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Revision as of 16:11, 25 June 2023 by Darkly77 (talk | contribs) (Debug Service: add info on Elite Spawning)

NOTE: THIS PAGE IS WIP

ModLoader Update (v6)

ModLoader has been updated to v6. Full details of this release, and the new features it introduces, are on the ModLoader GitHub, here:

Note that existing mods may have breaking changes. See more details on the ModLoader wiki, here:

Mod Uploader

The mod uploader now allows modders to tag their items. The available tags are:

  • Characters
  • Weapons
  • Items
  • GUI
  • New Mechanics
  • Reworks
  • Cheats
  • Challenges
  • Utilities
  • Translations

List of New IDs

The new IDs for characters, weapons and items are:

Name ID Type
Apprentice.png Apprentice character_apprentice Character
Fisherman.png Fisherman character_fisherman Character
Cryptid.png Cryptid character_cryptid Character
Golem.png Golem character_golem Character
King.png King character_king Character
Renegade.png Renegade chal_renegade Character
Chain Gun.png Chain Gun weapon_chain_gun Weapon
Claw.png Claw weapon_claw Weapon
Drill.png Drill weapon_drill Weapon
Excalibur.png Excalibur weapon_excalibur Weapon
Fighting Stick.png Fighting Stick weapon_fighting_stick Weapon
Gatling Laser.png Gatling Laser weapon_gatling_laser Weapon
Scythe.png Scythe weapon_scythe Weapon
Fairy.png Fairy item_fairy Item
Lure.png Lure item_lure Item
Pocket Factory.png Pocket Factory item_pocket_factory Item
Shackles.png Shackles item_shackles Item
Sharp Bullet.png Sharp Bullet item_sharp_bullet Item
Stone Skin.png Stone Skin item_stone_skin Item

Effects & Stats

New Stat

There is 1 new stat: speed_cap

New Effects

There are many new effects:

Key Text Key Description Values Notes Used By
accuracy EFFECT_ACCURACY +/-x % accuracy Number (%) Renegade.png Renegade
extra_loot_aliens_next_wave effect_extra_loot_aliens_next_wave +x additional loot aliens appear during the next wave Number (int) Lure.png Lure
guaranteed_shop_items effect_guaranteed_shop_item Shops always sell x Key = Item ID Apply effect 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 Apply effect 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 Apply effect with custom_key Golem.png Golem
stats_on_level_up EFFECT_STAT_ON_LEVEL_UP {STAT/VALUE} when you level up Key = stat Apply effect with custom_key Apprentice.png Apprentice
temp_stats_on_dodge EFFECT_TEMP_STAT_ON_DODGE {STAT/VALUE} when you dodge Key = stat Apply effect with custom_key Cryptid.png Cryptid
tier_i_weapon_effects EFFECT_TIER_I_WEAPON_BONUS {STAT/VALUE} for every Tier 1 weapon Key = stat Apply effect with custom_key King.png King
tier_iv_weapon_effects EFFECT_TIER_IV_WEAPON_BONUS {STAT/VALUE} for every Tier 4 weapon Key = stat Apply effect 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

Cryptid Effect

  • Added new effect, cryptid:
    • key: cryptid
    • text_key: effect_cryptid
    • Translation: Gain {0} material and XP for every living tree at the end of a wave
    • Note: In v1.0.0.2, Cryptid used the text_key EFFECT_GAIN_STAT_FOR_EVERY_TREE

Changed Effects

One effect from pre-v1.0.0.0 has been expanded: gain_stat_for_every_stat_effect.

  • It now also supports: common_item (Tier 1), legendary_item (Tier 4), living_tree.
  • It also supports the number of a certain item that is currently held, using the key item_X, where item_X is an item ID.
    • Note that the item ID must start with item_ for this to work.
  • Previously, it could use any core stat, plus: materials, structure, living_enemy

Debug Service

There are several new debug options available:

Key Type Default Notes
invisible Bool false Player is invisible
randomize_equipment Bool false Start with 6 of a random weapon. Start with 10 - 500 materials. Start at level 10 - 26.
randomize_waves Bool false Every wave is randomised. Possible waves are 9 - 20
hide_wave_timer Bool false Hides the wave timer GUI
nullify_enemy_speed Bool false Enemies cannot move
no_enemies Bool false Enemies will not spawn
debug_enemies Array of Enemy Resources [] Forces the specified enemy/enemies to spawn
spawn_specific_elite String "" Forces the specified elite to spawn

Elite Spawning

To spawn a specific Elite: Enter an elite string for spawn_specific_elite, as one of the following.

  • elite_butcher
  • elite_colossus
  • elite_croco
  • elite_demon
  • elite_insect
  • elite_mom
  • elite_monk
  • elite_rhino

These names come from the resource (.tres) files in res://entities/units/enemies/elites/

You need to start a new run after setting this variable, as elites/hordes etc. are determined at the start of a run.

Note that this does not force an Elite to spawn on any wave. It only changes the Elite that will spawn on an Elite wave.

Misc Changes

  • For modders: pause.tscn and pause.gd moved out of ModLoader directory