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| ===StatusEffect=== | | ===StatusEffect=== |
| | {{main|Technical:Bloons TD 5 (mobile)/Status effects}} |
| Applies a modifier to the target Bloon. This task supports a lot of properties, but most are only used by certain types of statuses and are ignored by others. Some statuses cannot be inflicted by tasks, only by hardcoded game mechanics, but they can still be used for filters, and can still be removed with <code>RemoveStatusEffect</code>, and Bloons can be made immune to them. | | Applies a modifier to the target Bloon. This task supports a lot of properties, but most are only used by certain types of statuses and are ignored by others. Some statuses cannot be inflicted by tasks, only by hardcoded game mechanics, but they can still be used for filters, and can still be removed with <code>RemoveStatusEffect</code>, and Bloons can be made immune to them. |
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| This table lists properties that are common to all statuses. See the subheadings for a list of status types and the properties they support. | | This table lists properties that are common to all statuses. |
| {| class="wikitable sortable" | | {| class="wikitable sortable" |
| !Key | | !Key |
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| |} | | |} |
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| ====AbsoluteZero====
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| ====AbsoluteZeroPermafrost====
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| ====BeeSting====
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| ====BeeTarget====
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| ====BloonSpeedBoost====
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| ====BloonSpeedBoostEffect====
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| ====Camo====
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| Adds the Camo property to a Bloon. This cannot be applied by a <code>StatusEffect</code> and can only be applied by hardcoded game mechanics.
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| ====ContestedTerritory====
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| ====CrippleMOAB====
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| ====BloonChipperSuck====
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| ====DamageMultiplier====
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| ====DamageOverTime====
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| ====DazeEffect====
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| ====DiminishingReturns====
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| ====Foam====
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| Removes Camo and/or Regen properties from the target if it has them.
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| {| class="wikitable"
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| !Key
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| !Description
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| !Type
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| !Required?
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| !Behavior when absent
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| |-
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| |<code>NumPersists</code>
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| |Number
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| |}
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| ====Freeplay====
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| Turns Ceramic Bloons into Super Ceramic Bloons and causes non-MOAB-Class Bloons to only spawn one child Bloon when popped. This cannot be applied by a <code>StatusEffect</code> and can only be applied by hardcoded game mechanics.
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| ====Glue====
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| ====GlueOnTrack====
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| ====HoldBloon====
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| ====Ice====
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| ====IceShards====
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| ====Misdirection====
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| ====MOABSlow====
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| ====MoveOnCurve====
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| ====MoveToPath====
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| Inflicts [[blowback]]. This is hardcoded to remove <code>Ice</code> and <code>Glue</code> (but not <code>AbsoluteZero</code>, <code>StrongGlueTop</code>, or <code>StrongGlueBottom</code>) and send Bloons between 30% and 95% of the track length it has covered (10% to 40% in ''BTD Battles'').
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| {| class="wikitable"
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| !Key
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| !Description
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| !Type
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| !Required?
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| !Behavior when absent
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| |-
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| |<code>PercentageChance</code>
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| |Determines the chance of this effect applying to the target. Represented by a decimal number (for example, <code>0.5</code> equates to a 50% chance).
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| |Number
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| |{{n}}
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| |Defaults to <code>1.0</code>
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| |}
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| ====MultiLayerDamage====
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| Allows damage dealt by any previous <code>Damage</code> tasks in the same task array to soak through layers. If this status task is indexed before any damage tasks or is not in the task array, the damage will not pop more than one layer at a time (meaning 2+ damage only deals extra damage to Bloons with more than 1 health).
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| {| class="wikitable"
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| !Key
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| !Description
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| !Type
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| !Required?
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| !Behavior when absent
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| |-
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| |<code>Kill</code>
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| |If <code>true</code>, any damage that soaks through a Bloon ignores the immunities of its children. Due to a bug, enabling this causes damage that pops a Bloon to always increment the tower's pop count by 1, not by the number of layers it actually pops.
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| |Boolean
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| |{{n}}
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| |Defaults to <code>false</code>
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| |}
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| ====Napalm====
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| ====Permafrost====
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| ====RBEDamage====
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| ====Regen====
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| Adds the Regen property to a Bloon. This cannot be applied by a <code>StatusEffect</code> and can only be applied by hardcoded game mechanics.
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| ====Sabotage====
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| ====ShredBloon====
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| The target disappears, takes damage over time until its outer layer is popped (if it is a Ceramic or below) or after a certain duration (if it is MOAB-Class), then reappears. This is hardcoded to specifically deal <code>"Plasma"</code> damage and will not damage Bloons modified to be immune to it.
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| ====SignalFlare====
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| Removes Camo properties from the target if it has it.
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| ====Slow====
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| ====Stun====
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| ====VacStatus====
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| ====ViralFrost====
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| ===TargetAlLBloonsInRange=== | | ===TargetAlLBloonsInRange=== |