From Brotato Wiki

(handle_gold_stat)
(add more effect descriptions)
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|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)
|Change the amount of materials dropped by enemies.
This is an '''int''' (eg -50), not a ''float'' (eg -0.5).
See also: g''old_drops, neutral_gold_drops''
|explorer_effect_8
|explorer_effect_8
|-
|-
Line 711: Line 713:
|explosion_damage
|explosion_damage
|''{{Color|color=cream|text=none}}''
|''{{Color|color=cream|text=none}}''
|
|Increases explosion damage
|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}}''
|
|Increases explosion size
|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
|
|Adds free rerolls. Can't be negative
|dangerous_bunny_effect_0
|dangerous_bunny_effect_0
|-
|-
|''gain_bounce_damage''
|''gain_bounce_damage''
| rowspan="3" |
| rowspan="3" |
|
| rowspan="3" |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.
| 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
|
|Gain/lose +x% of your materials when a wave starts.
|piggy_bank_effect_1
|piggy_bank_effect_1
|-
|'''<s>gambler</s>'''
|
|
|
|-
|-
|gold_drops
|gold_drops
|effect_enemy_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
|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
|
|Gain materials when you score a crit
|hunting_trophy_effect_1, dagger_effect
|hunting_trophy_effect_1, dagger_effect
|-
|-
|group_structures
|group_structures
|effect_group_structures
|effect_group_structures
|
|Makes structures (mines/turrets) spawn closely grouped together
|engineer_effect_3
|engineer_effect_3
|-
|-
|harvesting_growth
|harvesting_growth
|effect_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
|crown_effect_1, farmer_effect_2
|-
|-
|heal_when_pickup_gold
|heal_when_pickup_gold
|effect_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
|cute_monkey_effect_1
|-
|-
|hp_cap
|hp_cap
|effect_hp_cap_at_current_value
|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
|handcuffs_effect_4
|-
|-
|hp_shop
|hp_shop
|effect_hp_shop
|effect_hp_shop
|
|Changes shop items to cost Max HP, instead of materials
|demon_effect_2
|demon_effect_2
|-
|-
|hp_start_next_wave
|hp_start_next_wave
|effect_hp_start_next_wave
|effect_hp_start_next_wave
|
|Start the next wave with % less HP. ''Int, not float.''
|weird_ghost_effect_2
|weird_ghost_effect_2
|-
|-
|hp_start_wave
|hp_start_wave
|effect_start_wave_less_hp
|effect_start_wave_less_hp
|
|Start ALL waves with % less HP. ''Int, not float.''
|sad_tomato_effect_2
|sad_tomato_effect_2
|-
|-
|inflation
|inflation
| ---
| ---
|Increases the cost of items (even more), based on the current wave.
''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
|
|% chance to attract dropped materials
|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
|
| +x materials when you pick up a Crate
|bag_effect_1
|bag_effect_1
|-
|-
|items_price
|items_price
|''{{Color|color=cream|text=none}}''
|''{{Color|color=cream|text=none}}''
|
|Change shop item costs by ''x''%
|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
|
|Add/reduce knockback for all weapons by ''x''
|boxing_glove_effect_1
|boxing_glove_effect_1
|-
|'''<s>leave_burning</s>'''
|
|
|
|-
|-
|lose_hp_per_second
|lose_hp_per_second
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|neutral_gold_drops
|neutral_gold_drops
|''{{Color|color=cream|text=none}}''
|''{{Color|color=cream|text=none}}''
|
|Increases materials from EntityType.NEUTRAL by +x% (ie. trees)
|''{{Color|color=cream|text=Increases materials from EntityType.NEUTRAL by +x% (ie. trees)(see also: enemy_gold_drops)}}''
See also: ''gold_drops; enemy_gold_drops''
|''{{Color|color=cream|text=Unused, but appears to have some code that supports it.}}''
|-
|-
|no_melee_weapons
|no_melee_weapons
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|
|
|focus_effect_2, spider_effect_2
|focus_effect_2, spider_effect_2
|-
|'''<s>wandering_bots</s>'''
|
|
|
|-
|-
|weapon_bonus
|weapon_bonus
Line 1,006: Line 999:
mutant_effect_1
mutant_effect_1
|}
|}
<small>Note: These effects are listed in run_data, but don't do anything: ''gambler'', ''leave_burning'', ''wandering_bots''.</small>


=== Added in v0.6.1.6 ===
=== Added in v0.6.1.6 ===

Revision as of 22:11, 19 December 2022

< Back to Modding

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 Max HP.png Max HP
stat_hp_regeneration HP Regeneration.png HP Regeneration
stat_lifesteal Life Steal.png Life Steal
stat_percent_damage Damage.png Damage
stat_melee_damage Melee Damage.png Melee Damage
stat_ranged_damage Ranged Damage.png Ranged Damage
stat_elemental_damage Elemental Damage.png Elemental Damage
stat_attack_speed Attack Speed.png Attack Speed
stat_crit_chance Crit Chance.png Crit Chance
stat_engineering Engineering Stat.png Engineering
stat_range Range Stat.png Range
stat_armor Armor.png Armor
stat_dodge Dodge Stat.png Dodge
stat_speed Speed Stat.png Speed
stat_luck Luck.png Luck
stat_harvesting Harvesting.png 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 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: gold_drops; enemy_gold_drops

Unused, but appears to have some code that supports it.
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

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