User:Polavux/Technical:Bloons TD 5 (multiplatform)/Weapons: Difference between revisions
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 | ||
| Line 245: | Line 245: | ||
|} | |} | ||
=== | ===BloonSpawnedEvent=== | ||
{| class="wikitable sortable" | |||
===ChainTasks=== | |||
===ChangeSubtaskEnabled=== | |||
{|class="wikitable sortable" | |||
!Key | !Key | ||
!Description | !Description | ||
| Line 253: | Line 257: | ||
!Behavior when absent | !Behavior when absent | ||
|- | |- | ||
|<code> | |<code>ToDisable</code> | ||
| | | | ||
|Array of numbers | |||
| | | | ||
| | | | ||
|- | |- | ||
|<code> | |<code>ToEnable</code> | ||
| | | | ||
| | |Array of numbers | ||
| | | | ||
| | | | ||
|} | |||
===Collectable=== | |||
===CollectCollectables=== | |||
Automatically collects collectables. Does not collect drops from Golden Bloons. | |||
{|class="wikitable sortable" | |||
!Key | |||
!Description | |||
!Type | |||
!Required? | |||
!Behavior when absent | |||
|- | |- | ||
|<code> | |<code>AnimateOnCollection</code> | ||
| | | | ||
|Boolean | |Boolean | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code> | |<code>CollectionDelay</code> | ||
| | | | ||
|Number | |Number | ||
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| | | | ||
|- | |- | ||
|<code> | |<code>Range</code> | ||
| | | | ||
| | |Number | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code> | |<code>Speed</code> | ||
| | | | ||
| | |Number | ||
| | | | ||
| | | | ||
|} | |} | ||
=== | ===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 | ||
| Line 309: | Line 316: | ||
|- | |- | ||
|<code>Amount</code> | |<code>Amount</code> | ||
|The amount of | |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> | |<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" | ||
| | |<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> | |<code>Foam</code> | ||
| | |― | ||
|- | |- | ||
|<code> | |<code>IceViral</code> | ||
| | |Exclusive to ''Bloons TD Battles''. | ||
| | |} | ||
| | |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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|} | |} | ||
=== | === Projectile === | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
!Key | !Key | ||
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!Behavior when absent | !Behavior when absent | ||
|- | |- | ||
|<code> | |<code>CollisionType</code> | ||
| | |Determines how the projectile handles collision with Bloons. | ||
{| class="wikitable" | {| class="wikitable" | ||
|<code> | |<code>Once</code> | ||
| | |Can only collide with the same Bloon or its children once. | ||
|- | |- | ||
|<code> | |<code>Continual</code> | ||
| | |Can collide with the same Bloon once per frame. | ||
|- | |- | ||
|<code> | |<code>None</code> | ||
| | |Cannot collide with Bloons. | ||
|} | |||
|String | |||
| | |||
| | |||
|- | |- | ||
|<code> | |<code>ForcePersists</code> | ||
| | |If true, pierce cannot be increased. | ||
|Boolean | |||
|No | |||
|Defaults to <code>false</code> | |||
|- | |- | ||
|<code> | |<code>NumPersists</code> | ||
| | |The pierce of the projectile. One pierce is consumed per collision. | ||
|Number | |||
| | |||
| | |||
|- | |- | ||
|<code> | |<code>Radius</code> | ||
| | | | ||
|Number | |||
| | |||
| | |||
|- | |- | ||
|<code> | |<code>SpriteFile</code> | ||
| | | | ||
|String | |||
| | |||
| | |||
|- | |- | ||
|<code> | |<code>TerminateOnZeroPersists</code> | ||
| | |If true, the projectile expires when all pierce is consumed. | ||
|Boolean | |||
| | |||
| | | | ||
| | | | ||
|} | |} | ||
===RandomFire=== | ===RandomFire=== | ||
===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 | |||
| | |||
| | |||
|} | |||
=== | ===RemoveStatusEffect=== | ||
=== | === 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 | |||
| | |||
|} | |||
=== | ===TextEffect=== | ||
=== | ===TimerFire=== | ||
=== TowerModifier === | === TowerModifier === | ||