User:Polavux/Technical:Bloons TD 5 (multiplatform)/Status effects

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A StatusEffect type task applies a modifier to the target Bloon. This task type supports a lot of properties, but most are only used by certain 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 RemoveStatusEffect, and Bloons can be made immune to them.

Properties of all statuses

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Key Description Type Required? Behavior when absent
Status The type of status. This can also be set to an empty string, in which case it will do nothing until a TaskUpgrade changes it. String
TargetingFilter Object
FireMode A list of flags specifying something idk
  • "FireNormal" (unused)
  • "FireOnApply"
  • "FireOnCommand" (unused)
  • "FireOnLastPop" (unused)
  • "FireOnPop" (unused)
  • "FireOnRemove" (unused)
  • "RemoveOnLastApply"
Array of strings No

Statuses

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AbsoluteZero

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AbsoluteZeroPermafrost

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BeeSting

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BeeTarget

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BloonSpeedBoost

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BloonSpeedBoostEffect

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Adds the Camo property to a Bloon. This cannot be applied by a StatusEffect and can only be applied by hardcoded game mechanics.

ContestedTerritory

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CrippleMOAB

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BloonChipperSuck

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DamageMultiplier

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DamageOverTime

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DazeEffect

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DiminishingReturns

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Removes Camo and/or Regen properties from the target if it has them.

Key Description Type Required? Behavior when absent
NumPersists Number

Freeplay

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Turns Ceramic Bloons into Super Ceramic Bloons and causes non-MOAB-Class Bloons to only spawn one child Bloon when popped. This cannot be applied by a StatusEffect and can only be applied by hardcoded game mechanics.

GlueOnTrack

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HoldBloon

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IceShards

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Misdirection

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MOABSlow

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MoveOnCurve

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MoveToPath

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Inflicts blowback. This is hardcoded to remove Ice and Glue (but not AbsoluteZero, StrongGlueTop, or StrongGlueBottom) and send Bloons between 30% and 95% of the track length it has covered (10% to 40% in BTD Battles).

Key Description Type Required? Behavior when absent
PercentageChance Determines the chance of this effect applying to the target. Represented by a decimal number (for example, 0.5 equates to a 50% chance). Number No Defaults to 1.0

MultiLayerDamage

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Allows damage dealt by any previous Damage tasks in the same task array to soak through layers. If this status task is indexed before any damage tasks or is not in the task array, the damage will not pop more than one layer at a time (meaning 2+ damage only deals extra damage to Bloons with more than 1 health).

Key Description Type Required? Behavior when absent
Kill If true, any damage that soaks through a Bloon ignores the immunities of its children. Due to a bug, enabling this causes damage that pops a Bloon to always increment the tower's pop count by 1, not by the number of layers it actually pops. Boolean No Defaults to false

Napalm

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Permafrost

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RBEDamage

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Regen

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Adds the Regen property to a Bloon. This cannot be applied by a StatusEffect and can only be applied by hardcoded game mechanics.

Sabotage

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ShredBloon

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The target disappears, takes damage over time until its outer layer is popped (if it is a Ceramic or below) or after a certain duration (if it is MOAB-Class), then reappears. This is hardcoded to specifically deal "Plasma" damage and will not damage Bloons modified to be immune to it.

SignalFlare

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Removes Camo properties from the target if it has it.

VacStatus

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ViralFrost

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