From Brotato Wiki
(add more effect descriptions) |
(add more effect descriptions) |
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|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 | ||
|- | |- | ||
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|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}}'' | ||
| | |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 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 | ||
| | |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 876: | Line 879: | ||
|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 892: | Line 895: | ||
|piercing | |piercing | ||
|effect_piercing | |effect_piercing | ||
|Adds piercing to all projectiles | |Adds +1 piercing to all projectiles | ||
|bandana_effect_1 | |bandana_effect_1 | ||
|- | |- | ||
Line 975: | Line 978: | ||
|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 982: | Line 985: | ||
|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 990: | Line 993: | ||
|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 |
Revision as of 22:38, 19 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). See also: gold_drops, neutral_gold_drops |
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 | 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_bounce_damage | Used by get_stat_gain, which converts an int (eg 20) to a float (eg 0.2) and adds it to the stat.
Seems to be unused. |
See RunData.effects["gain_" + stat]
| |
gain_explosion_damage | |||
gain_piercing_damage | |||
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 | 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: gold_drops; enemy_gold_drops |
Unused, but appears to have some code that supports it. |
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 appears to have some code that supports it. |
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 | 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 | 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