small>RunData.effects["gain_" + stat]</small></code> | ||
|- | |- | ||
|''gain_explosion_damage'' | |''gain_explosion_damage'' | ||
| | |||
|- | |- | ||
|''gain_piercing_damage'' | |''gain_piercing_damage'' | ||
| | |||
|- | |- | ||
|gain_pct_gold_start_wave | |gain_pct_gold_start_wave | ||
|effect_gain_pct_gold_start_wave | |effect_gain_pct_gold_start_wave | ||
| | |||
|piggy_bank_effect_1 | |piggy_bank_effect_1 | ||
|- | |- | ||
|'''<s>gambler</s>''' | |'''<s>gambler</s>''' | ||
| | |||
| | | | ||
| | | | ||
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|gold_drops | |gold_drops | ||
|effect_enemy_gold_drops | |effect_enemy_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 | ||
| | |||
|hunting_trophy_effect_1, dagger_effect | |hunting_trophy_effect_1, dagger_effect | ||
|- | |- | ||
|group_structures | |group_structures | ||
|effect_group_structures | |effect_group_structures | ||
| | |||
|engineer_effect_3 | |engineer_effect_3 | ||
|- | |- | ||
|harvesting_growth | |harvesting_growth | ||
|effect_harvesting_growth | |effect_harvesting_growth | ||
| | |||
|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 | ||
| | |||
|cute_monkey_effect_1 | |cute_monkey_effect_1 | ||
|- | |- | ||
|hp_cap | |hp_cap | ||
|effect_hp_cap_at_current_value | |effect_hp_cap_at_current_value | ||
| | |||
|handcuffs_effect_4 | |handcuffs_effect_4 | ||
|- | |- | ||
|hp_shop | |hp_shop | ||
|effect_hp_shop | |effect_hp_shop | ||
| | |||
|demon_effect_2 | |demon_effect_2 | ||
|- | |- | ||
|hp_start_next_wave | |hp_start_next_wave | ||
|effect_hp_start_next_wave | |effect_hp_start_next_wave | ||
| | |||
|weird_ghost_effect_2 | |weird_ghost_effect_2 | ||
|- | |- | ||
|hp_start_wave | |hp_start_wave | ||
|effect_start_wave_less_hp | |effect_start_wave_less_hp | ||
| | |||
|sad_tomato_effect_2 | |sad_tomato_effect_2 | ||
|- | |- | ||
|inflation | |inflation | ||
| --- | | --- | ||
| | |||
|''Inflation was removed. It was part of the original demo.'' | |''Inflation was removed. It was part of the original demo.'' | ||
|- | |- | ||
|instant_gold_attracting | |instant_gold_attracting | ||
|effect_instant_gold_attracting | |effect_instant_gold_attracting | ||
| | |||
|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 | ||
| | |||
|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 | |coupon_effect_1, entrepreneur_effect_0, mutant_effect_2, saver_effect_4 | ||
|- | |- | ||
|knockback | |knockback | ||
|effect_knockback | |effect_knockback | ||
| | |||
|boxing_glove_effect_1 | |boxing_glove_effect_1 | ||
|- | |- | ||
|'''<s>leave_burning</s>''' | |'''<s>leave_burning</s>''' | ||
| | |||
| | | | ||
| | | | ||
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|lose_hp_per_second | |lose_hp_per_second | ||
|effect_lose_hp_per_second | |effect_lose_hp_per_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}}'' | ||
| | |||
|explorer_effect_6, old_effect_3 | |explorer_effect_6, old_effect_3 | ||
|- | |- | ||
|max_melee_weapons | |max_melee_weapons | ||
|effect_generalist | |effect_generalist | ||
| | |||
|generalist_effect_3 | |generalist_effect_3 | ||
|- | |- | ||
|max_ranged_weapons | |max_ranged_weapons | ||
|[EMPTY] | |[EMPTY] | ||
| | |||
|generalist_effect_4 | |generalist_effect_4 | ||
|- | |- | ||
|max_weapon_tier | |max_weapon_tier | ||
|effect_max_weapon_tier | |effect_max_weapon_tier | ||
| | |||
|wildling_effect_3 | |wildling_effect_3 | ||
|- | |- | ||
|min_weapon_tier | |min_weapon_tier | ||
|effect_min_weapon_tier | |effect_min_weapon_tier | ||
| | |||
|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)}}'' | |''{{Color|color=cream|text=Increases materials from EntityType.NEUTRAL by +x% (ie. trees)(see also: enemy_gold_drops)}}'' | ||
|- | |- | ||
|no_melee_weapons | |no_melee_weapons | ||
|effect_no_melee_weapons | |effect_no_melee_weapons | ||
| | |||
|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.}}'' | |''{{Color|color=cream|text=Unused, but appears to have some code that supports it.}}'' | ||
|- | |- | ||
|no_ranged_weapons | |no_ranged_weapons | ||
|text_key = "effect_no_ranged_weapons" | |text_key = "effect_no_ranged_weapons" | ||
| | |||
|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}}'' | ||
| | |||
|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 816: | Line 878: | ||
|one_shot_trees | |one_shot_trees | ||
|effect_one_shot_trees | |effect_one_shot_trees | ||
| | |||
|lumberjack_shirt_effect_1 | |lumberjack_shirt_effect_1 | ||
|- | |- | ||
|pacifist | |pacifist | ||
|effect_pacifist | |effect_pacifist | ||
| | |||
|pacifist_effect_2 | |pacifist_effect_2 | ||
|- | |- | ||
|pickup_range | |pickup_range | ||
|effect_pickup_range | |effect_pickup_range | ||
| | |||
|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 829: | Line 894: | ||
|piercing | |piercing | ||
|effect_piercing | |effect_piercing | ||
|Adds 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 838: | Line 905: | ||
|projectiles_on_death | |projectiles_on_death | ||
|effect_projectiles_on_death | |effect_projectiles_on_death | ||
| | |||
|baby_with_a_beard_effect_1 | |baby_with_a_beard_effect_1 | ||
|- | |- | ||
|recycling_gains | |recycling_gains | ||
|effect_recycling_gains | |effect_recycling_gains | ||
| | |||
|recycling_machine_effect_1, entrepreneur_effect_2 | |recycling_machine_effect_1, entrepreneur_effect_2 | ||
|- | |- | ||
|remove_speed | |remove_speed | ||
|effect_remove_speed | |effect_remove_speed | ||
| | |||
|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}}'' | |''{{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}}'' | |''{{Color|color=cream|text=seems to be used by gain_stat_for_every_stat_effect.gd}}'' | ||
|- | |- | ||
|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 | |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 | |via: structure_effect | ||
via: gain_stat_for_every_stat_effect | via: gain_stat_for_every_stat_effect | ||
Line 867: | Line 941: | ||
|temp_stats_on_hit | |temp_stats_on_hit | ||
|effect_on_hit | |effect_on_hit | ||
| | |||
|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 | ||
| | |||
|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 | ||
| | |||
|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 880: | Line 957: | ||
|torture | |torture | ||
|effect_torture | |effect_torture | ||
| | |||
|torture_effect_2 | |torture_effect_2 | ||
|- | |- | ||
|trees | |trees | ||
|effect_trees | |effect_trees | ||
| | |||
|tree_effect_1, explorer_effect_1 | |tree_effect_1, explorer_effect_1 | ||
|- | |- | ||
|trees_start_wave | |trees_start_wave | ||
|[EMPTY] | |[EMPTY] | ||
| | |||
|explorer_effect_11 | |explorer_effect_11 | ||
|- | |- | ||
|unique_weapon_effects | |unique_weapon_effects | ||
|effect_unique_weapon_bonus | |effect_unique_weapon_bonus | ||
| | |||
|focus_effect_2, spider_effect_2 | |focus_effect_2, spider_effect_2 | ||
|- | |- | ||
|'''<s>wandering_bots</s>''' | |'''<s>wandering_bots</s>''' | ||
| | |||
| | | | ||
| | | | ||
Line 900: | Line 982: | ||
|weapon_bonus | |weapon_bonus | ||
|effect_additional_weapon_bonus | |effect_additional_weapon_bonus | ||
| | |||
|focus_effect_2, spider_effect_2, | |focus_effect_2, spider_effect_2, | ||
Line 906: | Line 989: | ||
|weapon_class_bonus | |weapon_class_bonus | ||
|''{{Color|color=cream|text=n/a}}'' | |''{{Color|color=cream|text=n/a}}'' | ||
| | |||
|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 913: | Line 997: | ||
|effect_no_weapons | |effect_no_weapons | ||
effect_max_weapons | effect_max_weapons | ||
| | |||
|bull, multitasker, one arm | |bull, multitasker, one arm | ||
|- | |- | ||
|xp_gain | |xp_gain | ||
|''{{Color|color=cream|text=none}}'' | |''{{Color|color=cream|text=none}}'' | ||
| | |||
|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 |
Revision as of 16:54, 16 December 2022
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.
The headings separate the files by their location, but effects can often be applied to things outside of that heading, eg. my effects in res://effects/items/*.gd are applied to characters too.
Item Effects
Despite the heading, these effects can actually be used by characters and weapons too. They're just stored in effects/items.
Effect File (*.gd) | key | text_key | Items | Characters | Misc |
---|---|---|---|---|---|
effect | Effect key, eg: stat_max_hp / bounce
|
not specified | many | - | - |
alien_eyes_effect | alien_eyes
|
effect_alien_eyes
|
Alien Eyes | - | - |
anvil_effect | upgrade_random_weapon
|
effect_upgrade_random_weapon
|
Anvil | ||
burn_chance_effect | burn_chance
|
effect_burn_chance
|
Scared Sausage | - | - |
class_bonus_effect | effect_weapon_class_bonus
|
not specified | - | Brawler, Crazy, Doctor,
Ghost, Wildling |
- |
convert_stat_effect | materials
|
effect_convert_stat_end_of_wave
|
- | Demon | - |
dmg_when_death_effect | dmg_when_death_from_luck
|
effect_deal_dmg_when_death
|
Cyberball | - | - |
dmg_when_pickup_gold_effect | dmg_when_pickup_gold_from_luck
|
effect_deal_dmg_when_pickup_gold
|
Baby Elephant | Lucky | - |
gain_stat_for_every_stat_effect | Effect key, eg: stat_max_hp / bounce
|
many | - | Artificer, Chunky, Generalist,
Hunter, Knight, Saver, Speedy |
- |
gain_stat_for_every_stat_effect | stat_attack_speed
|
effect_gain_stat_for_every_enemy
|
Community Support | - | - |
gain_stat_for_every_stat_effect | stat_hp_regeneration
|
effect_gain_stat_for_every_perm_stat
|
Esty's Couch | - | - |
gain_stat_for_every_stat_effect | stat_max_hp
|
effect_gain_stat_for_every_stat
|
Padding | - | - |
gain_stat_for_every_stat_effect | stat_percent_damage
|
effect_gain_stat_for_every_perm_stat
|
Power Generator | - | - |
gain_stat_for_every_stat_effect | stat_attack_speed
|
effect_gain_stat_for_every_stat
|
Retromations Hoodie | - | - |
gain_stat_for_every_stat_effect | stat_engineering
|
effect_gain_stat_for_every_stat
|
Strange Book | - | - |
healing_effect | effect_heal
|
not specified | - | - | Fruit, LegendaryBox |
hp_cap_effect | hp_cap
|
effect_hp_cap_at_current_value
|
Handcuffs | - | - |
item_exploding_effect | explode_on_hit
|
effect_explode_on_hit
|
- | Bull | - |
item_exploding_effect | explode_on_death
|
effect_explode_on_death
|
Landmine
Rip and Tear |
- | - |
pacifist_effect | pacifist
|
effect_pacifist
|
- | Pacifist | - |
projectile_effect | projectiles_on_death
|
effect_projectiles_on_death
|
Baby with a Beard | - | - |
remove_speed_effect | remove_speed
|
effect_remove_speed
|
Ugly Tooth | - | - |
replace_effect | double_hp_regen_below_half_health
|
effect_double_hp_regen_below_half_health
|
Potion | - | - |
replace_effect | minimum_weapons_in_shop
|
effect_minimum_weapon_in_shop
|
- | Arms Dealer | - |
replace_effect | weapon_slot
|
effect_no_weapons
|
- | Bull | - |
replace_effect | hp_shop
|
effect_hp_shop
|
- | Demon | - |
replace_effect | trees_start_wave
|
not specified | - | Explorer | - |
replace_effect | max_melee_weapons
|
effect_generalist
|
- | Generalist | - |
replace_effect | max_ranged_weapons
|
[EMPTY]
|
- | Generalist | - |
replace_effect | dodge_cap
|
effect_dodge_cap
|
- | Ghost | - |
replace_effect | weapon_slot
|
effect_max_weapons
|
- | Multitasker | - |
replace_effect | can_attack_while_moving
|
effect_cant_attack_while_moving
|
- | Soldier | - |
replace_effect | double_boss
|
effect_double_boss
|
- | - | Danger5 |
starting_item_effect | starting_item
|
effect_starting_item
|
- | Brawler, Crazy, Engineer,
Mage, Pacifist, Ranger, Saver, Wildling |
- |
stat_effect | stat_armor
|
effect_stat_while_not_moving
|
Barricade | - | - |
stat_effect | stat_dodge
|
effect_stat_while_not_moving
|
Chameleon | - | - |
stat_effect | gold_on_crit_kill
|
effect_gold_on_crit_kill
|
Hunting Trophy | - | - |
stat_effect | stat_attack_speed
|
effect_stat_while_not_moving
|
Statue | - | - |
stat_effect | stat_percent_damage
|
effect_on_hit
|
Triangle of Power | - | - |
stat_effect | stat_percent_damage
|
effect_gain_stat_end_of_wave
|
Vigilante Ring | - | - |
stat_effect | stat_percent_damage
|
effect_stack_stat
|
Wisdom | - | - |
stat_effect | stat_max_hp
|
effect_gain_stat_end_of_wave
|
Grind's Magical Leaf | - | - |
stat_effect | stat_hp_regeneration
|
effect_gain_stat_end_of_wave
|
Grind's Magical Leaf | - | - |
stat_effect | stat_lifesteal
|
effect_gain_stat_end_of_wave
|
Grind's Magical Leaf | - | - |
stat_gains_modification_effect | effect_increase_stat_gains
|
not specified | - | Many | - |
stat_gains_modification_effect | effect_reduce_stat_gains
|
not specified | - | Many | - |
structure_effect | not specified | effect_landmines
|
Landmines | - | Screwdriver |
tier_effect | min_weapon_tier
|
effect_min_weapon_tier
|
- | Knight | - |
tier_effect | max_weapon_tier
|
effect_max_weapon_tier
|
- | Wildling | - |
turret_effect | not specified | effect_turret
|
Turret | - | Wrench |
turret_effect | not specified | effect_turret_healing
|
Healing Turret | - | - |
turret_effect | not specified | effect_turret_laser
|
Laser Turret | - | - |
turret_effect | not specified | effect_turret_rocket
|
Rocket Turret | - | - |
turret_effect | not specified | effect_tyler
|
Tyler (Turret) | - | - |
turret_effect | wandering_bot
|
effect_wandering_bot
|
Wandering Bot | - | - |
turret_flame_effect | not specified | effect_turret_flame
|
Flame Turret | - | Wrench (Tier2) |
unique_weapon_effect | stat_attack_speed
|
effect_unique_weapon_bonus
|
Focus | - | - |
unique_weapon_effect | stat_attack_speed
|
effect_unique_weapon_bonus
|
Spider | - | - |
weapon_bonus_effect | ??? | ??? | unused | - | - |
weapon_gain_effect | ??? | ??? | unused | - |
Weapon Effects
Like Item Effects above, some of these can be used by items/characters.
Effect File (*.gd) | key | Used By |
---|---|---|
burning_effect | effect_burning
|
Flame Turret, Flaming Knuckles, Torch, Flamethrower, Wand |
exploding_effect | effect_explode_melee
|
Plank, Plasma Sledgehammer, Power Fist, Nuclear Launcher, Shredder |
gain_stat_every_killed_enemies_effect | effect_gain_stat_every_killed_enemies
|
Ghost Axe, Ghost Flint, Ghost Scepter |
null_effect | effect_no_modifiers
|
Danger 0 |
null_effect | effect_new_enemies
|
Danger 1 (and above) |
null_effect | effect_elites
|
Danger 2 (and above) |
null_effect | effect_more_elites
|
Danger 4 (and above) |
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 |
List of Effect Keys
Lists most of the effect keys, taken the effect init arrays in run_data.gd (init_tracked_effects
& init_effects
). Many of these can be applied with effect.gd (res://items/global/effect.gd).
See Stats > Secondary Stats for a list of the items these effects can apply to.
Primary Stats
Effect Key | Notes |
---|---|
stat_max_hp
|
|
stat_hp_regeneration
|
|
stat_lifesteal
|
|
stat_percent_damage
|
|
stat_melee_damage
|
|
stat_ranged_damage
|
|
stat_elemental_damage
|
|
stat_attack_speed
|
|
stat_crit_chance
|
|
stat_engineering
|
|
stat_range
|
|
stat_armor
|
|
stat_dodge
|
|
stat_speed
|
|
stat_luck
|
|
stat_harvesting
|
Misc
Some of these are repeated from above, others are only set with effect_key
. Search the decompiled project for effect_key
to find the latter.
List of effects via: res://singletons/run_data.gd > func init_effects
Also try searching: RunData.effects["effect_key"]
(replace effect_key
with a key).
See also: List of %/flat stat text modifiers: res://singletons/text.gd
key | text_key | Description | Used In (effect file, *.tres) |
---|---|---|---|
additional_weapon_effects | effect_additional_weapon_bonus | Changes a stat (key) based on how many weapons you have | multitasker_effect_2 [effect_key] |
alien_eyes | effect_alien_eyes | Only used by Alien Eyes | alien_eyes_effect_1 |
bounce | effect_bouncing | Adds bouncing to all projectiles | ricochet_effect_1 |
bounce_damage | none | Bounce damage. 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 | 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 | 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 | baby_elephant_effect_1, lucky_effect_3 |
dodge_cap | effect_dodge_cap | Increases/decreases the dodge cap by a % | 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) | explorer_effect_8 |
enemy_speed | --- | Change enemy movement speed | |
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 | % chance to explode when you take damage | bull_effect_4 |
explosion_damage | none | dynamite_effect_1, explosive_shells_effect_1, etc | |
explosion_size | none | plastic_explosive_effect_1, artificer_effect_1b | |
free_rerolls | effect_free_shop_reroll | dangerous_bunny_effect_0 | |
gain_bounce_damage | See RunData.effects["gain_" + stat]
| ||
gain_explosion_damage | |||
gain_piercing_damage | |||
gain_pct_gold_start_wave | effect_gain_pct_gold_start_wave | piggy_bank_effect_1 | |
gold_drops | effect_enemy_gold_drops | explorer_effect_8, farmer_effect_3, streamer_effect_2b | |
gold_on_crit_kill | effect_gold_on_crit_kill | hunting_trophy_effect_1, dagger_effect | |
group_structures | effect_group_structures | engineer_effect_3 | |
harvesting_growth | effect_harvesting_growth | crown_effect_1, farmer_effect_2 | |
heal_when_pickup_gold | effect_heal_when_pickup_gold | cute_monkey_effect_1 | |
hp_cap | effect_hp_cap_at_current_value | handcuffs_effect_4 | |
hp_shop | effect_hp_shop | demon_effect_2 | |
hp_start_next_wave | effect_hp_start_next_wave | weird_ghost_effect_2 | |
hp_start_wave | effect_start_wave_less_hp | sad_tomato_effect_2 | |
inflation | --- | Inflation was removed. It was part of the original demo. | |
instant_gold_attracting | effect_instant_gold_attracting | baby_gecko_effect_1, sifds_relic_effect_1 | |
item_box_gold | effect_item_box_gold | bag_effect_1 | |
items_price | none | coupon_effect_1, entrepreneur_effect_0, mutant_effect_2, saver_effect_4 | |
knockback | effect_knockback | boxing_glove_effect_1 | |
lose_hp_per_second | effect_lose_hp_per_second | blood_donation_effect_2, sick_effect_3 | |
map_size | none | explorer_effect_6, old_effect_3 | |
max_melee_weapons | effect_generalist | generalist_effect_3 | |
max_ranged_weapons | [EMPTY] | generalist_effect_4 | |
max_weapon_tier | effect_max_weapon_tier | wildling_effect_3 | |
min_weapon_tier | effect_min_weapon_tier | knight_effect_4 | |
neutral_gold_drops | none | Increases materials from EntityType.NEUTRAL by +x% (ie. trees)(see also: enemy_gold_drops) | |
no_melee_weapons | effect_no_melee_weapons | ranger_effect_5 | |
no_min_range | none | Unused, but appears to have some code that supports it. | |
no_ranged_weapons | text_key = "effect_no_ranged_weapons" | gladiator_effect_3, knight_effect_3 | |
number_of_enemies | none | 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 | lumberjack_shirt_effect_1 | |
pacifist | effect_pacifist | pacifist_effect_2 | |
pickup_range | effect_pickup_range | alien_tongue_effect_1, gnome_effect_4, little_frog_effect_1,
explorer_effect_4, soldier_effect_3 | |
piercing | effect_piercing | Adds 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 | baby_with_a_beard_effect_1 | |
recycling_gains | effect_recycling_gains | recycling_machine_effect_1, entrepreneur_effect_2 | |
remove_speed | effect_remove_speed | ugly_tooth_effect_1 | |
starting_item | effect_starting_item | many characters, too many to list | |
stat_links | n/a | seems to be used by gain_stat_for_every_stat_effect.gd | |
stats_end_of_wave | effect_gain_stat_end_of_wave | grinds_magical_leaf_effect (all 3), vigilante_ring_effect_1 | |
structures | n/a | via: structure_effect
via: gain_stat_for_every_stat_effect | |
temp_stats_on_hit | effect_on_hit | triangle_of_power_effect_3, masochist_effect_1 | |
temp_stats_stacking | effect_stack_stat | wisdom_effect_1 | |
temp_stats_while_not_moving | effect_stat_while_not_moving | barricade_effect_1, chameleon_effect_1, statue_effect_1,
soldier_effect_1, soldier_effect_2, speedy_effect_3, streamer_effect_1 | |
torture | effect_torture | torture_effect_2 | |
trees | effect_trees | tree_effect_1, explorer_effect_1 | |
trees_start_wave | [EMPTY] | explorer_effect_11 | |
unique_weapon_effects | effect_unique_weapon_bonus | focus_effect_2, spider_effect_2 | |
weapon_bonus | effect_additional_weapon_bonus | focus_effect_2, spider_effect_2,
gladiator_effect_1, multitasker_effect_2 | |
weapon_class_bonus | n/a | 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 |
bull, multitasker, one arm | |
xp_gain | none | bean_teacher_effect_1, black_belt_effect_1, diploma_effect_2, scar_effect_1
mutant_effect_1 |
Added in v0.6.1.6
- double_hp_regen_below_half_health
- hit_protection
- minimum_weapons_in_shop
- temp_stats_while_moving
- upgrade_random_weapon
- weapons_price