User:Polavux/Technical:Bloons TD 5 (multiplatform)/Weapons: Difference between revisions

→StatusEffect: moved to a separate page
mNo edit summary
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!Behavior when absent
!Behavior when absent
|-
|-
|<code>AllowFiringOnlyOnRoundStart</code>
|<tt>AllowFiringOnlyOnRoundStart</tt>
|If <code>true</code>, then each round, this weapon's <code>RemainingAmmo</code> is refilled to its <code>TotalAmmo</code> if this weapon is using the ammo system, and its <code>CooldownTime</code> is set to the current round's length, in seconds, divided by this weapon's <code>TotalAmmo</code>, ignoring the <code>CooldownTime</code> value defined within the weapon file. In Sandbox mode, or if this weapon isn't using the ammo system, <code>CooldownTime</code> is set to <code>0</code>.
|If <tt>true</tt>, then each round, this weapon's <tt>RemainingAmmo</tt> is refilled to its <tt>TotalAmmo</tt> if this weapon is using the ammo system, and its <tt>CooldownTime</tt> is set to the current round's length, in seconds, divided by this weapon's <tt>TotalAmmo</tt>, ignoring the <tt>CooldownTime</tt> value defined within the weapon file. In Sandbox mode, or if this weapon isn't using the ammo system, <tt>CooldownTime</tt> is set to <tt>0</tt>.
|Boolean
|Boolean
|{{n}}
|{{n}}
|Defaults to <code>false</code>
|Defaults to <tt>false</tt>
|-
|-
|<code>AnimatesTower</code>
|<tt>AnimatesTower</tt>
|Exclusive to ''Bloons TD Battles''.
|Exclusive to ''Bloons TD Battles''.
|
|
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|
|
|-
|-
|<code>CanFireWithNoTargetsAndRoundInProgress</code>
|<tt>CanFireWithNoTargetsAndRoundInProgress</tt>
|If <code>true</code>, during rounds, this weapon will fire without requiring a valid target.
|If <tt>true</tt>, during rounds, this weapon will fire without requiring a valid target.
|Boolean
|Boolean
|{{n}}
|{{n}}
|Defaults to <code>false</code>
|Defaults to <tt>false</tt>
|-
|-
|<code>CanSelfTargetCamo</code>
|<tt>CanSelfTargetCamo</tt>
|If <code>true</code>, this weapon can target and hit Camo bloons, even if the tower itself lacks Camo detection.  
|If <tt>true</tt>, this weapon can target and hit Camo bloons, even if the tower itself lacks Camo detection.  
|Boolean
|Boolean
|{{n}}
|{{n}}
|Defaults to <code>false</code>
|Defaults to <tt>false</tt>
|-
|-
|<code>CanSpotFromOtherTowers</code>
|<tt>CanSpotFromOtherTowers</tt>
|If <code>true</code>, 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 <code>CanSpotForTowers</code> set to <code>false.</code>
|If <tt>true</tt>, 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 <tt>CanSpotForTowers</tt> set to <tt>false.</tt>
|Boolean
|Boolean
|{{n}}
|{{n}}
|Defaults to <code>false</code>
|Defaults to <tt>false</tt>
|-
|-
|<code>CanTargetUnderground</code>
|<tt>CanTargetUnderground</tt>
|If <code>true</code>, this weapon can target and hit bloons inside of path segments flagged as tunnels, as if they were not in a tunnel.
|If <tt>true</tt>, this weapon can target and hit bloons inside of path segments flagged as tunnels, as if they were not in a tunnel.
|Boolean
|Boolean
|{{n}}
|{{n}}
|Defaults to <code>false</code>
|Defaults to <tt>false</tt>
|-
|-
|<code>CooldownTime</code>
|<tt>CooldownTime</tt>
|An amount of time in seconds, minimum of 1 frame. 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 Ability|Activated Abilities]].
|An amount of time in seconds, minimum of 1 frame. 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 Ability|Activated Abilities]].
|Number
|Number
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|Weapon functionally stops existing  
|Weapon functionally stops existing  
|-
|-
|<code>CooldownTimeMultiplier</code>
|<tt>CooldownTimeMultiplier</tt>
|
|
|
|
|{{n}}
|{{n}}
|Defaults to <code>1</code>
|Defaults to <tt>1</tt>
|-
|-
|<code>CostToFire</code>
|<tt>CostToFire</tt>
|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.
|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.


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|Number
|Number
|{{n}}
|{{n}}
|Defaults to <code>0</code>
|Defaults to <tt>0</tt>
|-
|-
|<code>DisabledOnTargetModes</code>
|<tt>DisabledOnTargetModes</tt>
|The weapon disables itself if the tower's targeting mode is set to any of the targeting modes in this array (i.e. Submerge and Support behavior).
|The weapon disables itself if the tower's targeting mode is set to any of the targeting modes in this array (i.e. Submerge and Support behavior).
|Array of strings
|Array of strings
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|Weapon does not disable based on target mode.
|Weapon does not disable based on target mode.
|-
|-
|<code>DisableSlotWhenOutOfAmmo</code>
|<tt>DisableSlotWhenOutOfAmmo</tt>
|If <code>true</code>, this weapon disables itself when its <code>RemainingAmmo</code> is at 0. It does not re-enable itself.
|If <tt>true</tt>, this weapon disables itself when its <tt>RemainingAmmo</tt> is at 0. It does not re-enable itself.
|Boolean
|Boolean
|{{n}}
|{{n}}
|Defaults to <code>false</code>
|Defaults to <tt>false</tt>
|-
|-
|<code>DrawWhenOutOfAmmo</code>
|<tt>DrawWhenOutOfAmmo</tt>
|If <code>true</code>, this weapon will remain visible when its <code>RemainingAmmo</code> is at 0, otherwise it will stop being visible when <code>RemainingAmmo</code> is 0, becoming visible again when <code>RemainingAmmo</code> is not zero.  
|If <tt>true</tt>, this weapon will remain visible when its <tt>RemainingAmmo</tt> is at 0, otherwise it will stop being visible when <tt>RemainingAmmo</tt> is 0, becoming visible again when <tt>RemainingAmmo</tt> is not zero.  
|Boolean
|Boolean
|{{n}}
|{{n}}
|Defaults to <code>true</code>
|Defaults to <tt>true</tt>
|-
|-
|<code>FireDelayTime</code>
|<tt>FireDelayTime</tt>
|An amount of time in seconds, minimum of 1 frame. 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 <code>CooldownTime</code> determines its [[attack speed]], as <code>CooldownTime</code> will not count down until the <code>FireDelayTime</code> has run out. [[Activated Ability|Activated Abilities]] will resume counting down their <code>CooldownTime</code> even if the <code>FireDelayTime</code> has not yet expired.
|An amount of time in seconds, minimum of 1 frame. 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 <tt>CooldownTime</tt> determines its [[attack speed]], as <tt>CooldownTime</tt> will not count down until the <tt>FireDelayTime</tt> has run out. [[Activated Ability|Activated Abilities]] will resume counting down their <tt>CooldownTime</tt> even if the <tt>FireDelayTime</tt> has not yet expired.
|Number
|Number
|{{y}}
|{{y}}
|Weapon functionally stops existing  
|Weapon functionally stops existing  
|-
|-
|<code>FireDelayTimeMultiplier</code>
|<tt>FireDelayTimeMultiplier</tt>
|
|
|
|
|{{n}}
|{{n}}
|Defaults to <code>1</code>
|Defaults to <tt>1</tt>
|-
|-
|<code>FiresOnRoundEnd</code>
|<tt>FiresOnRoundEnd</tt>
|
|
|Boolean
|Boolean
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|
|
|-
|-
|<code>ForceTargetWeaponOrigin</code>
|<tt>ForceTargetWeaponOrigin</tt>
|If <code>true</code>, then it forces the weapon to spawn from the target regardless of if <code>TargetIsWeaponOrigin</code> is on for the tower.
|If <tt>true</tt>, then it forces the weapon to spawn from the target regardless of if <tt>TargetIsWeaponOrigin</tt> is on for the tower.
|Boolean
|Boolean
|{{n}}
|{{n}}
|Defaults to <code>false</code>
|Defaults to <tt>false</tt>
|-
|-
|<code>ForwardFiring</code>
|<tt>ForwardFiring</tt>
|
|
|
|
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|
|
|-
|-
|<code>InterestMultiplier</code>
|<tt>InterestMultiplier</tt>
|
|
|Number
|Number
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|
|
|-
|-
|<code>ManuallyFired</code>
|<tt>ManuallyFired</tt>
|If <code>true</code>, this weapon is treated as an [[Activated Ability]].
|If <tt>true</tt>, this weapon is treated as an [[Activated Ability]].
|Boolean
|Boolean
|{{n}}
|{{n}}
|Defaults to <code>false</code>
|Defaults to <tt>false</tt>
|-
|-
|<code>MaxMoney</code>
|<tt>MaxMoney</tt>
|
|
|Number
|Number
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|
|
|-
|-
|<code>MaxShots</code>
|<tt>MaxShots</tt>
|
|
|Number
|Number
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|
|
|-
|-
|<code>NumberOfRoundsBetweenShots</code>
|<tt>NumberOfRoundsBetweenShots</tt>
|
|
|Number
|Number
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|
|
|-
|-
|<code>ReloadOnRoundStart</code>
|<tt>ReloadOnRoundStart</tt>
|Exclusive to ''Bloons TD Battles''.
|Exclusive to ''Bloons TD Battles''.
|
|
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|
|
|-
|-
|<code>RemainingAmmo</code>
|<tt>RemainingAmmo</tt>
|
|
|Number
|Number
|{{n}}
|{{n}}
|Defaults to <code>0</code>
|Defaults to <tt>0</tt>
|-
|-
|<code>RequiresTargetToFire</code>
|<tt>RequiresTargetToFire</tt>
|If <code>true</code>, this weapon can only fire if it has a valid target.
|If <tt>true</tt>, this weapon can only fire if it has a valid target.
|Boolean
|Boolean
|{{n}}
|{{n}}
|Defaults to <code>true</code>
|Defaults to <tt>true</tt>
|-
|-
|<code>SelfTargetMode</code>
|<tt>SelfTargetMode</tt>
|Locks this weapon to the defined targeting priority, ignoring the targeting priority of its tower.
|Locks this weapon to the defined targeting priority, ignoring the targeting priority of its tower.
|String
|String
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|The weapon uses its tower's targeting priority.
|The weapon uses its tower's targeting priority.
|-
|-
|<code>ShowRange</code>
|<tt>ShowRange</tt>
|If <code>false</code>, this weapon will not draw a range circle. <code>CanSpotFromOtherTowers</code>-enabled weapons possessed by other towers will not be able to target bloons using this weapon's range. Otherwise, this is just visual.
|If <tt>false</tt>, this weapon will not draw a range circle. <tt>CanSpotFromOtherTowers</tt>-enabled weapons possessed by other towers will not be able to target bloons using this weapon's range. Otherwise, this is just visual.
[[Activated Ability|Activated Abilities]] are unaffected by this property.
[[Activated Ability|Activated Abilities]] are unaffected by this property.
|Boolean
|Boolean
|{{n}}
|{{n}}
|Defaults to <code>true</code>
|Defaults to <tt>true</tt>
|-
|-
|<code>SpreadCooldownOverRound</code>
|<tt>SpreadCooldownOverRound</tt>
|Exclusive to ''Bloons TD Battles''.
|Exclusive to ''Bloons TD Battles''.
|
|
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|
|
|-
|-
|<code>StartsOnCooldown</code>
|<tt>StartsOnCooldown</tt>
|
|
|Boolean
|Boolean
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|
|
|-
|-
|<code>TargetingArc</code>
|<tt>TargetingArc</tt>
|
|
|
|
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|
|
|-
|-
|<code>TargetingFilter</code>
|<tt>TargetingFilter</tt>
|
|
|
|
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|
|
|-
|-
|<code>TargetRange</code>
|<tt>TargetRange</tt>
|
|
|Number
|Number
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|
|
|-
|-
|<code>TargetsIndependently</code>
|<tt>TargetsIndependently</tt>
|
|
|Boolean
|Boolean
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|
|
|-
|-
|<code>Tasks</code>
|<tt>Tasks</tt>
|A list of tasks the weapon executes each time it fires.
|A list of tasks the weapon executes each time it fires.
|Array of objects
|Array of objects
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|Weapon functionally stops existing
|Weapon functionally stops existing
|-
|-
|<code>TotalAmmo</code>
|<tt>TotalAmmo</tt>
|
|
|Number
|Number
|{{n}}
|{{n}}
|Defaults to <code>0</code>
|Defaults to <tt>0</tt>
|-
|-
|<code>Type</code>
|<tt>Type</tt>
|
|
|String
|String
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|
|
|-
|-
|<code>UseBloonStore</code>
|<tt>UseBloonStore</tt>
|
|
|Boolean
|Boolean
|{{n}}
|{{n}}
|Defaults to <code>false</code>
|Defaults to <tt>false</tt>
|}
|}


== Tasks ==
== Tasks ==
A <code>Task</code> is a process that executes when a weapon fires. An array of tasks is executed in its array order, lowest index first. Some tasks, such as Projectile, AreaOfEffect, and Effect tasks, can also have tasks, which are referred to as "sub-tasks" and execute under different conditions. The <code>Type</code> determines which task to use and what properties are allowed.
A <tt>Task</tt> is a process that executes when a weapon fires. An array of tasks is executed in its array order, lowest index first. Some tasks, such as <tt>Projectile</tt>, <tt>AreaOfEffect</tt>, and <tt>Effect</tt> tasks, can also have tasks, which are referred to as "sub-tasks" and execute under different conditions. The <tt>Type</tt> of a task determines what the task is and what parameters it allows.


===AddCashMult===
===AddCashMult===
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!Behavior when absent
!Behavior when absent
|-
|-
|<code>CanHitLead</code>
|<tt>CanHitLead</tt>
|Determines if an AoE can hit Lead bloons or not.
|Determines if an AoE can hit Lead bloons or not.
|Boolean
|Boolean
|{{n}}
|{{n}}
|Defaults to <code>true</code>
|Defaults to <tt>true</tt>
|-
|-
|<code>DisabledTasks</code>
|<tt>DisabledTasks</tt>
|
|
|Array of numbers
|Array of numbers
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|
|
|-
|-
|<code>Duration</code>
|<tt>Duration</tt>
|
|
|Number
|Number
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|
|
|-
|-
|<code>MaxTargets</code>
|<tt>MaxTargets</tt>
|The pierce of the area of effect. One pierce is consumed per collision.
|The pierce of the area of effect. One pierce is consumed per collision.
|Number
|Number
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|
|
|-
|-
|<code>Range</code>
|<tt>Range</tt>
|The radius of the area of effect.
|The radius of the area of effect.
|Number
|Number
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|
|
|-
|-
|<code>Sort</code>
|<tt>Sort</tt>
|
|
|
|
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|
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|-
|-
|<code>Tasks</code>
|<tt>Tasks</tt>
|A list of tasks the area of effect executes on each Bloon it hits.
|A list of tasks the area of effect executes on each Bloon it hits.
|Array of objects
|Array of objects
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|
|
|-
|-
|<code>UseRangeModifier</code>
|<tt>UseRangeModifier</tt>
|If <code>true</code>, the range scales with range modifiers. Exclusive to ''Bloons TD Battles''.
|If <tt>true</tt>, the range scales with range modifiers. Exclusive to ''Bloons TD Battles''.
|Boolean
|Boolean
|{{n}}
|{{n}}
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!Behavior when absent
!Behavior when absent
|-
|-
|<code>Duration</code>
|<tt>Duration</tt>
|How long the event lasts for.
|How long the event lasts for.
|Number
|Number
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|
|
|-
|-
|<code>Tasks</code>
|<tt>Tasks</tt>
|
|
|Array of objects
|Array of objects
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!Behavior when absent
!Behavior when absent
|-
|-
|<code>CutOffDistance</code>
|<tt>CutOffDistance</tt>
|
|
|
|
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|
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|-
|-
|<code>NumJumps</code>
|<tt>NumJumps</tt>
|How times a branch of lightning will bounce.
|How times a branch of lightning will bounce.
|Number
|Number
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|
|
|-
|-
|<code>NumPersists</code>
|<tt>NumPersists</tt>
|
|
|Number
|Number
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|
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|-
|-
|<code>Tasks</code>
|<tt>Tasks</tt>
|
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|
|
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!Behavior when absent
!Behavior when absent
|-
|-
|<code>ToDisable</code>
|<tt>ToDisable</tt>
|
|
|Array of numbers
|Array of numbers
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|
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|-
|-
|<code>ToEnable</code>
|<tt>ToEnable</tt>
|
|
|Array of numbers
|Array of numbers
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!Behavior when absent
!Behavior when absent
|-
|-
|<code>Area</code>
|<tt>Area</tt>
|Defines the area as a rectangle. The first number determines the width, the second number determines the height.
|Defines the area as a rectangle. The first number determines the width, the second number determines the height.
|Array of numbers
|Array of numbers
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|
|
|-
|-
|<code>Mask</code>
|<tt>Mask</tt>
|Determines the kind(s) of terrain this area is treated as. If empty, this is treated as land (i.e. Pontoon behavior).
|Determines the kind(s) of terrain this area is treated as. If empty, this is treated as land (i.e. Pontoon behavior).
*<code>"Water"</code>
*<tt>"Water"</tt>
*<code>"BlockTower"</code> (unused)
*<tt>"BlockTower"</tt> (unused)
*<code>"PathTower"</code> (unused)
*<tt>"PathTower"</tt> (unused)
|Array of strings
|Array of strings
|
|
|
|
|-
|-
|<code>Radius</code>
|<tt>Radius</tt>
|Defines the area as a circle. The value determines the radius.
|Defines the area as a circle. The value determines the radius.
|Number
|Number
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!Behavior when absent
!Behavior when absent
|-
|-
|<code>AutoCollect</code>
|<tt>AutoCollect</tt>
|
|
|
|
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|
|
|-
|-
|<code>Bank</code>
|<tt>Bank</tt>
|
|
|Boolean
|Boolean
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|
|
|-
|-
|<code>BonusMultiplierForManualCollection</code>
|<tt>BonusMultiplierForManualCollection</tt>
|
|
|Number
|Number
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|
|
|-
|-
|<code>ClickOnly</code>
|<tt>ClickOnly</tt>
|
|
|
|
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|
|
|-
|-
|<code>CollectionRadius</code>
|<tt>CollectionRadius</tt>
|The radius in which the collectable can be collected from.
|The radius in which the collectable can be collected from.
|Number
|Number
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|
|
|-
|-
|<code>Duration</code>
|<tt>Duration</tt>
|How long the collectable lasts for.
|How long the collectable lasts for.
|Number
|Number
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|
|
|-
|-
|<code>GivesCashWhenExpired</code>
|<tt>GivesCashWhenExpired</tt>
|
|
|
|
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|
|
|-
|-
|<code>GraphicName</code>
|<tt>GraphicName</tt>
|
|
|
|
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|-
|-
|<code>LimitHealth</code>
|<tt>LimitHealth</tt>
|
|
|
|
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|-
|-
|<code>LivesMultiplier</code>
|<tt>LivesMultiplier</tt>
|The multiplier for how many lives are given, the total lives given is <math>\text{Lives Range} \times \text{LivesMultiplier}</math>.
|The multiplier for how many lives are given, the total lives given is <math>\text{Lives Range} \times \text{LivesMultiplier}</math>.
|Number
|Number
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|
|
|-
|-
|<code>LivesRange</code>
|<tt>LivesRange</tt>
|The minimum and maximum number of lives the collectable at base gives.
|The minimum and maximum number of lives the collectable at base gives.
|Array of numbers
|Array of numbers
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|
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|-
|-
|<code>LoopAnimation</code>
|<tt>LoopAnimation</tt>
|
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|
|
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|-
|-
|<code>MoneyMultiplier</code>
|<tt>MoneyMultiplier</tt>
|The multiplier for how much cash is given, the total cash given is <math>\text{Money Range} \times \text{MoneyMultiplier}</math>.
|The multiplier for how much cash is given, the total cash given is <math>\text{Money Range} \times \text{MoneyMultiplier}</math>.
|Number
|Number
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|
|
|-
|-
|<code>MoneyRange</code>
|<tt>MoneyRange</tt>
|The minimum and maximum number of cash the collectable at base gives.
|The minimum and maximum number of cash the collectable at base gives.
|Array of numbers
|Array of numbers
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|
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|-
|-
|<code>MoneyRangeIncreasePerRound</code>
|<tt>MoneyRangeIncreasePerRound</tt>
|
|
|
|
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|-
|-
|<code>Movement</code>
|<tt>Movement</tt>
|The [[#Movement|movement]] of the collectable.
|The [[#Movement|movement]] of the collectable.
|Object
|Object
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|
|
|-
|-
|<code>SpriteFile</code>
|<tt>SpriteFile</tt>
|
|
|
|
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|
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|-
|-
|<code>Tasks</code>
|<tt>Tasks</tt>
|
|
|
|
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!Behavior when absent
!Behavior when absent
|-
|-
|<code>AnimateOnCollection</code>
|<tt>AnimateOnCollection</tt>
|
|
|Boolean
|Boolean
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|
|
|-
|-
|<code>CollectionDelay</code>
|<tt>CollectionDelay</tt>
|
|
|Number
|Number
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|
|
|-
|-
|<code>Range</code>
|<tt>Range</tt>
|
|
|Number
|Number
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|
|
|-
|-
|<code>Speed</code>
|<tt>Speed</tt>
|
|
|Number
|Number
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!Behavior when absent
!Behavior when absent
|-
|-
|<code>TowerType</code>
|<tt>TowerType</tt>
|The type of tower that is being created.
|The type of tower that is being created.
|String
|String
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|Creates an invalid tower
|Creates an invalid tower
|-
|-
|<code>TowerLifetime</code>
|<tt>TowerLifetime</tt>
|How long the created tower lasts.
|How long the created tower lasts.
|Number
|Number
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|The created tower lasts infinitely
|The created tower lasts infinitely
|-
|-
|<code>TowerColour</code>
|<tt>TowerColour</tt>
|Applies a RGBA multiply colour on top of the created tower. First number controls the red channel, second controls the green channel, third controls the blue channel, the fourth is suppose to control the alpha channel but it doesn't work.
|Applies a RGBA multiply colour on top of the created tower. First number controls the red channel, second controls the green channel, third controls the blue channel, the fourth is suppose to control the alpha channel but it doesn't work.
|Array of Numbers
|Array of Numbers
|{{n}}
|{{n}}
|The tower uses the default (<code>[ 255, 255, 255, 255 ]</code>) colour
|Defaults to <tt>[ 255, 255, 255, 255 ]</tt>
|-
|-
|<code>HasParentTower</code>
|<tt>HasParentTower</tt>
|Determines if the created tower also gets destroyed if its 'parent' tower get sold.
|Determines if the created tower also gets destroyed if its "parent" tower get sold.
|Boolean
|Boolean
|{{n}}
|{{n}}
|Defaults to <code>false</code>
|Defaults to <tt>false</tt>
|-
|-
|<code>UseParentTowerUpgradeLevel</code>
|<tt>UseParentTowerUpgradeLevel</tt>
|Determines whether the created tower should copy the upgrade layout from the 'parent' tower that created it.  
|Determines whether the created tower should copy the upgrade layout from the 'parent' tower that created it.  
|Boolean
|Boolean
|{{n}}
|{{n}}
|Defaults to <code>false</code>
|Defaults to <tt>false</tt>
|}
|}


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!Behavior when absent
!Behavior when absent
|-
|-
|<code>Amount</code>
|<tt>Amount</tt>
|The amount of damage dealt. (If this weapon/projectile's task list does not have a <code>MultiLayerDamage</code> status below it, the damage will not pass through layers.)
|The amount of damage dealt. (If this weapon/projectile's task list does not have a <tt>MultiLayerDamage</tt> status below it, the damage will not pass through layers.)
|Number
|Number
|
|
|
|
|-
|-
|<code>BlimpModifier</code>
|<tt>BlimpModifier</tt>
|Exclusive to ''Bloons Monkey City''.  
|Exclusive to ''Bloons Monkey City''.  
|Number
|Number
|{{n}}
|{{n}}
|Defaults to <code>1</code>
|Defaults to <tt>1</tt>
|-
|-
|<code>BossDamageMod</code>
|<tt>BossDamageMod</tt>
|Excluded from ''Bloons TD Battles''.
|Excluded from ''Bloons TD Battles''.
|Number
|Number
|{{n}}
|{{n}}
|Defaults to <code>1</code>
|Defaults to <tt>1</tt>
|-
|-
|<code>CeramicModifier</code>
|<tt>CeramicModifier</tt>
|Exclusive to ''Bloons Monkey City''.
|Exclusive to ''Bloons Monkey City''.
|Number
|Number
|{{n}}
|{{n}}
|Defaults to <code>1</code>
|Defaults to <tt>1</tt>
|-
|-
|<code>DamageType</code>
|<tt>DamageType</tt>
|Bloons with a matching string in their <code>DamageImmunity</code> property will not take damage. Some damage types have hardcoded properties.
|Bloons with a matching string in their <tt>DamageImmunity</tt> property will not take damage. Some damage types have hardcoded properties.
*<code>"Piercing"</code>: The projectile that dealt this damage plays a sound and terminates when it hits a Lead or frozen bloon.
*<tt>"Piercing"</tt>: The projectile that dealt this damage plays a sound and terminates when it hits a Lead or frozen bloon.
*<code>"Fire"</code>: The projectile that dealt this damage plays a sound and terminates when it hits a Lead bloon.
*<tt>"Fire"</tt>: The projectile that dealt this damage plays a sound and terminates when it hits a Lead bloon.
*<code>"Explosive"</code>
*<tt>"Explosive"</tt>
*<code>"Plasma"</code>
*<tt>"Plasma"</tt>
*<code>"Ice"</code>
*<tt>"Ice"</tt>
*<code>"Juggernaut"</code>
*<tt>"Juggernaut"</tt>
*<code>"MOABMauler"</code>
*<tt>"MOABMauler"</tt>
*<code>"Foam"</code>
*<tt>"Foam"</tt>
*<code>"IceViral"</code>: Exclusive to ''Bloons TD Battles''.
*<tt>"IceViral"</tt>: Exclusive to ''Bloons TD Battles''.
|String
|String
|
|
|
|
|-
|-
|<code>InformDamageFromParentTask</code>
|<tt>InformDamageFromParentTask</tt>
|
|
|
|
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!Behavior when absent
!Behavior when absent
|-
|-
|<code>Amount</code>
|<tt>Amount</tt>
|
|
|Number
|Number
Line 672: Line 672:
|
|
|-
|-
|<code>BlimpModifier</code>
|<tt>BlimpModifier</tt>
|Exclusive to ''Bloons Monkey City''.  
|Exclusive to ''Bloons Monkey City''.  
|Number
|Number
|{{n}}
|{{n}}
|Defaults to <code>1</code>
|Defaults to <tt>1</tt>
|-
|-
|<code>BossDamageMod</code>
|<tt>BossDamageMod</tt>
|Excluded from ''Bloons TD Battles''.
|Excluded from ''Bloons TD Battles''.
|Number
|Number
|{{n}}
|{{n}}
|Defaults to <code>1</code>
|Defaults to <tt>1</tt>
|-
|-
|<code>CeramicModifier</code>
|<tt>CeramicModifier</tt>
|Exclusive to ''Bloons Monkey City''.
|Exclusive to ''Bloons Monkey City''.
|Number
|Number
|{{n}}
|{{n}}
|Defaults to <code>1</code>
|Defaults to <tt>1</tt>
|-
|-
|<code>DamageType</code>
|<tt>DamageType</tt>
|
|
|String
|String
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|
|
|-
|-
|<code>MaxTargets</code>
|<tt>MaxTargets</tt>
|
|
|Number
|Number
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|
|
|-
|-
|<code>Range</code>
|<tt>Range</tt>
|
|
|Number
|Number
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!Behavior when absent
!Behavior when absent
|-
|-
|<code>AppliedToTower</code>
|<tt>AppliedToTower</tt>
|
|
|
|
Line 725: Line 725:
|
|
|-
|-
|<code>ApplyLinearDodge</code>
|<tt>ApplyLinearDodge</tt>
|
|
|
|
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|
|
|-
|-
|<code>ApplyToTarget</code>
|<tt>ApplyToTarget</tt>
|
|
|
|
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|
|
|-
|-
|<code>Audio</code>
|<tt>Audio</tt>
|
|
|
|
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|
|
|-
|-
|<code>DrawLayer</code>
|<tt>DrawLayer</tt>
|
|
|
|
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|
|
|-
|-
|<code>Duration</code>
|<tt>Duration</tt>
|
|
|
|
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|
|
|-
|-
|<code>FlipLeft</code>
|<tt>FlipLeft</tt>
|
|
|
|
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|
|
|-
|-
|<code>FlipRight</code>
|<tt>FlipRight</tt>
|
|
|
|
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|
|
|-
|-
|<code>FollowTarget</code>
|<tt>FollowTarget</tt>
|
|
|
|
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|
|
|-
|-
|<code>IgnoreAircraft</code>
|<tt>IgnoreAircraft</tt>
|
|
|
|
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|
|
|-
|-
|<code>LinkScaleWithAreaOfEffectRange</code>
|<tt>LinkScaleWithAreaOfEffectRange</tt>
|
|
|
|
Line 785: Line 785:
|
|
|-
|-
|<code>LoopCount</code>
|<tt>LoopCount</tt>
|
|
|
|
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|
|
|-
|-
|<code>LoopForever</code>
|<tt>LoopForever</tt>
|
|
|
|
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|
|
|-
|-
|<code>PlaySpeed</code>
|<tt>PlaySpeed</tt>
|
|
|
|
Line 803: Line 803:
|
|
|-
|-
|<code>Position</code>
|<tt>Position</tt>
|
|
|
|
Line 809: Line 809:
|
|
|-
|-
|<code>PositionLeft</code>
|<tt>PositionLeft</tt>
|
|
|
|
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|
|
|-
|-
|<code>PositionRight</code>
|<tt>PositionRight</tt>
|
|
|
|
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|
|
|-
|-
|<code>RoundDuration</code>
|<tt>RoundDuration</tt>
|
|
|
|
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|
|
|-
|-
|<code>Scale</code>
|<tt>Scale</tt>
|
|
|
|
Line 833: Line 833:
|
|
|-
|-
|<code>SpriteFile</code>
|<tt>SpriteFile</tt>
|
|
|
|
Line 839: Line 839:
|
|
|-
|-
|<code>Tasks</code>
|<tt>Tasks</tt>
|
|
|
|
Line 845: Line 845:
|
|
|-
|-
|<code>TerminateWithParent</code>
|<tt>TerminateWithParent</tt>
|
|
|
|
Line 851: Line 851:
|
|
|-
|-
|<code>UseDirection</code>
|<tt>UseDirection</tt>
|
|
|
|
Line 857: Line 857:
|
|
|-
|-
|<code>UseDuration</code>
|<tt>UseDuration</tt>
|
|
|
|
Line 872: Line 872:
!Behavior when absent
!Behavior when absent
|-
|-
|<code>Slot</code>
|<tt>Slot</tt>
|
|
|Number
|Number
Line 878: Line 878:
|
|
|-
|-
|<code>Enable</code>
|<tt>Enable</tt>
|Whether to enable/disable slot
|Whether to enable/disable slot
|String
|String
|{{n}}
|{{n}}
|Defaults to <code>true</code>
|Defaults to <tt>true</tt>
|}
|}


Line 903: Line 903:
!Behavior when absent
!Behavior when absent
|-
|-
|<code>Amount</code>
|<tt>Amount</tt>
|The amount of cash generated per pop. Has a hardcoded cap of $50,000 per activation.
|The amount of cash generated per pop. Has a hardcoded cap of $50,000 per activation.
|Number
|Number
Line 909: Line 909:
|
|
|-
|-
|<code>Duration</code>
|<tt>Duration</tt>
|The duration, in seconds.
|The duration, in seconds.
|Number
|Number
Line 932: Line 932:
!Behavior when absent
!Behavior when absent
|-
|-
|<code>Aircraft</code>
|<tt>Aircraft</tt>
|The aircraft that will be launched.
|The aircraft that will be launched.
|String
|String
Line 938: Line 938:
|
|
|-
|-
|<code>MaxAircraft</code>
|<tt>MaxAircraft</tt>
|How many will be launched.
|How many will be launched.
|Number
|Number
|{{n}}
|{{n}}
|Defaults to <code>1</code>
|Defaults to <tt>1</tt>
|-
|-
|<code>Path</code>
|<tt>Path</tt>
|
|
|
|
Line 950: Line 950:
|
|
|-
|-
|<code>Path</code>
|<tt>Path</tt>
|
|
|
|
Line 956: Line 956:
|
|
|-
|-
|<code>PathIndex</code>
|<tt>PathIndex</tt>
|The Flight Path the aircraft will use.
|The Flight Path the aircraft will use.


* <code>0</code> = Figure 8
* <tt>0</tt> = Figure 8


* <code>1</code> = Figure ∞
* <tt>1</tt> = Figure ∞


* <code>2</code> = Circle
* <tt>2</tt> = Circle
|Number
|Number
|
|
|
|
|-
|-
|<code>PathOrigin</code>
|<tt>PathOrigin</tt>
|Defines the location of the origin of the path the aircraft will fly in. The first number controls the X coordinate, the second number controls the Y coordinate.
|Defines the location of the origin of the path the aircraft will fly in. The first number controls the X coordinate, the second number controls the Y coordinate.
|Array of numbers
|Array of numbers
Line 974: Line 974:
|
|
|-
|-
|<code>UseTargetPath</code>
|<tt>UseTargetPath</tt>
|
|
|
|
Line 992: Line 992:
!Behavior when absent
!Behavior when absent
|-
|-
|<code>AcquireTarget</code>
|<tt>AcquireTarget</tt>
|
|
|
|
Line 998: Line 998:
|
|
|-
|-
|<code>AimAtTarget</code>
|<tt>AimAtTarget</tt>
|If <code>true</code>, then the angles of the projectiles are offset by the angle of the shot.
|If <tt>true</tt>, then the angles of the projectiles are offset by the angle of the shot.
|Boolean
|Boolean
|
|
|
|
|-
|-
|<code>AimOffsetsAtTarget</code>
|<tt>AimOffsetsAtTarget</tt>
|Unused; only appears in the unused <code>RoboMonkey.weapon</code> file (<code>RoboMonkeyLeft.weapon</code> and <code>RoboMonkeyRight.weapon</code> are used instead). If <code>true</code>, the projectiles are angled towards the target.
|Unused; only appears in the unused <tt>RoboMonkey.weapon</tt> file (<tt>RoboMonkeyLeft.weapon</tt> and <tt>RoboMonkeyRight.weapon</tt> are used instead). If <tt>true</tt>, the projectiles are angled towards the target.
|Boolean
|Boolean
|{{n}}
|{{n}}
|Defaults to <code>false</code>
|Defaults to <tt>false</tt>
|-
|-
|<code>AngleIncrement</code>
|<tt>AngleIncrement</tt>
|The change in angle from the first projectile for all subsequent projectiles.
|The change in angle from the first projectile for all subsequent projectiles.
|Number
|Number
Line 1,016: Line 1,016:
|
|
|-
|-
|<code>DisabledTasks</code>
|<tt>DisabledTasks</tt>
|
|
|
|
Line 1,022: Line 1,022:
|
|
|-
|-
|<code>FireCount</code>
|<tt>FireCount</tt>
|The number of times each subtask executes when this executes. If set to <code>0</code>, this task does not execute any subtasks.
|The number of times each subtask executes when this executes. If set to <tt>0</tt>, this task does not execute any subtasks.
|Number
|Number
|
|
|
|
|-
|-
|<code>InitialOffset</code>
|<tt>InitialOffset</tt>
|The angle of the "first" projectile.
|The angle of the "first" projectile.
|Number
|Number
Line 1,034: Line 1,034:
|
|
|-
|-
|<code>MarkIDForProjectiles</code>
|<tt>MarkIDForProjectiles</tt>
|If <code>true</code>, Bloons hit by the MultiFire's parent task cannot be hit by the MultiFire's subtasks. (This is used by Frag Bombs to make it so Bloons hit by the initial bomb (not the explosion) can't also be hit by the frags.)
|If <tt>true</tt>, Bloons hit by the MultiFire's parent task cannot be hit by the MultiFire's subtasks. (This is used by Frag Bombs to make it so Bloons hit by the initial bomb (not the explosion) can't also be hit by the frags.)
|Boolean
|Boolean
|{{n}}
|{{n}}
|
|
|-
|-
|<code>Offsets</code>
|<tt>Offsets</tt>
|The positional offsets of each projectile.
|The positional offsets of each projectile.
|Array of objects
|Array of objects
Line 1,046: Line 1,046:
|
|
|-
|-
|<code>Radius</code>
|<tt>Radius</tt>
|
|
|
|
Line 1,052: Line 1,052:
|
|
|-
|-
|<code>ShotDelay</code>
|<tt>ShotDelay</tt>
|
|
|
|
Line 1,058: Line 1,058:
|
|
|-
|-
|<code>Tasks</code>
|<tt>Tasks</tt>
|A list of tasks to execute when this task executes.
|A list of tasks to execute when this task executes.
|Array of objects
|Array of objects
Line 1,073: Line 1,073:
!Behavior when absent
!Behavior when absent
|-
|-
|<code>Tasks</code>
|<tt>Tasks</tt>
|
|
|Array of objects
|Array of objects
Line 1,092: Line 1,092:
!Behavior when absent
!Behavior when absent
|-
|-
|<code>CollidesOnlyWithTarget</code>
|<tt>CollidesOnlyWithTarget</tt>
|If <code>true</code>, this projectile will pass through any Bloons that are not the target.
|If <tt>true</tt>, this projectile will pass through any Bloons that are not the target.
|Boolean
|Boolean
|{{n}}
|{{n}}
|Defaults to <code>false</code>
|Defaults to <tt>false</tt>
|-
|-
|<code>CollisionType</code>
|<tt>CollisionType</tt>
|Determines how the projectile handles collision with Bloons.
|Determines how the projectile handles collision with Bloons.
*<code>"Once"</code>: can only collide with the same Bloon or its children once.
*<tt>"Once"</tt>: can only collide with the same Bloon or its children once.
*<code>"Continual"</code>: can collide with any Bloon once per frame, even ones it has already hit.
*<tt>"Continual"</tt>: can collide with any Bloon once per frame, even ones it has already hit.
*<code>"None"</code>: cannot collide with Bloons.
*<tt>"None"</tt>: cannot collide with Bloons.
|String
|String
|
|
|
|
|-
|-
|<code>DisabledTasks</code>
|<tt>DisabledTasks</tt>
|
|
|Array of numbers
|Array of numbers
Line 1,113: Line 1,113:
|
|
|-
|-
|<code>DrawLayer</code>
|<tt>DrawLayer</tt>
|
|
|Number
|Number
Line 1,119: Line 1,119:
|
|
|-
|-
|<code>ForcePersists</code>
|<tt>ForcePersists</tt>
|If true, the projectile's pierce is unaffected by pierce modifiers.
|If true, the projectile's pierce is unaffected by pierce modifiers.
|Boolean
|Boolean
|{{n}}
|{{n}}
|Defaults to <code>false</code>
|Defaults to <tt>false</tt>
|-
|-
|<code>GraphicName</code>
|<tt>GraphicName</tt>
|
|
|String
|String
Line 1,131: Line 1,131:
|
|
|-
|-
|<code>GraphicsAtPierceLevels</code>
|<tt>GraphicsAtPierceLevels</tt>
|
|
|
|
Line 1,137: Line 1,137:
|
|
|-
|-
|<code>HasFixedAngle</code>
|<tt>HasFixedAngle</tt>
|
|
|Boolean
|Boolean
|{{n}}
|{{n}}
|Defaults to <code>false</code>
|Defaults to <tt>false</tt>
|-
|-
|<code>HasLimitedDuration</code>
|<tt>HasLimitedDuration</tt>
|
|
|Boolean
|Boolean
Line 1,149: Line 1,149:
|
|
|-
|-
|<code>HasRandomOrientation</code>
|<tt>HasRandomOrientation</tt>
|
|
|Boolean
|Boolean
Line 1,155: Line 1,155:
|
|
|-
|-
|<code>IgnoreStatusEffect</code>
|<tt>IgnoreStatusEffect</tt>
|
|
|
|
Line 1,161: Line 1,161:
|
|
|-
|-
|<code>LimitedDuration</code>
|<tt>LimitedDuration</tt>
|
|
|
|
Line 1,167: Line 1,167:
|
|
|-
|-
|<code>LoopAnimation</code>
|<tt>LoopAnimation</tt>
|
|
|
|
Line 1,173: Line 1,173:
|
|
|-
|-
|<code>LoopForever</code>
|<tt>LoopForever</tt>
|
|
|
|
Line 1,179: Line 1,179:
|
|
|-
|-
|<code>Movement</code>
|<tt>Movement</tt>
|The [[#Movement|movement]] of the projectile.
|The [[#Movement|movement]] of the projectile.
|Object
|Object
Line 1,185: Line 1,185:
|
|
|-
|-
|<code>NumPersists</code>
|<tt>NumPersists</tt>
|The pierce of the projectile. One pierce is consumed per collision.
|The pierce of the projectile. One pierce is consumed per collision.
|Number
|Number
Line 1,191: Line 1,191:
|
|
|-
|-
|<code>OnlyCollidePastCutOff</code>
|<tt>OnlyCollidePastCutOff</tt>
|
|
|Boolean
|Boolean
Line 1,197: Line 1,197:
|
|
|-
|-
|<code>Radius</code>
|<tt>Radius</tt>
|
|
|Number
|Number
Line 1,203: Line 1,203:
|Uses the sprite's bounding box as a collision box
|Uses the sprite's bounding box as a collision box
|-
|-
|<code>RemoveAfterRoundStart</code>
|<tt>RemoveAfterRoundStart</tt>
|
|
|
|
Line 1,209: Line 1,209:
|
|
|-
|-
|<code>RemoveOnRoundEnd</code>
|<tt>RemoveOnRoundEnd</tt>
|
|
|Boolean
|Boolean
Line 1,215: Line 1,215:
|
|
|-
|-
|<code>SpinRate</code>
|<tt>SpinRate</tt>
|
|
|
|
Line 1,221: Line 1,221:
|
|
|-
|-
|<code>SpriteFile</code>
|<tt>SpriteFile</tt>
|
|
|String
|String
Line 1,227: Line 1,227:
|
|
|-
|-
|<code>StopAtEndOfCurves</code>
|<tt>StopAtEndOfCurves</tt>
|
|
|
|
Line 1,233: Line 1,233:
|
|
|-
|-
|<code>Tasks</code>
|<tt>Tasks</tt>
|A list of tasks. <code>TasksToProcessOnCollision</code> and <code>TasksToProcessOnTerminate</code> determine which tasks execute on collision and which tasks execute when the projectile expires.
|A list of tasks. <tt>TasksToProcessOnCollision</tt> and <tt>TasksToProcessOnTerminate</tt> determine which tasks execute on collision and which tasks execute when the projectile expires.
|Array of objects
|Array of objects
|
|
|
|
|-
|-
|<code>TasksToProcessOnCollision</code>
|<tt>TasksToProcessOnCollision</tt>
|
|
|
|
Line 1,245: Line 1,245:
|
|
|-
|-
|<code>TasksToProcessOnTerminate</code>
|<tt>TasksToProcessOnTerminate</tt>
|
|
|
|
Line 1,251: Line 1,251:
|
|
|-
|-
|<code>TerminateOnTowerRemoved</code>
|<tt>TerminateOnTowerRemoved</tt>
|If <code>true</code>, the projectile expires when the tower that fired it is destroyed.
|If <tt>true</tt>, the projectile expires when the tower that fired it is destroyed.
|Boolean
|Boolean
|
|
|
|
|-
|-
|<code>TerminateOnZeroPersists</code>
|<tt>TerminateOnZeroPersists</tt>
|If <code>true</code>, the projectile expires when all pierce is consumed.
|If <tt>true</tt>, the projectile expires when all pierce is consumed.
|Boolean
|Boolean
|
|
|
|
|-
|-
|<code>TerminatePastCutoff</code>
|<tt>TerminatePastCutoff</tt>
|
|
|
|
Line 1,279: Line 1,279:
!Behavior when absent
!Behavior when absent
|-
|-
|<code>FireFullRange</code>
|<tt>FireFullRange</tt>
|If <code>true</code>, this can only target points at the full extent of the range. Ignored if <code>OnlyTargetPathLocations</code> is set to <code>true</code>.
|If <tt>true</tt>, this can only target points at the full extent of the range. Ignored if <tt>OnlyTargetPathLocations</tt> is set to <tt>true</tt>.
|Boolean
|Boolean
|
|
|
|
|-
|-
|<code>FollowTarget</code>
|<tt>FollowTarget</tt>
|
|
|Boolean
|Boolean
Line 1,291: Line 1,291:
|
|
|-
|-
|<code>HasRandomOrientation</code>
|<tt>HasRandomOrientation</tt>
|
|
|Boolean
|Boolean
Line 1,297: Line 1,297:
|
|
|-
|-
|<code>MinimumRange</code>
|<tt>MinimumRange</tt>
|The minimum targeting radius.
|The minimum targeting radius.
|Number
|Number
Line 1,303: Line 1,303:
|
|
|-
|-
|<code>OnlyTargetPathLocations</code>
|<tt>OnlyTargetPathLocations</tt>
|If <code>true</code>, this can only target points on a path within range (i.e. Spike Factory behavior).
|If <tt>true</tt>, this can only target points on a path within range (i.e. Spike Factory behavior).
|Boolean
|Boolean
|{{n}}
|{{n}}
|Defaults to <code>false</code>
|Defaults to <tt>false</tt>
|-
|-
|<code>OnlyTargetPlacementLocations</code>
|<tt>OnlyTargetPlacementLocations</tt>
|
|
|Boolean
|Boolean
|{{n}}
|{{n}}
|Defaults to <code>false</code>
|Defaults to <tt>false</tt>
|-
|-
|<code>PlacementTowerType</code>
|<tt>PlacementTowerType</tt>
|
|
|String
|String
Line 1,321: Line 1,321:
|
|
|-
|-
|<code>Range</code>
|<tt>Range</tt>
|The maximum targeting radius.
|The maximum targeting radius.
|Number
|Number
Line 1,327: Line 1,327:
|
|
|-
|-
|<code>TargetIsWeaponTaskOrigin</code>
|<tt>TargetIsWeaponTaskOrigin</tt>
|
|
|Boolean
|Boolean
Line 1,333: Line 1,333:
|
|
|-
|-
|<code>Tasks</code>
|<tt>Tasks</tt>
|A list of tasks to execute when this task executes.
|A list of tasks to execute when this task executes.
|Array of objects
|Array of objects
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|
|
|-
|-
|<code>TerminateOnZeroPersists</code>
|<tt>TerminateOnZeroPersists</tt>
|
|
|
|
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|
|
|-
|-
|<code>UseRangeModifier</code>
|<tt>UseRangeModifier</tt>
|If <code>true</code>, the targeting range scales with range modifiers. Exclusive to ''Bloons TD Battles''.
|If <tt>true</tt>, the targeting range scales with range modifiers. Exclusive to ''Bloons TD Battles''.
|Boolean
|Boolean
|{{n}}
|{{n}}
|Defaults to <code>false</code>
|Defaults to <tt>false</tt>
|-
|-
|<code>WaitTimeRange</code>
|<tt>WaitTimeRange</tt>
|
|
|Array of numbers
|Array of numbers
Line 1,367: Line 1,367:
!Behavior when absent
!Behavior when absent
|-
|-
|<code>Tasks</code>
|<tt>Tasks</tt>
|A list of tasks the ray executes on each Bloon it touches.
|A list of tasks the ray executes on each Bloon it touches.
|Array of objects
|Array of objects
Line 1,382: Line 1,382:
!Behavior when absent
!Behavior when absent
|-
|-
|<code>CollisionType</code>
|<tt>CollisionType</tt>
|Determines how the projectile handles collision with Bloons.
|Determines how the projectile handles collision with Bloons.
*<code>"Once"</code>: can only collide with the same Bloon or its children once.
*<tt>"Once"</tt>: can only collide with the same Bloon or its children once.
*<code>"Continual"</code>: can collide with any Bloon once per frame, even ones it has already hit.
*<tt>"Continual"</tt>: can collide with any Bloon once per frame, even ones it has already hit.
*<code>"None"</code>: cannot collide with Bloons.
*<tt>"None"</tt>: cannot collide with Bloons.
|String
|String
|
|
|
|
|-
|-
|<code>GraphicName</code>
|<tt>GraphicName</tt>
|
|
|String
|String
Line 1,397: Line 1,397:
|
|
|-
|-
|<code>MaxRBE</code>
|<tt>MaxRBE</tt>
|
|
|Number
|Number
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|
|
|-
|-
|<code>SpriteFile</code>
|<tt>SpriteFile</tt>
|
|
|String
|String
Line 1,409: Line 1,409:
|
|
|-
|-
|<code>HasRandomOrientation</code>
|<tt>HasRandomOrientation</tt>
|
|
|Boolean
|Boolean
Line 1,415: Line 1,415:
|
|
|-
|-
|<code>NumPersists</code>
|<tt>NumPersists</tt>
|
|
|Number
|Number
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|
|
|-
|-
|<code>RemoveOnRoundEnd</code>
|<tt>RemoveOnRoundEnd</tt>
|
|
|Boolean
|Boolean
Line 1,427: Line 1,427:
|
|
|-
|-
|<code>Tasks</code>
|<tt>Tasks</tt>
|A list of tasks. <code>TasksToProcessOnCollision</code> and <code>TasksToProcessOnTerminate</code> determine which tasks execute on collision and which tasks execute when the projectile expires.
|A list of tasks. <tt>TasksToProcessOnCollision</tt> and <tt>TasksToProcessOnTerminate</tt> determine which tasks execute on collision and which tasks execute when the projectile expires.
|Array of objects
|Array of objects
|
|
|
|
|-
|-
|<code>TasksToProcessOnCollision</code>
|<tt>TasksToProcessOnCollision</tt>
|
|
|
|
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|
|
|-
|-
|<code>TasksToProcessOnTerminate</code>
|<tt>TasksToProcessOnTerminate</tt>
|
|
|
|
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|
|
|-
|-
|<code>TerminateOnZeroPersists</code>
|<tt>TerminateOnZeroPersists</tt>
|If <code>true</code>, the projectile expires when all pierce is consumed.
|If <tt>true</tt>, the projectile expires when all pierce is consumed.
|Boolean
|Boolean
|
|
Line 1,460: Line 1,460:
!Behavior when absent
!Behavior when absent
|-
|-
|<code>Status</code>
|<tt>Status</tt>
|
|
|
|
Line 1,476: Line 1,476:
!Behavior when absent
!Behavior when absent
|-
|-
|<code>Amount</code>
|<tt>Amount</tt>
|The amount of ammo to restore to the weapon.
|The amount of ammo to restore to the weapon.
|Number
|Number
Line 1,482: Line 1,482:
|
|
|-
|-
|<code>Proxied</code>
|<tt>Proxied</tt>
|If <code>true</code>, also restore ammo to the weapon that spawned this aircraft.
|If <tt>true</tt>, also restore ammo to the weapon that spawned this aircraft.
|Boolean
|Boolean
|{{n}}
|{{n}}
|Defaults to <code>false</code>
|Defaults to <tt>false</tt>
|-
|-
|<code>RoundRobin</code>
|<tt>RoundRobin</tt>
|🎠 wheeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee idfk but it make da glaive lord work
|🎠 wheeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee idfk but it make da glaive lord work
|Number
|Number
Line 1,494: Line 1,494:
|
|
|-
|-
|<code>SlotIndex</code>
|<tt>SlotIndex</tt>
|The slot index of the weapon that ammo is being restored to.
|The slot index of the weapon that ammo is being restored to.
|Number
|Number
Line 1,509: Line 1,509:
!Behavior when absent
!Behavior when absent
|-
|-
|<code>SpriteFile</code>
|<tt>SpriteFile</tt>
|
|
|
|
Line 1,515: Line 1,515:
|
|
|-
|-
|<code>Tasks</code>
|<tt>Tasks</tt>
|
|
|
|
Line 1,531: Line 1,531:
!Behavior when absent
!Behavior when absent
|-
|-
|<code>Count</code>
|<tt>Count</tt>
|
|
|Number
|Number
Line 1,537: Line 1,537:
|
|
|-
|-
|<code>Duration</code>
|<tt>Duration</tt>
|
|
|Number
|Number
Line 1,543: Line 1,543:
|
|
|-
|-
|<code>SpeedMultiplierRange</code>
|<tt>SpeedMultiplierRange</tt>
|
|
|Array of numbers
|Array of numbers
Line 1,549: Line 1,549:
|
|
|-
|-
|<code>Tasks</code>
|<tt>Tasks</tt>
|
|
|Array of objects
|Array of objects
Line 1,558: Line 1,558:
===StatusEffect===
===StatusEffect===
{{main|Technical:Bloons TD 5 (mobile)/Status effects}}
{{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 <tt>RemoveStatusEffect</tt>, and Bloons can be made immune to them.


This table lists properties that are common to all statuses.
This table lists properties that are common to all statuses.
Line 1,568: Line 1,568:
!Behavior when absent
!Behavior when absent
|-
|-
|<code>Status</code>
|<tt>Status</tt>
|The type of status. This can also be set to an empty string, in which case it will do nothing until a <code>TaskUpgrade</code> changes it.
|The type of status. This can also be set to an empty string, in which case it will do nothing until a <tt>TaskUpgrade</tt> changes it.
|String
|String
|
|
|
|
|-
|-
|<code>TargetingFilter</code>
|<tt>TargetingFilter</tt>
|
|
|Object
|Object
Line 1,580: Line 1,580:
|
|
|-
|-
|<code>FireMode</code>
|<tt>FireMode</tt>
|A list of flags specifying something idk
|A list of flags specifying something idk
*<code>"FireNormal"</code> (unused)
*<tt>"FireNormal"</tt> (unused)
*<code>"FireOnApply"</code>
*<tt>"FireOnApply"</tt>
*<code>"FireOnCommand"</code> (unused)
*<tt>"FireOnCommand"</tt> (unused)
*<code>"FireOnLastPop"</code> (unused)
*<tt>"FireOnLastPop"</tt> (unused)
*<code>"FireOnPop"</code> (unused)
*<tt>"FireOnPop"</tt> (unused)
*<code>"FireOnRemove"</code> (unused)
*<tt>"FireOnRemove"</tt> (unused)
*<code>"RemoveOnLastApply"</code>
*<tt>"RemoveOnLastApply"</tt>
|Array of strings
|Array of strings
|{{n}}
|{{n}}
Line 1,608: Line 1,608:
!Behavior when absent
!Behavior when absent
|-
|-
|<code>CompoundSprite</code>
|<tt>CompoundSprite</tt>
|
|
|String
|String
Line 1,614: Line 1,614:
|
|
|-
|-
|<code>InitialTime</code>
|<tt>InitialTime</tt>
|The initial timer to delay the first execution of a looping TimerFire.
|The initial timer to delay the first execution of a looping TimerFire.
|Number
|Number
Line 1,620: Line 1,620:
|
|
|-
|-
|<code>Loops</code>
|<tt>Loops</tt>
|Determines if a TimerFire will loop.
|Determines if a TimerFire will loop.
|Boolean
|Boolean
|{{n}}
|{{n}}
|Defaults to <code>false</code>
|Defaults to <tt>false</tt>
|-
|-
|<code>NumLoops</code>
|<tt>NumLoops</tt>
|Used in conjunction with the former, how many times will it loop. If <code>Loops</code> is not present or false, it won't loop.
|Used in conjunction with the former, how many times will it loop. If <tt>Loops</tt> is not present or false, it won't loop.
|Number
|Number
|{{n}}
|{{n}}
|Doesn't loop
|Doesn't loop
|-
|-
|<code>SpriteList</code>
|<tt>SpriteList</tt>
|
|
|Array of strings
|Array of strings
Line 1,638: Line 1,638:
|
|
|-
|-
|<code>Tasks</code>
|<tt>Tasks</tt>
|A list of tasks to execute when the time is up.
|A list of tasks to execute when the time is up.
|Array of objects
|Array of objects
Line 1,644: Line 1,644:
|
|
|-
|-
|<code>TimeDelay</code>
|<tt>TimeDelay</tt>
|The delay, in seconds.
|The delay, in seconds.
|Number
|Number
Line 1,659: Line 1,659:
!Behavior when absent
!Behavior when absent
|-
|-
|<code>ApplyToUserTower</code>
|<tt>ApplyToUserTower</tt>
|
|
|
|
Line 1,665: Line 1,665:
|
|
|-
|-
|<code>CanApplyToUserTower</code>
|<tt>CanApplyToUserTower</tt>
|
|
|
|
Line 1,671: Line 1,671:
|
|
|-
|-
|<code>Duration</code>
|<tt>Duration</tt>
|How long the modifier is active for.
|How long the modifier is active for.
|Number
|Number
|{{n}}
|{{n}}
|Defaults to <code>-1</code>
|Defaults to <tt>-1</tt>
|-
|-
|<code>Modifier</code>
|<tt>Modifier</tt>
|The modifier applied. Each modifier can either be additive or multiplicative.
|The modifier applied. Each modifier can either be additive or multiplicative.
{| class="wikitable"
{| class="wikitable"
|<code>Cost</code>
|<tt>Cost</tt>
|The price of the tower/upgrades.
|The price of the tower/upgrades.
|-
|-
|<code>TargetRange</code>
|<tt>TargetRange</tt>
|The range of the tower.
|The range of the tower.
|-
|-
|<code>Cooldown</code>
|<tt>Cooldown</tt>
|The cooldown time of the tower, does not affect [[Activated Ability|activated abilities]].
|The cooldown time of the tower, does not affect [[Activated Ability|activated abilities]].
|-
|-
|<code>FireDelay</code>
|<tt>FireDelay</tt>
|The fire delay time of the tower.
|The fire delay time of the tower.
|-
|-
|<code>CashPerPop</code>
|<tt>CashPerPop</tt>
|The amount of money given per pop by the tower.
|The amount of money given per pop by the tower.
|-
|-
|<code>AbilityCooldown</code>
|<tt>AbilityCooldown</tt>
|The cooldown of the [[Activated Ability|activated ability]].
|The cooldown of the [[Activated Ability|activated ability]].
|-
|-
|<code>PoppingPower</code>
|<tt>PoppingPower</tt>
|The pierce of the tower. Affects both <code>Projectile</code> and <code>AreaOfEffect</code> tasks.
|The pierce of the tower. Affects both <tt>Projectile</tt> and <tt>AreaOfEffect</tt> tasks.
|-
|-
|<code>CanPopCamo</code>
|<tt>CanPopCamo</tt>
|The ability of the tower to pop camo bloons. (Boolean)
|The ability of the tower to pop camo bloons. (Boolean)
|-
|-
|<code>CanPopAllBloons</code>
|<tt>CanPopAllBloons</tt>
|The ability of the tower's damage type to ignore bloon immunities. (Boolean)
|The ability of the tower's damage type to ignore bloon immunities. (Boolean)
|-
|-
|<code>Damage</code>
|<tt>Damage</tt>
|The amount of damage the tower does.
|The amount of damage the tower does.
|}
|}
Line 1,714: Line 1,714:
|
|
|-
|-
|<code>ModifyMovingTowers</code>
|<tt>ModifyMovingTowers</tt>
|
|
|
|
Line 1,720: Line 1,720:
|
|
|-
|-
|<code>ModifyNewlySpawnedTowers</code>
|<tt>ModifyNewlySpawnedTowers</tt>
|
|
|
|
Line 1,726: Line 1,726:
|
|
|-
|-
|<code>NumPersists</code>
|<tt>NumPersists</tt>
|How many towers will be affected. If ApplyToUserTower is on, a "pierce" will be used on itself.
|How many towers will be affected. If ApplyToUserTower is on, a "pierce" will be used on itself.
|Number
|Number
|{{n}}
|{{n}}
|Defaults to <code>-1</code>
|Defaults to <tt>-1</tt>
|-
|-
|<code>PriorityLevel</code>
|<tt>PriorityLevel</tt>
|
|
|Number
|Number
Line 1,738: Line 1,738:
|
|
|-
|-
|<code>Range</code>
|<tt>Range</tt>
|Range of the modifier.
|Range of the modifier.
|Number
|Number
Line 1,744: Line 1,744:
|
|
|-
|-
|<code>ReplacesPriorityLevel</code>
|<tt>ReplacesPriorityLevel</tt>
|
|
|
|
Line 1,750: Line 1,750:
|
|
|-
|-
|<code>RequiresEmptyPriorityLevel</code>
|<tt>RequiresEmptyPriorityLevel</tt>
|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
|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
|Boolean
Line 1,756: Line 1,756:
|
|
|-
|-
|<code>RoundDuration</code>
|<tt>RoundDuration</tt>
|
|
|
|
Line 1,762: Line 1,762:
|
|
|-
|-
|<code>Stackable</code>
|<tt>Stackable</tt>
|
|
|
|
Line 1,768: Line 1,768:
|
|
|-
|-
|<code>TargetIsWeaponTaskOrigin</code>
|<tt>TargetIsWeaponTaskOrigin</tt>
|
|
|
|
Line 1,774: Line 1,774:
|
|
|-
|-
|<code>TargetingFilter</code>
|<tt>TargetingFilter</tt>
|What the modifier targets.
|What the modifier targets.
|Array of objects
|Array of objects
Line 1,780: Line 1,780:
|
|
|-
|-
|<code>TaskPersistsWithDuration</code>
|<tt>TaskPersistsWithDuration</tt>
|
|
|
|
Line 1,786: Line 1,786:
|
|
|-
|-
|<code>Tasks</code>
|<tt>Tasks</tt>
|
|
|
|
Line 1,792: Line 1,792:
|
|
|-
|-
|<code>TerminateOnUserTargetChange</code>
|<tt>TerminateOnUserTargetChange</tt>
|
|
|
|
Line 1,798: Line 1,798:
|
|
|-
|-
|<code>TerminateOnUserUpgrade</code>
|<tt>TerminateOnUserUpgrade</tt>
|
|
|Boolean
|Boolean
Line 1,804: Line 1,804:
|
|
|-
|-
|<code>WeaponSlotIndex</code>
|<tt>WeaponSlotIndex</tt>
|The slot index of the weapon the modifier is applied to.
|The slot index of the weapon the modifier is applied to.
|Number
|Number
Line 1,820: Line 1,820:


==Movement ==
==Movement ==
<code>Movement</code> is a property shared by Projectiles, Collectables, and TextEffects. The <code>Type</code> determines how it moves and what sub-properties are allowed.
<tt>Movement</tt> is a property shared by Projectiles, Collectables, and TextEffects. The <tt>Type</tt> determines how it moves and what sub-properties are allowed.


===Forward===
===Forward===
Line 1,831: Line 1,831:
!Behavior when absent
!Behavior when absent
|-
|-
|<code>Speed</code>
|<tt>Speed</tt>
|How fast the object moves.
|How fast the object moves.
|Number
|Number
Line 1,837: Line 1,837:
|Weapon effectively stops moving
|Weapon effectively stops moving
|-
|-
|<code>CutOffDistance</code>
|<tt>CutOffDistance</tt>
|The distance at which the object expires.
|The distance at which the object expires.
|Number
|Number
|{{n}}
|{{n}}
|Defaults to <code>-1</code>
|Defaults to <tt>-1</tt>
|-
|-
|<code>SpeedDecay</code>
|<tt>SpeedDecay</tt>
|
|
|Number
|Number
Line 1,859: Line 1,859:
!Behavior when absent
!Behavior when absent
|-
|-
|<code>Speed</code>
|<tt>Speed</tt>
|How fast the object moves.
|How fast the object moves.
|Number
|Number
Line 1,865: Line 1,865:
|Weapon effectively stops moving
|Weapon effectively stops moving
|-
|-
|<code>CutOffDistance</code>
|<tt>CutOffDistance</tt>
|The distance at which the object expires.
|The distance at which the object expires.
|Number
|Number
|{{n}}
|{{n}}
|Defaults to <code>-1</code>
|Defaults to <tt>-1</tt>
|-
|-
|<code>NextTargetRange</code>
|<tt>NextTargetRange</tt>
|The radius at which the object can target.
|The radius at which the object can target.
|Number
|Number
Line 1,877: Line 1,877:
|
|
|-
|-
|<code>DestroyWhenNoTarget</code>
|<tt>DestroyWhenNoTarget</tt>
|If <code>true</code>, the object terminates itself if there are no targets in its range.
|If <tt>true</tt>, the object terminates itself if there are no targets in its range.
|Boolean
|Boolean
|
|
Line 1,893: Line 1,893:
!Behavior when absent
!Behavior when absent
|-
|-
|<code>Speed</code>
|<tt>Speed</tt>
|How fast the object moves.
|How fast the object moves.
|Number
|Number
Line 1,899: Line 1,899:
|Weapon effectively stops moving
|Weapon effectively stops moving
|-
|-
|<code>CutOffDistance</code>
|<tt>CutOffDistance</tt>
|The distance at which the object expires.
|The distance at which the object expires.
|Number
|Number
|{{n}}
|{{n}}
|Defaults to <code>-1</code>
|Defaults to <tt>-1</tt>
|-
|-
|<code>Curves</code>
|<tt>Curves</tt>
|The control points of the Bézier curve. The first number of each sub-array is the X-position, and the second number is the Y-position.
|The control points of the Bézier curve. The first number of each sub-array is the X-position, and the second number is the Y-position.
|Array of array of numbers
|Array of array of numbers
Line 1,911: Line 1,911:
|
|
|-
|-
|<code>AngleOffset</code>
|<tt>AngleOffset</tt>
|
|
|Number
|Number
Line 1,917: Line 1,917:
|
|
|-
|-
|<code>TerminateAtEndOfCurve</code>
|<tt>TerminateAtEndOfCurve</tt>
|If <code>true</code>, the object expires when it reaches the end of the path.
|If <tt>true</tt>, the object expires when it reaches the end of the path.
|Boolean
|Boolean
|
|
Line 1,935: Line 1,935:
!Behavior when absent
!Behavior when absent
|-
|-
|<code>Speed</code>
|<tt>Speed</tt>
|Determines the object's speed when moving towards the target.
|Determines the object's speed when moving towards the target.
|Number
|Number
Line 1,941: Line 1,941:
|
|
|-
|-
|<code>ReturnSpeed</code>
|<tt>ReturnSpeed</tt>
|Determines the object's speed when returning to its sender.
|Determines the object's speed when returning to its sender.
|Number
|Number
Line 1,947: Line 1,947:
|
|
|-
|-
|<code>TargetShouldFaceWeapon</code>
|<tt>TargetShouldFaceWeapon</tt>
|
|
|Boolean
|Boolean
Line 1,953: Line 1,953:
|
|
|-
|-
|<code>StartOnTarget</code>
|<tt>StartOnTarget</tt>
|If <code>true</code>, the object starts at the target and returns to the sender, skipping the phase of traveling to the target first. <code>Speed</code> is ignored.
|If <tt>true</tt>, the object starts at the target and returns to the sender, skipping the phase of traveling to the target first. <tt>Speed</tt> is ignored.
|Boolean
|Boolean
|{{n}}
|{{n}}
|Defaults to <code>false</code>
|Defaults to <tt>false</tt>
|}
|}


Line 1,971: Line 1,971:
!Behavior when absent
!Behavior when absent
|-
|-
|<code>Speed</code>
|<tt>Speed</tt>
|How fast the object moves.
|How fast the object moves.
|Number
|Number
Line 1,977: Line 1,977:
|Weapon effectively stops moving
|Weapon effectively stops moving
|-
|-
|<code>CutOffDistance</code>
|<tt>CutOffDistance</tt>
|The distance at which the object expires.
|The distance at which the object expires.
|Number
|Number
|{{n}}
|{{n}}
|Defaults to <code>-1</code>
|Defaults to <tt>-1</tt>
|-
|-
|<code>SeekAngle</code>
|<tt>SeekAngle</tt>
|The angle at which the object can target from.
|The angle at which the object can target from.
|Number
|Number
Line 1,989: Line 1,989:
|
|
|-
|-
|<code>TurnSpeed</code>
|<tt>TurnSpeed</tt>
|How quickly the object can rotate towards its target, in degrees per second.
|How quickly the object can rotate towards its target, in degrees per second.
|Number
|Number
Line 1,995: Line 1,995:
|
|
|-
|-
|<code>TargetRange</code>
|<tt>TargetRange</tt>
|The radius at which the object can target.
|The radius at which the object can target.
|Number
|Number
Line 2,001: Line 2,001:
|
|
|-
|-
|<code>ActivateCutOffFromSpotter</code>
|<tt>ActivateCutOffFromSpotter</tt>
|
|
|Boolean
|Boolean