Projectile: Difference between revisions

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===Offset===
===Offset===
The '''offset''' is the relative position from the centre of an entity.  
The '''offset''' is the relative position of a projectile from the centre of an entity.  


In BTD6 Generation games, a tower's ejection point is almost always not exactly 0 relative to its own centre, due to the 2.5D nature of the game. Additionally, attacks with "sprays" of multiple projectiles side-by-side (e.g. Buccaneer's Double Shot) are actually offsets from an ejection point.
In BTD6 Generation games, a tower's ejection point is almost always not exactly 0 relative to its own centre, due to the 2.5D nature of the game. Additionally, attacks with "sprays" of multiple projectiles side-by-side (e.g. Buccaneer's Double Shot) are actually offsets from an ejection point.


===Angle===
===Angle===
The '''angle''' is the angle between projectiles relative to an ejection point. An example is Ninja's Double Shot or Sub's Airburst Darts.
The '''angle''' is the angular distance (e.g. 60°) between projectiles relative to an ejection point. An example is Ninja's Double Shot or Sub's Airburst Darts.


===Random spread===
===Random spread===
{{Screenshot needed|Image demo of projdev via distance or angle (try mortar and dartling)}}
{{Screenshot needed|Image demo of projdev via distance or angle (try mortar and dartling)}}
The '''random spread''', or '''projectile deviation''', determines how offset the projectile will become without it. Random spread can be relative by distance or angle. "Sprays" of projectiles can have both angular distance and random spread at the same time, such as Druid's thorns.
The '''random spread''', or '''projectile deviation''', determines how offset the projectile will become compared to without it. Random spread can be relative by distance or angle. "Sprays" of projectiles can have both angular distance and random spread at the same time, such as Druid's thorns.


[[Mortar Monkey]]s have random spread by distance, while [[Dartling Gunner]]s have it by angle.
[[Mortar Monkey]]s have random spread by distance, while [[Dartling Gunner]]s have it by angle.


In BMC, the reduced spread for Dartling MK actually refers to random spread.
In BMC, the Dartling MK's reduction to spread actually refers to reduced random spread.


===Pierce===
===Pierce===
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{{main|Damage}}
{{main|Damage}}
Many projectiles deal damage to Bloons that they collide with. Some projectiles deal additional damage to Bloons under certain conditions, such as if the projectile deals extra damage to [[MOAB-Class Bloon]]s. Some Bloons are immune to projectiles with certain [[damage type]]s, such as [[Lead Bloon]]s being immune to projectiles that deal sharp-type damage. Most projectiles expire instantly upon colliding with a Bloon that is immune to it.
Many projectiles deal damage to Bloons that they collide with. Some projectiles deal additional damage to Bloons under certain conditions, such as if the projectile deals extra damage to [[MOAB-Class Bloon]]s. Some Bloons are immune to projectiles with certain [[damage type]]s, such as [[Lead Bloon]]s being immune to projectiles that deal sharp-type damage. Most projectiles expire instantly upon colliding with a Bloon that is immune to it.
Some attacks can penetrate multiple layers, but some don't. Whether the projectile does this by default depends on the game. In ''BTD5'', the default is not to penetrate multiple layers unless coded to do so. In ''BTD6'', all projectiles can penetrate standard bloon layers by default but not through MOAB-class, unless code specifically disables/enables them.
===Collision===
By default, a projectile is only allowed to collide with each Bloon it hits once, and will simply pass through Bloons it has already hit (including their children). Some projectiles, primarily ones placed on the track, are able to collide with Bloons repeatedly. Prior to ''[[Bloons TD 6]]'', all projectiles with this property will collide with Bloons on every [[frame]] they are touching each other, but in ''Bloons TD 6'', ''[[Bloons TD Battles 2]]'', and ''[[Bloons Adventure Time TD]]'', some projectiles can only re-hit Bloons they have already collided with after a delay. For example, in ''BTD6'', [[Wall of Fire (BTD6)|Wall of Fire]] can re-hit Bloons after a 0.15-second delay.
===Shot===
A '''shot''' is one instance of creating an attack. Certain towers rely on counting the amount of shots, such as attacks that only trigger every few shots (e.g. [[Recursive Cluster]]'s<!--general--> recursive bombs, [[Sharp Shooter]]'s<!--general--> crits),<!--bwiki calls this interaction "per shot"--> alternating offsets per shot (e.g. [[Twin Guns]],<!--general--> [[Dark Champion]]'s<!--general--> left and right hands, [[Bloon Exclusion Zone]]'s<!--general, also no bads bc btd5 exists--> barrels),<!--bwiki calls this interaction "alternating weapons" or something--> or most of Alchemist's support potions (which consume buffs based on shot count).


==Navigation==
==Navigation==
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[[Category:Game mechanics in BTD4]][[Category:Game mechanics in BTD5]][[Category:Game mechanics in BTD6]][[Category:Game mechanics in Battles]][[Category:Game mechanics in Battles 2]][[Category:Game mechanics in BMC]][[Category:Game mechanics in BATTD]][[Category:Bloons Super Monkey]][[Category:Game mechanics in BSM2]][[Category:Game mechanics in Bloons Pop!]]
[[Category:Game mechanics in BTD3]][[Category:Game mechanics in BTD4]][[Category:Game mechanics in BTD5]][[Category:Game mechanics in BTD6]][[Category:Game mechanics in Battles]][[Category:Game mechanics in Battles 2]][[Category:Game mechanics in BMC]][[Category:Game mechanics in BATTD]][[Category:Bloons Super Monkey]][[Category:Game mechanics in BSM2]][[Category:Game mechanics in Bloons Pop!]]