From Brotato Wiki
This page has notes that modders may find useful.
Apps
Decompile
To decompile Brotato for modding, use GDRETools, which can be downloaded here.
Godot
You'll need to download Godot to edit the decompiled project. Jonus has an excellent video here that covers the basics of modding, and will show you how to customise weapons and characters, and change item appearances. You can also read the documentation for Godot here.
Steam Errors
The standard version of Godot will have lots of errors related to the Steam API when you try to run it via Godot, due to it lacking inbuilt support for Steam's SDK. Instead, you can use an alternate version of Godot that has been compiled to include Steam support, called GodotSteam. Get the version you need for Brotato here (Godot v3.5).
Make sure you read GodotSteam's docs on exporting, because there are some limitations and caveats (eg. you can't use the "Export with Debug" option, and you need to set up your export templates manually).
Balancing
When balancing new items, referring to the vanilla Items can be very helpful.
We also have a special Items Grid page that shows all items in a grid, with buttons to filter by stat. This can help you identify gaps in vanilla's item pool that your mod might be able to fill, or see how much vanilla's stat increases differ by tier.
Characters with Positive Stats
Some characters start with very high base stats, which have the potential to instantly make your modded items OP:
Character | Stat | Value |
---|---|---|
Ranger | Range | 50 |
Sick | Life Steal | 25 |
Speedy | Speed | 30 |
Ghost | Dodge | 30 |
Hunter | Range | 100 |
One Armed | Attack Speed | 200 |
Characters with Negative Stats
If you're creating an effect that converts one negative stat to a different positive one, keep in mind that many Characters start with huge decreases to certain stats.
The vanilla items that use this effect are: Esty's Couch (-Speed), and Retromation's Hoodie (-Dodge).
Character | Stats | Value | Notes |
---|---|---|---|
Brawler | Range | -50 | |
Ranged Damage | -50 | ||
Crazy | Dodge | -30% | |
Mage | Ranged Damage | -100 | No longer the case since v0.8.0.0 |
Melee Damage | -100 | No longer the case since v0.8.0.0 | |
Engineering | -50 | No longer the case since v0.8.0.0 | |
Chunky | Life Steal | -100 | |
Lucky | Attack Speed | -60% | |
Mutant | Items Price | -50% | |
Loud | Harvesting | -95% (-3 per wave) | |
Pacifist | Damage | -100% | |
Engineering | -100 | ||
Saver | Items Price | -50% | |
Sick | HP Regeneration | -100 | |
Ghost | Armor | -100 | |
Speedy | Armor while standing still | -100 | |
Doctor | Attack Speed | -100% | |
Artificer | Damage | -100% | |
Masochist | Damage | -100% |
Item Costs
Item costs for each tier in vanilla are as follows:
Tier | Min | Max |
---|---|---|
Tier 1 | 8 | 30 |
Tier 2 | 35 | 65 |
Tier 3 | 50 | 95 |
Tier 4 | 80 | 120 |
Weapon Costs
Weapon costs for each tier in vanilla. There are 3 different "Max" columns, because weapons that only start from tiers 2/3 have considerably higher max prices than weapons that start from tier 1.
Tier | Min | Max | Max T2 | Max T3 |
---|---|---|---|---|
Tier 1 | 10 | 20 | - | |
Tier 2 | 22 | 39 | 56 | - |
Tier 3 | 45 | 74 | 103 | 144 |
Tier 4 | 91 | 149 | 207 | 289 |
Community Guide
Here's a guide written by a community member about balancing: Modding Balance Guide.
DebugService
You can use DebugService to edit your items, weapons, starting materials, and much more:
Option | Type | Default | Effect | Notes |
---|---|---|---|---|
debug_weapons | array | []
|
Weapons to add at the start of each wave. | Unlike debug_items, these weapons are always added. Great for testing tier stacking.
Not helpful if you only want 1 instance of the weapon though. |
debug_items | array | []
|
Items to add once, at the start of the next wave. | Can add multiple of the same item |
starting_wave | int | 1
|
Sets initial wave. Supports 1 - 20
|
|
starting_gold | int | 30
|
Sets initial materials | |
invulnerable | bool | false
|
Disables your hurtbox | Prevents things like Bull's effect from triggering |
instant_waves | bool | false
|
Waves only last 1 second | Great for testing shops |
add_all_items | bool | false
|
Adds every item to your character | Can be combined with debug_items to stack them |
add_all_weapons | bool | false
|
Adds every weapon | Can go over your character's weapon limit |
unlock_all_chars | bool | false
|
Unlocks all characters | Temporary |
unlock_all_challenges | bool | false
|
Unlocks all challenges | Permanent. Completes every challenge, unlocks their Steam achievements, and saves this data to your save file. |
unlock_all_difficulties | bool | false
|
Unlocks all danger levels | Temporary |
no_weapons | bool | false
|
Removes all weapons | Triggers at the start of each wave |
Note: DebugLoader lets you edit these settings via JSON, which can be useful for testing outside of the Godot editor.
Effects
See Modding Effects for a list of all the effects available in vanilla.
Text - BBCode
You can use some BBCode in your item descriptions. View the available options in the Godot docs.
Related Files
These files are related to text, and mostly apply colors:
- singletons/text.gd
- weapons/weapon_stats/weapon_stats.gd
- In this file,
col_pos_a
means "color positive, part A", with part B being the closing[/color]
- In this file,
- singletons/utils.gd
- This file also sets the icon size (see Image Icons below)
- ui/menus/shop/item_description.gd
- Sets weapon and item descriptions. It's a good place to start if you're looking for the code that handles them.
- items/global/effect.gd
- Has the function
get_text
, which modifies stats used by effects
- Has the function
Color Options
For programming (ie. not BBCode), see also: Color class; color constants cheatsheet.
Code | Color | Example | Notes | Via |
---|---|---|---|---|
[color=#00ff00]TEXT[/color]
|
Green | TEXT | Utils.POS_COLOR_STR
| |
[color=red]TEXT[/color]
|
Red | TEXT | Utils.NEG_COLOR_STR
| |
[color=white]TEXT[/color]
|
White | TEXT | Color.white
| |
[color=#555555]TEXT[/color]
|
Grey | TEXT | Utils.GRAY_COLOR_STR
| |
[color=#76FF76]TEXT[/color]
|
Materials | TEXT | Actually rgb(118,255,118)
|
Utils.GOLD_COLOR
|
[color=#EAE2B0]TEXT[/color]
|
Secondary | TEXT | Actually rgb(234,226,176)
|
Utils.SECONDARY_FONT_COLOR
|
[color=#C8C8C8]TEXT[/color]
|
Tier 1 | TEXT | NA [c 1] | |
[color=#4A9BD1]TEXT[/color]
|
Tier 2 | TEXT | Actually rgb(74,155,209)
|
ItemService.TIER_UNCOMMON_COLOR
|
[color=#AD5AFF]TEXT[/color]
|
Tier 3 | TEXT | Actually rgb(173,90,255)
|
ItemService.TIER_RARE_COLOR
|
[color=#FF3B3B]TEXT[/color]
|
Tier 4 | TEXT | Actually rgb(255,59,59)
|
ItemService.TIER_LEGENDARY_COLOR
|
- ↑ Tier 1 uses
Color.white
in-game. This grey color is only used on the wiki, to differentiate this tier
Image Icons
You can add an image with the code [img=20x20]res://path_to_image/file.png[/img]
.
- The size 20x20 applies to the default font size (100%).
- At the minimum font size of 80%, the image size is 16x16.
- At the maximum of 125%, the image size is 25x25.
- If you want to show scaled stat icons, you can use
Utils.get_scaling_stat_text(stat_name)
(see singletons/utils.gd).- The code in this func also shows how to get a scaled size for a custom image (
var w = 20 * ProgressData.settings.font_size
)
- The code in this func also shows how to get a scaled size for a custom image (
Here's the code for showing stat icons, when the Font Size option is set to its default 100%:
BBCode | Icon | Stat Name |
---|---|---|
[img=20x20]res://items/stats/max_hp.png[/img]
|
Max HP | |
[img=20x20]res://items/stats/hp_regeneration.png[/img]
|
HP Regeneration | |
[img=20x20]res://items/stats/lifesteal.png[/img]
|
Life Steal | |
[img=20x20]res://items/stats/percent_damage.png[/img]
|
Damage | |
[img=20x20]res://items/stats/melee_damage.png[/img]
|
Melee Damage | |
[img=20x20]res://items/stats/ranged_damage.png[/img]
|
Ranged Damage | |
[img=20x20]res://items/stats/elemental_damage.png[/img]
|
Elemental Damage | |
[img=20x20]res://items/stats/attack_speed.png[/img]
|
Attack Speed | |
[img=20x20]res://items/stats/crit_chance.png[/img]
|
Crit Chance | |
[img=20x20]res://items/stats/engineering.png[/img]
|
Engineering | |
[img=20x20]res://items/stats/range.png[/img]
|
Range | |
[img=20x20]res://items/stats/armor.png[/img]
|
Armor | |
[img=20x20]res://items/stats/dodge.png[/img]
|
Dodge | |
[img=20x20]res://items/stats/speed.png[/img]
|
Speed | |
[img=20x20]res://items/stats/luck.png[/img]
|
Luck | |
[img=20x20]res://items/stats/harvesting.png[/img]
|
Harvesting |
Misc
For line breaks, use "\n"
.
To hide an item description, set the effect key to [EMPTY]
.
Limitations
Bold ([b]
) and italics ([i]
) don't work, because the vanilla game doesn't have support for them.
Text - Stats
Dynamic Stats
Item descriptions in the shop are retrieved the first time it appears, so any dynamic stats will need to account for this. It might mean that the stats your item shows are different once the item is bought.
They're also retrieved every time you hover over an item (via get_args
), which gives you more freedom to use dynamic stats than the shop descriptions.
get_args
Use get_args
to pass variables to your item descriptions. They replace {0}, {1}, etc, with each item in the array that get_args
returns acting as a replacement for the matching {index}
string in your translation.
The default effect (effect.gd) only passes 1 arg, value (0), which is converted from an int to string with str(value)
.
Most custom effects (eg. stat_effect.gd) pass 2 args: value
(0) and key
(1), with key
being translated using tr(key.to_upper())
.
You can use key_text
to apply a custom effect description.
As mentioned above, you can also hide an item's description by setting the key_text
to [EMPTY]
.
Translations
Guide
Here's a mini guide for using translations. It was published on Discord by Aequitas.
- Create your CSV translation file
- Drag it into your project's file system
- Select the Import tab (screenshot here) and click reimport -- the .en.translation files should be created
- Go to Project > Project Settings > Localization (tab)
- Click add, and add your custom.en.translation file
Here's how your CSV should look:
Translation Notes
See Godot's tutorial Internationalizing games for more info on using translations. You may also find the docs on TranslationServer helpful.
You can use tr()
to access translated strings. It's a native function.
To use commas, wrap your string in quotes, eg: "Potatoes are good, potatoes are cool"
Item Tags
The following item tags are used in vanilla:
Stats | Misc |
---|---|
stat_armor
|
economy
|
stat_attack_speed
|
exploration
|
stat_crit_chance
|
explosive
|
stat_dodge
|
less_enemies
|
stat_elemental_damage
|
less_enemy_speed
|
stat_engineering
|
more_enemies
|
stat_harvesting
|
pickup
|
stat_hp_regeneration
|
saving
|
stat_lifesteal
|
stand_still
|
stat_luck
|
xp_gain
|
stat_max_hp
|
|
stat_melee_damage
|
|
stat_percent_damage
|
|
stat_range
|
|
stat_ranged_damage
|
|
stat_speed
|
Multi Mod
If you're building a mod, creating it to work with dami's Multi Mod might be worth considering. It lets you add your mod pack to any compatible mod (eg. Invasion/dami's Arsenal). It lets you create custom characters, weapons, and items, and release your mod as a small standalone file (usually <3mb).
The only caveat is that you can't touch vanilla code, and can't currently add new weapon classes or challenges.
Weapon Cooldowns
Calculating the displayed cooldown text is tricky. The formula for Ranged weapons is easy to calculate, but the Melee formula is complex and takes many things into consideration. For this reason, Darkly77 made an cooldown text calculator, here:
Weapon Notes
Weapon stats have an option called increase_projectile_speed_with_range
. In vanilla, this is only used by Flamethrower and Incendiary Turret, as their flame projectiles don't interact with Range in the usual way. So this option just makes their projectiles go further, because they're moving faster. Search for this var in weapon_service.gd to see the formula.
GitHub
There's a GitHub organisation for Brotato repos here. It is maintained by Darkly77, KANA, and dami, who are all active on the Space Potatoes Discord.
It's not recommended to host a full Brotato project on GitHub, because you'd be making all of Brotato's source code public. But you can host just your modded files (eg Darkly77's Invasion), or even just host the downloads for your mod (eg. KANA's mod releases)
Hosting your downloads on GitHub has a few advantages:
- You can create versioned README and CHANGELOG files to track your mod's changes.
- You can create separate releases, which track the release date.
- You can view download stats with this tool.
Modding [T] | |
---|---|
Wiki | Modding • Notes • Effects • Vanilla Items |
Godot | Download • Docs • GDRETools • GodotSteam • Jonus' Tutorial |
Misc | BrotatoMods • Cooldown Calculator |