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Variables

Alex Neargarder edited this page Jul 6, 2024 · 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.

Variables

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 = true;
hangGraceTime = 0.3f;
cancelMeleeOnChangeDirection = false;
BroBase.MeleeType meleeType = BroBase.MeleeType.Knife;
knifeClimbStabHeight = 18f;
maxWallClimbYI = 100f;
usePrimaryAvatar = true;

Textures

disarmedGunMaterial
gunSprite
sprite

Special Icon and Avatar textures can be set in parameters.

Grenade Names

Grenade
Default
Martini
TearGas
FlameWave
AirStrike
FlashBang
Hologram
Cluster
Sticky
GrenadeTollBroad
SummonTank
Molotove
HolyWater
Freeze
MechDrop
AlienPheromones
EvilSmall
EvilBig
EvilBigShortLife

Projectile Names

Default
Bullet
Rambro
Rocket
DrunkRocket
ShotgunAdjusted
ThrowingKnife
ShockWave
Turkey
SachelPack
NoisyCricket
BroboCop
RocketRemote
BulletSeeking
IndianaBrones
Shotgun
Machete
MacheteSpray
Plasma
TimeBro
BroniversalSoldier
KnifeSpray
GrenadeSticky
Sniper
ShotgunFlame
Boomerang
Silence
PredabroCanon
SpearCharged
Spear
Vomit
Sword
RocketBig
Arrow
Stake
SachelPackSmall
DemolitionBomb
Huge
MookMiniGun
RocketHuge
ShellHeavy
BabyDog
SlimeVomit
Airstrike
RocketSeeking
RocketSeekingBig
FireBall
FireBallBombardment
WarlockPortalGuided
ShellMedium
ShellHeavyEvil

Bro-Specific Variables

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;