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
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 .
|
Number
|
|
|
MoneyMultiplier
|
The multiplier for how many lives are given, the total lives given is .
|
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
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
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
|
|
|
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
|
|
|