BFX is a library of effects (FX) for modding Brotato. It's used with ModLoader, acting as a dependancy for other mods to build off of.
Originally built for Invasion, but can be used with other Brotato mods too.
Use these like regular effects with effect.gd:
key | Type | Description |
---|---|---|
bfx_boss_hp |
int | Modify boss HP by x % (eg. -20 = 80% HP) |
bfx_damage_to_burning_enemies |
int | Deal x % more/less damage to enemies that are burning |
bfx_reroll_cost |
int | Gives x % discount/increase to rerolls (hardcoded max: 90%) |
bfx_gain_items_end_of_wave |
int | Gain x random items when a wave ends. |
bfx_iframes_duration_multiplier |
int | Increase duration of iframes by x % (eg 25 = +25% duration). |
bfx_on_levelup_gain_random_stat |
int | Gain +1 to x random stats when you level up. |
bfx_turret_attack_speed |
int | Turrets attack x % faster |
bfx_turret_crit_chance |
int | Turrets gain +x % crit chance |
bfx_turret_damage |
int | Turrets deal +x % more damage |
bfx_temp_stats_on_dodge |
int | Similar to vanilla's temp_stats_on_hit , but for dodge |
bfx_temp_stats_on_hit |
int | Same as vanilla's temp_stats_on_hit , but doesn't proc with no invulnerability time † |
bfx_gain_materials_on_fruit_collect |
int | Gain +x materials when you collect a fruit. Similar to vanilla's item_box_gold (which only applies to crates) |
† This means the effect won't trigger with items/traits that don't give invulnerability time (ie. Sick and Blood Donation)
All of these accept a chance%.
key | Description |
---|---|
bfx_explode_on_hit_chance |
Same as vanilla's explode_on_hit , but doesn't ignore chance value, and doesn't proc with no invulnerability time |
bfx_explode_on_consumable_collect |
Consumables explode when you collect them (fruit/crate) |
bfx_explode_on_crate_collect |
Consumables explode when you collect them (crate only) |
bfx_explode_on_fruit_collect |
Consumables explode when you collect them (fruit only) |
These effects are only intended to be used with custom difficulties (eg. CustomDifficultyModes). They let you add a reminder item for the current custom difficulty you're on, as the HUD simply shows the danger number.
They are needed because vanilla's starting_item
effect triggers after choosing a weapon, which is too soon for it to have an effect after choosing a difficulty.
Note that the item/weapon still needs to be added to ItemService (ie. with ContentLoader).
For the text_key
, use [EMPTY]
if you want to hide the effect description, otherwise use starting_item
.
Key | Description |
---|---|
bfx_starting_difficulty_item |
Start with a specific item |
bfx_starting_difficulty_weapon |
Start with a specific weapon |
Effect keys are always EFFECT_{effect_key}
:
key | text_key |
---|---|
bfx_reroll_cost |
EFFECT_BFX_REROLL_COST |
bfx_gain_items_end_of_wave |
EFFECT_BFX_GAIN_ITEMS_END_OF_WAVE |
bfx_iframes_duration_multiplier |
EFFECT_BFX_IFRAMES_DURATION_MULTIPLIER |
bfx_on_levelup_gain_random_stat |
EFFECT_BFX_ON_LEVELUP_GAIN_RANDOM_STAT |
bfx_explode_on_hit_chance |
EFFECT_BFX_EXPLODE_ON_HIT_CHANCE |
bfx_temp_stats_on_dodge |
EFFECT_BFX_TEMP_STATS_ON_DODGE |
bfx_boss_hp |
EFFECT_BFX_BOSS_HP EFFECT_BFX_BOSS_HP_INCREASE EFFECT_BFX_BOSS_HP_DECREASE |
bfx_damage_to_burning_enemies |
EFFECT_BFX_DAMAGE_TO_BURNING_ENEMIES |
bfx_explode_on_consumable_collect |
EFFECT_BFX_EXPLODE_ON_CONSUMABLE_COLLECT EFFECT_BFX_EXPLODE_ON_CONSUMABLE_COLLECT_CHANCE |
bfx_explode_on_crate_collect |
EFFECT_BFX_EXPLODE_ON_CRATE_COLLECT EFFECT_BFX_EXPLODE_ON_CRATE_COLLECT_CHANCE |
bfx_explode_on_fruit_collect |
EFFECT_BFX_EXPLODE_ON_FRUIT_COLLECT EFFECT_BFX_EXPLODE_ON_FRUIT_COLLECT_CHANCE |
bfx_turret_attack_speed |
EFFECT_BFX_TURRET_ATTACK_SPEED |
bfx_turret_crit_chance |
EFFECT_BFX_TURRET_CRIT_CHANCE |
bfx_turret_damage |
EFFECT_BFX_TURRET_DAMAGE |
bfx_gain_materials_on_fruit_collect |
EFFECT_BFX_GAIN_MATERIALS_ON_FRUIT_COLLECT |