User:Polavux/Technical:Bloons Supermonkey 2 (mobile)/Spreadsheet data
spreadsheet_data.json contains all data pertaining to Bloon types, weapons, projectiles, powerups, research, supercrates, and some miscellaneous variables.
Bloons
editEpics
editname icon model texture modelAngle effect leftArmWeapon coreWeapon rightArmWeapon cooldown duration autoActivate powerUp endless_only powerup_sfx perk avatar invisible instantPosition flipWeapons attachWeaponToProjectile path
Misc
editPowerups
edit| Key | Type | Description | Required? | Behavior when absent |
|---|---|---|---|---|
| activation_count | Number | Unused? | ||
| cooldown | Number | |||
| duration | Number | |||
| effect | String | |||
| effectAttached | Boolean | |||
| effectLoop | Boolean | |||
| effectPosition | String | |||
| icon | String | |||
| id | String | |||
| level_index_to_unlock | Number | The ID of the level the player is required to clear before this powerup starts appearing in crates. | ||
| level1 | String | |||
| level2 | String | |||
| level2_xp | Number | The total number of uses required to reach rank 2. All vanilla powerups set this to 10. | ||
| level3 | String | |||
| level3_xp | Number | The total number of uses required to reach rank 3. All vanilla powerups set this to 25. | ||
| level4 | String | |||
| level4_xp | Number | The total number of uses required to reach rank 4. All vanilla powerups set this to 50. | ||
| sfx | String | |||
| stars | Number | The rarity of the powerup. | ||
| world_index_to_unlock | Number | The ID of the world the level requirement applies to. |
Projectiles
editname sprite spriteResearchA spriteResearchB spriteResearchAB size speed rotationSpeed timeToLive damage hitPoints targetingSpeed damageOverTime damageOverTimePerSecond damageOverTimePerSecondRandomization bloonsPopLimit specialActionsCount freeze freezeTime freezeRange freezeShields stun stunTime stunRange glue glueTime glueRange randomSpawnRange randomRotation targetingDistance minTargetingDistance postHitTargetingDistance targetingTurningLimit colliding topCollision attachedToPlayer springAttached respawnOnDeath energy bloonCatchChance maxBloonsCatch catchDamageOverTime catchDamageOverTimePerSecond dontBounceOnNoDamage blendmode projectileType multiplierNormal multiplierLead multiplierBlack multiplierCeramic multiplierGlass multiplierWhite multiplierFrozen explodeOnCollision explodeOnTimeToLive explodeOnHitPoints blastRadius blastSize blastTime collisionRadius silentExplosion explosionJSON firstJumpRange singleJumpRange totalJumpRange circling minCirclingValue maxCirclingValue totalCirclingAngle circlingMinToMaxAngle circlingAngularSpeed linearReturnMaxDistance linearReturnTime sineMoveMultiplier sineSizeMultiplier sineFrequency projectileAngleRange bounceOffEdges bounceOffEdgesRandomAngle damageAllOnScreen damageAllOnScreenPopLayer damageAllOnScreenProbability damageAllOnScreenValue splitOnEdgeAngle trailSprite trailSpriteResearchA trailSpriteResearchB trailSpriteResearchAB trailLength trailSpawnOffset trailInitialSize trailSizeChange trailInitialAlpha trailAlphaChange trailLifespan forceX forceY disableSpriteRotation allowedToTrack trackingDelayTime immuneToShields immuneToMagnets forcedMovementType useResearch keepVisibleUntilTimeOut action actionTimeTrigger actionOnEveryHit action_trigger action_result