From Brotato Wiki
(INITIAL \o/) |
ArosRising (talk | contribs) No edit summary |
||
Line 1: | Line 1: | ||
{{LinkButton|name=Patch 0.8.0. | {{LinkButton|name=Patch 0.8.0.3|text=< Back to Patch 0.8.0.3}} | ||
Revision as of 11:37, 14 March 2023
This page covers changes that effects modders. It is only useful & relevant if you are a modder.
Weapon Classes
Weapon classes are now added to weapons as resources, just like you would add a weapon's upgrade or stats resource files. This is huge news!
Previously, to add a new weapon class, you'd have to edit the hardcoded WeaponTyp
enum -- which made adding new classes very tricky, as it required a hacky workaround if you wanted to use ModLoader.
Effects
Stat Effect
There are some breaking changes to existing mods:
- Removed stat_effect.gd. Nearly all items now use effect.gd, which has been expanded.
- Replaced
effect_key
withcustom_key
.
Removed Effect Files
These effect files have been removed. Their effects have been replaced with just using effect.gd instead, which simplifies effect management.
- additional_weapon_effect.gd
- alien_eyes_effect.gd
- anvil_effect.gd
- dmg_when_death_effect.gd
- dmg_when_pickup_gold_effect.gd
- hp_cap_effect.gd
- pacifist_effect.gd
- remove_speed_effect.gd
- replace_effect.gd
- sign.gd
- starting_item_effect.gd
- stat_effect.gd
- tier_effect.gd
- turret_flame_effect.gd
- unique_weapon_effect.gd
- weapon_gain_effect.gd
Effects Changes
The following effects have been removed. Some of these didn't do anything, others have been renamed.
Efect Key (Old) | Replacement | Notes |
---|---|---|
dmg_when_death_from_luck | dmg_when_death | |
dmg_when_pickup_gold_from_luck | dmg_when_pickup_gold | |
enemy_strength | enemy_damage
enemy_health |
Split into 2 effects |
gambler | - | Did nothing before |
leave_burning | - | Did nothing before |
New Effect Files
These effect files are new:
- chance_stat_damage_effect.gd
- stat_cap_effect.gd
New Effect Keys
These effect keys have been added:
- consumable_stats_while_max
- convert_stats_half_wave
- damage_against_bosses
- dmg_on_dodge
- dmg_when_death
- dmg_when_heal
- dmg_when_pickup_gold
- enemy_damage
- enemy_health
- explode_on_consumable
- extra_enemies_next_wave
- giant_crit_damage
- heal_on_crit_kill
- heal_on_dodge
- starting_weapon
- stats_next_wave
- structures_cooldown_reduction
- temp_pct_stats_stacking
- temp_pct_stats_start_wave
- upgrade_random_weapon
RunData
Effects have been split into 2 funcs. Previously they were all in init_effects
, but now there's also init_stats
.
This new init_stats
comes with a huge benefit: TempStats can use any stat listed here! In the last version, TempStats was limited to just the primary stats that were defined in temp_stats.gd. But now, this change means that custom effects that give you temporary stats can now be a lot more varied, able to affect things like burning_cooldown_reduction
, number_of_enemies
, knockback
, and new effects like damage_against_bosses
.
DebugService
DebugService has some cool new tweaks:
- "Debug Weapons" now works like "Debug Items" does, by adding the specified weapons only once. Previously it would keep adding them at the end of every wave.
- There's a new option, "Disable Saving" (
disable_saving
), which stops the game from saving data. This makes it possible to use the debug option "Unlock All Challenges" (unlock_all_challenges
), which previously saved your game (as part of its functionality incomplete_challenge
), which could disrupt up your save file.
Misc
Extra changes that might affect your mods.
Items don't have a unique
bool anymore. Now they're set as unique if the max number (max_nb
) is 1
.
Custom arg color/formatting is handled differently now. Instead of using arg_signs
, now you use "Custom Arg" (custom_arg
). To add one:
- Increase the
custom_arg
array size, - Right-click on an
[empty]
item, - Choose "New CustomArg" (it's just below the "New Curve" options)
Like the old arg_signs
, each arg that's displayed on your item's text has an index, starting from 0
. You can set the respective item's options to affect how that arg looks. While this is initially a little more complex, it does offer more options for arg formatting. For more info on what the options do, see func get_arg_value
in effect.gd.