User:Polavux/Technical:Bloons TD 5 (multiplatform)/Weapons: Difference between revisions
→Movement: i made a disaster imo |
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|<code>Target</code> | |<code>Target</code> | ||
|The projectile targets a bloon. | |The projectile targets a bloon by continuously turning to it. | ||
| | | | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
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|<code>TerminateAtEndOfCurve</code> | |<code>TerminateAtEndOfCurve</code> | ||
|If off, projectile stays active when the curve ends. | |If off, projectile stays active when the curve ends. | ||
|Boolean | |||
| | |||
| | |||
|} | |||
|- | |||
|<code>GoToTarget</code> | |||
|The projectile changes direction every time it hits a bloon. | |||
| | |||
{| class="wikitable sortable" | |||
!Key | |||
!Description | |||
!Type | |||
!Required? | |||
!Behavior when absent | |||
|- | |||
|<code>Speed</code> | |||
|How fast the projectile moves. | |||
|Number | |||
|Yes | |||
|Weapon functionally stops existing | |||
|- | |||
|<code>CutOffDistance</code> | |||
|The distance at which the projectile expires. | |||
|Number | |||
|No | |||
|Deafults to <code>-1</code> | |||
|- | |||
|<code>NextTargetRange</code> | |||
|The radius at which the projectile targets a bloon | |||
|Number | |||
| | |||
| | |||
|- | |||
|<code>DestroyWhenNoTarget</code> | |||
|If on, then the projectile terminates itself if there are no targets in its range. | |||
|Boolean | |Boolean | ||
| | | | ||
Revision as of 08:43, 31 March 2025
Base weapon properties
| Key | Description | Type | Required? | Behavior when absent |
|---|---|---|---|---|
AllowFiringOnlyOnRoundStart
|
If true, then each round, this weapon's RemainingAmmo is refilled to its TotalAmmo if this weapon is using the ammo system, and its CooldownTime is set to the current round's length, in seconds, divided by this weapon's TotalAmmo, ignoring the CooldownTime value defined within the weapon file. In Sandbox mode, or if this weapon isn't using the ammo system, CooldownTime is set to 0.
|
Boolean | No | Defaults to false
|
AnimatesTower
|
Exclusive to Bloons TD Battles. | |||
CanFireWithNoTargetsAndRoundInProgress
|
If true, during rounds, this weapon will fire without requiring a valid target.
|
Boolean | No | Defaults to false
|
CanSelfTargetCamo
|
If true, this weapon can target and hit Camo bloons, even if the tower itself lacks Camo detection.
|
Boolean | No | Defaults to false
|
CanSpotFromOtherTowers
|
If true, this weapon can target and hit bloons within other towers' range circles, including any Camo bloons within the range circles of towers that can detect Camo, but excluding towers who have CanSpotForTowers set to false.
|
Boolean | No | Defaults to false
|
CanTargetUnderground
|
If true, this weapon can target and hit bloons inside of path segments flagged as tunnels, as if they were not in a tunnel.
|
Boolean | No | Defaults to false
|
CooldownTime
|
An amount of time in seconds. Determines the attack cooldown for attacks, during which the weapon will remain idle even if a target is in range. Determines the ability cooldown for Activated Abilities. | Number | Yes | Weapon functionally stops existing |
CostToFire
|
In Bloons Monkey City, determines the cash cost of using an Activated Ability. The Premium Tower Order and Boss Ability buttons are hardcoded to treat this as a Bloonstone cost rather than a cash cost.
Also a valid weapon property in Bloons TD 5, but with no apparent functionality. Inherited from Bloons Monkey City in the Boss Bloon update, seemingly without its functionality to set a cash price to a weapon, and no special buttons were implemented to enable spending Monkey Money or Tokens on select abilities. |
Number | No | Defaults to 0
|
DisabledOnTargetModes
|
Array of strings | No | Weapon does not disable based on target mode. | |
DisableSlotWhenOutOfAmmo
|
If true, this weapon disables itself when its RemainingAmmo is at 0. It does not reenable itself.
|
Boolean | No | Defaults to false
|
DrawWhenOutOfAmmo
|
If true, this weapon will remain visible when its RemainingAmmo is at 0, otherwise it will stop being visible when RemainingAmmo is 0, becoming visible again when RemainingAmmo is not zero.
|
Boolean | No | Defaults to true
|
FireDelayTime
|
An amount of time in seconds. Determines the delay between a weapon firing and its tasks executing, during which the weapon will continually update its target. This plus a weapon's CooldownTime determines its attack speed, as CooldownTime will not count down until the FireDelayTime has finished out. Activated Abilities will resume counting down their CooldownTime even if the FireDelayTime has not yet expired.
|
Number | Yes | Weapon functionally stops existing |
FiresOnRoundEnd
|
Boolean | No | ||
ForceTargetWeaponOrigin
|
No | |||
ForwardFiring
|
No | |||
InterestMultiplier
|
Number | No | ||
ManuallyFired
|
If true, this weapon is treated as an Activated Ability.
|
Boolean | No | Defaults to false
|
MaxMoney
|
Number | No | ||
MaxShots
|
Number | No | ||
NumberOfRoundsBetweenShots
|
Number | No | ||
ReloadOnRoundStart
|
Exclusive to Bloons TD Battles. | |||
RemainingAmmo
|
Number | No | Defaults to 0
| |
RequiresTargetToFire
|
If true, this weapon can only fire if it has a valid target.
|
Boolean | No | Defaults to true
|
SelfTargetMode
|
Locks this weapon to the defined targeting priority, ignoring the targeting priority of its tower. | String | No | The weapon uses its tower's targeting priority. |
ShowRange
|
If false, this weapon will not draw a range circle. CanSpotFromOtherTowers-enabled weapons possessed by other towers will not be able to target bloons using this weapon's range. Otherwise, this is just visual.
Activated Abilities are unaffected by this property. |
Boolean | No | Defaults to true
|
SpreadCooldownOverRound
|
Exclusive to Bloons TD Battles. | |||
StartsOnCooldown
|
Boolean | No | ||
TargetingArc
|
No | |||
TargetingFilter
|
No | |||
TargetRange
|
Number | No | ||
TargetsIndependently
|
Boolean | No | ||
Tasks
|
A list of tasks that the weapon will execute when it fires. | Array of objects | Yes | Weapon functionally stops existing |
TotalAmmo
|
Number | No | Defaults to 0
| |
Type
|
String | Yes | ||
UseBloonStore
|
Boolean | No | Defaults to false
|
Tasks
AreaOfEffect
| Key | Description | Type | Required? | Behavior when absent |
|---|---|---|---|---|
Range
|
The radius of the area of effect. | Number | Yes | |
MaxTargets
|
The pierce of the area of effect. One pierce is consumed per collision. | Number | Yes |
BloonSpawnedEvent
Executes its tasks on all bloons spawned.
| Key | Description | Type | Required? | Behavior when absent |
|---|---|---|---|---|
Duration
|
How long the event lasts for. | Number |
ChainTasks
ChangeSubtaskEnabled
| Key | Description | Type | Required? | Behavior when absent |
|---|---|---|---|---|
ToDisable
|
Array of numbers | |||
ToEnable
|
Array of numbers |
Collectable
| Key | Description | Type | Required? | Behavior when absent |
|---|---|---|---|---|
Duration
|
How long the collectable lasts for. | Number | ||
MoneyRange
|
The minimum and maximum number of cash the collectable at base gives. | Array of numbers | ||
LivesRange
|
The minimum and maximum number of lives the collectable at base gives. | Array of numbers | ||
MoneyMultiplier
|
The multiplier for how much cash is given, the total cash given is . | Number | ||
MoneyMultiplier
|
The multiplier for how many lives are given, the total lives given is . | Number | ||
CollectionRadius
|
The radius in which the collectable can be collected from | Number |
CollectCollectables
Automatically collects collectables. Does not collect drops from Golden Bloons.
| Key | Description | Type | Required? | Behavior when absent |
|---|---|---|---|---|
AnimateOnCollection
|
Boolean | |||
CollectionDelay
|
Number | |||
Range
|
Number | |||
Speed
|
Number |
Damage
Deals damage to Bloons. For weapons, this deals damage to its target directly (i.e. Sniper Monkey behavior). For projectiles, deals damage on collision.
| Key | Description | Type | Required? | Behavior when absent | ||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Amount
|
The amount of damage dealt. (If this weapon/projectile's task list does not have a MultiLayerDamage task below it, the damage will not pass through layers.)
|
Number | ||||||||||||||||||||
DamageType
|
Bloons with a matching string in their DamageImmunity property will not take damage. Some damage types have hardcoded properties.
|
String |
Effect
FireTaskAtLocation
Unused. Properties are unknown, and the task existing in a weapon file causes the game to crash on the title screen as if an essential task property were missing from it, confirming that the task is valid in some form.
LaunchAircraft
Movement
| Key | Description | Type | Required? | Behavior when absent | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Type
|
The type of movement
|
String | Yes | Weapon functionally stops existing |
MultiFire
Used to shoot more than 1 projectile. All angles used are in degrees.
| Key | Description | Type | Required? | Behavior when absent |
|---|---|---|---|---|
InitialOffset
|
The angle of the "first" projectile. | Number | ||
AngleIncrement
|
The change in angle for all subsequent projectiles. | Number | ||
FireCount
|
Amount of projectiles fired. | Number | ||
AimAtTarget
|
If on, then the angles of the projectiles are offset by the angle of the shot. | Boolean | ||
Offsets
|
The positional offsets of each projectile. | Array of objects | No |
Projectile
| Key | Description | Type | Required? | Behavior when absent | ||||||
|---|---|---|---|---|---|---|---|---|---|---|
CollisionType
|
Determines how the projectile handles collision with Bloons.
|
String | ||||||||
ForcePersists
|
If true, pierce cannot be increased. | Boolean | No | Defaults to false
| ||||||
NumPersists
|
The pierce of the projectile. One pierce is consumed per collision. | Number | ||||||||
Radius
|
Number | |||||||||
SpriteFile
|
String | |||||||||
TerminateOnZeroPersists
|
If true, the projectile expires when all pierce is consumed. | Boolean |
RandomFire
| Key | Description | Type | Required? | Behavior when absent |
|---|---|---|---|---|
Range
|
The radius of the random fire. | Number | ||
OnlyTargetPathLocations
|
Whether to shoot the projectile on the path or not. | Boolean | ||
FireFullRange
|
||||
FollowTarget
|
RayIntersect
Creates a beam that collides with every Bloon that touches the sprite's bounding box on each frame.
| Key | Description | Type | Required? | Behavior when absent |
|---|---|---|---|---|
Tasks
|
Executes these tasks on every Bloon it touches. | Array of objects |
RemoveStatusEffect
RestoreAmmo
| Key | Description | Type | Required? | Behavior when absent |
|---|---|---|---|---|
Amount
|
The amount of ammo to restore to the weapon. | Number | ||
RoundRobin
|
🎠 wheeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee idfk but it make da glaive lord work | Number | ||
Proxied
|
If true, also restore ammo to the weapon that spawned this aircraft.
|
Boolean | No | Defaults to false
|
SlotIndex
|
The slot index of the weapon that ammo is being restored to. | Number | No |
TextEffect
TimerFire
TowerModifier
| Key | Description | Type | Required? | Behavior when absent | ||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Range
|
Range of the modifier. | Number | ||||||||||||||||||||
PriorityLevel
|
Number | |||||||||||||||||||||
RequiresEmptyPriorityLevel
|
If true, the modifier's priority level must be empty for it to work, else, it can stack with other modifiers of that priority level | Boolean | ||||||||||||||||||||
TerminateOnUserUpgrade
|
Boolean | |||||||||||||||||||||
Modifier
|
The modifier applied. Each modifier can either be additive or multiplicative.
|
Array of objects | ||||||||||||||||||||
Duration
|
How long the modifier is active for. | Number | No | Deafults to -1
|