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

LowoTV (talk | contribs)
m →TowerModifier: forgot sorting
putting these tasks in alphabetical order, and adding some other ones that are missing
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|-
|-
|<code>Tasks</code>
|<code>Tasks</code>
|
|A list of tasks that the weapon will execute when it fires.
|Array of objects
|Array of objects
|Yes
|Yes
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|}
|}


=== Projectile ===
===BloonSpawnedEvent===
{| class="wikitable sortable"
 
===ChainTasks===
 
===ChangeSubtaskEnabled===
{|class="wikitable sortable"
!Key
!Key
!Description
!Description
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!Behavior when absent
!Behavior when absent
|-
|-
|<code>CollisionType</code>
|<code>ToDisable</code>
|Determines how the projectile handles collision with Bloons.
|
{| class="wikitable"
|Array of numbers
|<code>Once</code>
|
|Can only collide with the same Bloon or its children once.
|
|-
|-
|<code>Continual</code>
|<code>ToEnable</code>
|Can collide with the same Bloon once per frame.
|
|-
|Array of numbers
|<code>None</code>
|Cannot collide with Bloons.
|}
|String
|
|
|
|
|}
===Collectable===
===CollectCollectables===
Automatically collects collectables. Does not collect drops from Golden Bloons.
{|class="wikitable sortable"
!Key
!Description
!Type
!Required?
!Behavior when absent
|-
|-
|<code>ForcePersists</code>
|<code>AnimateOnCollection</code>
|If true, pierce cannot be increased.
|
|Boolean
|Boolean
|No
|Defaults to <code>false</code>
|-
|<code>NumPersists</code>
|The pierce of the projectile. One pierce is consumed per collision.
|Number
|
|
|
|
|-
|-
|<code>Radius</code>
|<code>CollectionDelay</code>
|
|
|Number
|Number
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|
|
|-
|-
|<code>SpriteFile</code>
|<code>Range</code>
|
|
|String
|Number
|
|
|
|
|-
|-
|<code>TerminateOnZeroPersists</code>
|<code>Speed</code>
|If true, the projectile expires when all pierce is consumed.
|
|Boolean
|Number
|
|
|
|
|}
|}


=== RestoreAmmo ===
===Damage===
{| class="wikitable"
Deals damage to Bloons. For weapons, this deals damage to its target directly (i.e. Sniper Monkey behavior). For projectiles, deals damage on collision.
{| class="wikitable sortable"
!Key
!Key
!Description
!Description
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|-
|-
|<code>Amount</code>
|<code>Amount</code>
|The amount of ammo to restore to the weapon.
|The amount of damage dealt. (If this weapon/projectile's task list does not have a <code>MultiLayerDamage</code> task below it, the damage will not pass through layers.)
|Number
|Number
|
|
|
|
|-
|-
|<code>RoundRobin</code>
|<code>DamageType</code>
|🎠 wheeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee idfk but it make da glaive lord work
|Bloons with a matching string in their <code>DamageImmunity</code> property will not take damage. Some damage types have hardcoded properties.
|Number
{| class="wikitable"
|
|<code>Piercing</code>
|
|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.
|-
|<code>Explosive</code>
|―
|-
|<code>Plasma</code>
|The <code>ShredBloon</code> status is hardcoded to use this.
|-
|<code>Ice</code>
|―
|-
|<code>Juggernaut</code>
|―
|-
|<code>MOABMauler</code>
|―
|-
|-
|<code>Proxied</code>
|<code>Foam</code>
|If <code>true</code>, also restore ammo to the weapon that spawned this aircraft.
|―
|Boolean
|No
|Defaults to <code>false</code>
|-
|-
|<code>SlotIndex</code>
|<code>IceViral</code>
|The slot index of the weapon that ammo is being restored to.
|Exclusive to ''Bloons TD Battles''.
|Number
|}
|No
|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===


=== MultiFire ===
=== MultiFire ===
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|}
|}


===Damage===
=== Projectile ===
Deals damage to Bloons. For weapons, this deals damage to its target directly (i.e. Sniper Monkey behavior). For projectiles, deals damage on collision.
{| class="wikitable sortable"
{| class="wikitable sortable"
!Key
!Key
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!Behavior when absent
!Behavior when absent
|-
|-
|<code>Amount</code>
|<code>CollisionType</code>
|The amount of damage dealt. (If this weapon/projectile's task list does not have a <code>MultiLayerDamage</code> task below it, the damage will not pass through layers.)
|Determines how the projectile handles collision with Bloons.
|Number
|
|
|-
|<code>DamageType</code>
|Bloons with a matching string in their <code>DamageImmunity</code> property will not take damage. Some damage types have hardcoded properties.
{| class="wikitable"
{| class="wikitable"
|<code>Piercing</code>
|<code>Once</code>
|The projectile that dealt this damage plays a sound and terminates when it hits a Lead or frozen bloon.
|Can only collide with the same Bloon or its children once.
|-
|-
|<code>Fire</code>
|<code>Continual</code>
|The projectile that dealt this damage plays a sound and terminates when it hits a Lead bloon.
|Can collide with the same Bloon once per frame.
|-
|-
|<code>Explosive</code>
|<code>None</code>
|―
|Cannot collide with Bloons.
|}
|String
|
|
|-
|-
|<code>Plasma</code>
|<code>ForcePersists</code>
|The <code>ShredBloon</code> status is hardcoded to use this.
|If true, pierce cannot be increased.
|Boolean
|No
|Defaults to <code>false</code>
|-
|-
|<code>Ice</code>
|<code>NumPersists</code>
|―
|The pierce of the projectile. One pierce is consumed per collision.
|Number
|
|
|-
|-
|<code>Juggernaut</code>
|<code>Radius</code>
|―
|
|Number
|
|
|-
|-
|<code>MOABMauler</code>
|<code>SpriteFile</code>
|―
|
|String
|
|
|-
|-
|<code>Foam</code>
|<code>TerminateOnZeroPersists</code>
|―
|If true, the projectile expires when all pierce is consumed.
|-
|Boolean
|<code>IceViral</code>
|Exclusive to ''Bloons TD Battles''.
|}
|String
|
|
|
|
|}
|}
===RemoveStatusEffect===


===RandomFire===
===RandomFire===
===TimerFire===
===Effect===
===TextEffect===
===BloonSpawnedEvent===


===RayIntersect===
===RayIntersect===
Creates a beam that collides with every Bloon that touches the sprite's bounding box on each frame.
{| class="wikitable"
!Key
!Description
!Type
!Required?
!Behavior when absent
|-
|<code>Tasks</code>
|Executes these tasks on every Bloon it touches.
|Array of objects
|
|
|}


===ChainTasks===
===RemoveStatusEffect===


===Collectable===
=== RestoreAmmo ===
{| class="wikitable"
!Key
!Description
!Type
!Required?
!Behavior when absent
|-
|<code>Amount</code>
|The amount of ammo to restore to the weapon.
|Number
|
|
|-
|<code>RoundRobin</code>
|🎠 wheeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee idfk but it make da glaive lord work
|Number
|
|
|-
|<code>Proxied</code>
|If <code>true</code>, also restore ammo to the weapon that spawned this aircraft.
|Boolean
|No
|Defaults to <code>false</code>
|-
|<code>SlotIndex</code>
|The slot index of the weapon that ammo is being restored to.
|Number
|No
|
|}


===LaunchAircraft===
===TextEffect===


===FireTaskAtLocation===
===TimerFire===
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.


=== TowerModifier ===
=== TowerModifier ===