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

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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 Money Range×Money Multiplier. Number
MoneyMultiplier The multiplier for how many lives are given, the total lives given is Lives Range×Lives Multiplier. 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.
Piercing The projectile that dealt this damage plays a sound and terminates when it hits a Lead or frozen bloon.
Fire The projectile that dealt this damage plays a sound and terminates when it hits a Lead bloon.
Explosive ―
Plasma The ShredBloon status is hardcoded to use this.
Ice ―
Juggernaut ―
MOABMauler ―
Foam ―
IceViral 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

Movement

Key Description Type Required? Behavior when absent
Type The type of movement
Forward The projectile moves forwards.
Key Description Type Required? Behavior when absent
Speed How fast the projectile moves. Number Yes Weapon functionally stops existing
CutOffDistance The distance at which the projectile expires. Number No Deafults to -1
Target The projectile targets a bloon by continuously turning to it.
Key Description Type Required? Behavior when absent
Speed How fast the projectile moves. Number Yes Weapon functionally stops existing
CutOffDistance The distance at which the projectile expires. Number No Deafults to -1
SeekAngle The angle at which the projectile can target a bloon from. Number
TurnSpeed How quickly the projectile can turn around. Number
TargetRange The radius at which the projectile can target a bloon. Number
ActivateCutOffFromSpotter Boolean
MotionCurve The projectile moves in a curve.
Key Description Type Required? Behavior when absent
Speed How fast the projectile moves. Number Yes Weapon functionally stops existing
CutOffDistance The distance at which the projectile expires. Number No Deafults to -1
Curves The movement of the projectile. Array of objects Yes
AngleOffset Number
TerminateAtEndOfCurve If off, projectile stays active when the curve ends. Boolean
GoToTarget The projectile changes direction every time it hits a bloon.
Key Description Type Required? Behavior when absent
Speed How fast the projectile moves. Number Yes Weapon functionally stops existing
CutOffDistance The distance at which the projectile expires. Number No Deafults to -1
NextTargetRange The radius at which the projectile targets a bloon Number
DestroyWhenNoTarget If on, then the projectile terminates itself if there are no targets in its range. Boolean
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.
Once Can only collide with the same Bloon or its children once.
Continual Can collide with the same Bloon once per frame.
None Cannot collide 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
Period The amount of attacks it takes for the modifier to be applied. Number
WeaponSlotIndex The slot index of the weapon the modifier is applied to. Number
TargetingFilter What the modifier targets. Array of objects
Modifier The modifier applied. Each modifier can either be additive or multiplicative.
Cost The price of the tower/upgrades.
TargetRange The range of the tower.
Cooldown The cooldown time of the tower, does not affect activated abilities.
FireDelay The fire delay time of the tower.
CashPerPop The amount of money given per pop by the tower.
AbilityCooldown The cooldown of the activated ability.
PoppingPower The pierce of the tower
CanPopCamo The ability of the tower to pop camo bloons.
CanPopAllBloons The ability of the tower's damage type to ignore bloon immunities
Array of objects
Duration How long the modifier is active for. Number No Deafults to -1