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Variables

Gorzon edited this page Aug 8, 2023 · 14 revisions

Variables that you can change while creating the bro. They are shown with their default value.
Some variables don't have an impact, cause they are for enemies.

Textures variables should be written in afterStart to avoid problems.
The values are the image name. Don't forget to put the image in the same folder as the JSON file.

Global

// Acid
canBeCoveredInAcid = true;
meltDuration = 0.7f;
// Air Dash
canAirdash = false;
airdashMaxTime = 0.5f;
defaultAirdashDelay = 0.15f
// Animation
canDoIndependentMeleeAnimation = false;
doRollOnLand = false;
useDashFrames = false;
useNewFrames = false;
useNewKnifingFrames = false;
useNewLedgeGrappleFrames = false;
useNewThrowingFrames = false;
useNewPushingFrames = false; 
useNewHighFivingFrames = false;
hasNewAirFlexFrames = false;
useNewKnifeClimbingFrames = false;
useNewLadderClimbingFrames = false;
useLadderClimbingTransition = false;
useDuckingFrames = true;
useNewDuckingFrames = false;
// Boost
highFiveBoostTime = 3.7f;
highFiveBoostM = 1.4f;
// Cheat
immuneToOutOfBounds = false;
// Dash
canDash = true;
dashSpeedM = 1f;
// Death
canGib = true;
bloodColor = BloodColor.Red;
bloodCountAmount = 80;
deathSoundVolume = 0.4f;
willComeBackToLife = false;
reviveZombieTime = 2f;
canDisembowel = false;
// Physics
JUMP_TIME = 0.123f; 
speed = 110.0f; 
maxFallSpeed = -400f;
_jumpForce = 260f;
quicksandChokeCounter = 2f;
// Sound
bypassNewVoicesOnThisBro = false;
pitchShiftAmount = 1f;
// Specials
originalSpecialAmmo = 3;
turnAroundWhileUsingSpecials = true;
specialAttackYIBoost = 0f;
specialAttackXIBoost = 0f;
// Weapon
rumbleAmountPerShot = 0.3f;
fireRate = 0.0334f;
fireDelay = 0f;
breakDoorsOpen = false;
// Other
canWallClimb = true;
canPushBlocks = true;
canLedgeGrapple = false;
canUnFreeze = false;
canBeStrungUp = false;
maxHealth = 1
canCeilingHang = false;
hangGraceTime = 0.3f;
cancelMeleeOnChangeDirection = false;
BroBase.MeleeType meleeType = BroBase.MeleeType.Knife;
knifeClimbStabHeight = 18f;
maxWallClimbYI = 100f;
usePrimaryAvatar = true;

Textures

disarmedGunMaterial
gunSprite
sprite
player.hud.avatar

Robocop

scanningRange = 10f;
chargeTimePerBulletFired = 0.075f;
specialCooldownDelay = 0.13f;

Bro Ceasar

miniGunFireDelay = 1.25f;
pushBackForceM = 1f;

Brochete

knifeSpeed = 270f;
knifeSpraySpeed = 320f;
knifeSprayCount = 12;
test6Frames = false;

Broden

sliceVolume = 0.3f;
maxElectricShocks = 4;
upperCutAnimationRow = 7;
lightningRange = 50;
chainLightningRange = 40;
zapperXOffset = -16f;
zapperYOffset = -12f;

Bro Dredd

remoteProjectileSpeed = 90f;

Bro Gummer

remoteProjectileSpeed = 800f;
extraFireDelay = 0.3f;
scanningRange = 10f;
specialCooldownDelay = 0.13f

Brominator

miniGunFireDelay = 1.25f;
pushBackForceM = 1f;

Textures

metalBrominator
humanBrominator
metalGunBrominator
humanGunBrominator
brominatorHumanAvatar
brominatorRobotAvatar

Bromando

barageCount = 4;

Seth Brondle

checkCeilingForHangRadius = 6;

Textures

teleportInAnimation
teleportOutAnimation
coveredInBloodMaterial
openMouthMaterial
openMouthBloodyMaterial

Bronnar Jensen

shootGrenadeSpeedY = 60f;
shootGrenadeSpeedX = 300f;

Brove Heart

groundSwordDamage = 10;
enemySwordDamage = 8;
sliceVolume = 0.7f;
wallHitVolume = 0.6f;