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

Base weapon properties

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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   Defaults to false
AnimatesTower Exclusive to Bloons TD Battles.
CanFireWithNoTargetsAndRoundInProgress If true, during rounds, this weapon will fire without requiring a valid target. Boolean   Defaults to false
CanSelfTargetCamo If true, this weapon can target and hit Camo bloons, even if the tower itself lacks Camo detection. Boolean   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   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   Defaults to false
CooldownTime An amount of time in seconds, minimum of 1 frame. 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   Weapon functionally stops existing
CooldownTimeMultiplier   Defaults to 1
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   Defaults to 0
DisabledOnTargetModes The weapon disables itself if the tower's targeting mode is set to any of the targeting modes in this array (i.e. Submerge and Support behavior). Array of strings   Weapon does not disable based on target mode.
DisableSlotWhenOutOfAmmo If true, this weapon disables itself when its RemainingAmmo is at 0. It does not re-enable itself. Boolean   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   Defaults to true
FireDelayTime An amount of time in seconds, minimum of 1 frame. 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 run out. Activated Abilities will resume counting down their CooldownTime even if the FireDelayTime has not yet expired. Number   Weapon functionally stops existing
FireDelayTimeMultiplier   Defaults to 1
FiresOnRoundEnd Boolean  
ForceTargetWeaponOrigin If true, then it forces the weapon to spawn from the target regardless of if TargetIsWeaponOrigin is on for the tower. Boolean   Defaults to false
ForwardFiring  
InterestMultiplier Number  
ManuallyFired If true, this weapon is treated as an Activated Ability. Boolean   Defaults to false
MaxMoney Number  
MaxShots Number  
NumberOfRoundsBetweenShots Number  
ReloadOnRoundStart Exclusive to Bloons TD Battles.
RemainingAmmo Number   Defaults to 0
RequiresTargetToFire If true, this weapon can only fire if it has a valid target. Boolean   Defaults to true
SelfTargetMode Locks this weapon to the defined targeting priority, ignoring the targeting priority of its tower. String   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   Defaults to true
SpreadCooldownOverRound Exclusive to Bloons TD Battles.
StartsOnCooldown Boolean  
TargetingArc  
TargetingFilter  
TargetRange Number  
TargetsIndependently Boolean  
Tasks A list of tasks the weapon executes each time it fires. Array of objects   Weapon functionally stops existing
TotalAmmo Number   Defaults to 0
Type String  
UseBloonStore Boolean   Defaults to false

Tasks

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A Task is a process that executes when a weapon fires. An array of tasks is executed in its array order, lowest index first. Some tasks, such as Projectile, AreaOfEffect, and Effect tasks, can also have tasks, which are referred to as "sub-tasks" and execute under different conditions. The Type of a task determines what the task is and what parameters it allows.

AddCashMult

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AddChildSprite

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ApplyBloonSpawnModifier

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AreaOfEffect

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Key Description Type Required? Behavior when absent
CanHitLead Determines if an AoE can hit Lead bloons or not. Boolean   Defaults to true
DisabledTasks Array of numbers
Duration Number
MaxTargets The pierce of the area of effect. One pierce is consumed per collision. Number  
Range The radius of the area of effect. Number  
Sort
Tasks A list of tasks the area of effect executes on each Bloon it hits. Array of objects
UseRangeModifier If true, the range scales with range modifiers. Exclusive to Bloons TD Battles. Boolean  

BloonAdjustment

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BloonSpawnedEvent

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Executes its tasks on each Bloon that spawns.

Key Description Type Required? Behavior when absent
Duration How long the event lasts for. Number
Tasks Array of objects

BoostReducer

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ChainTasks

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Key Description Type Required? Behavior when absent
CutOffDistance
NumJumps How times a branch of lightning will bounce. Number
NumPersists Number
Tasks

ChangeSubtaskEnabled

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Key Description Type Required? Behavior when absent
ToDisable Array of numbers
ToEnable Array of numbers

ChangeTerrain

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Key Description Type Required? Behavior when absent
Area Defines the area as a rectangle. The first number determines the width, the second number determines the height. Array of numbers
Mask Determines the kind(s) of terrain this area is treated as. If empty, this is treated as land (i.e. Pontoon behavior).
  • "Water"
  • "BlockTower" (unused)
  • "PathTower" (unused)
Array of strings
Radius Defines the area as a circle. The value determines the radius. Number

Collectable

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Key Description Type Required? Behavior when absent
AutoCollect
Bank Boolean
BonusMultiplierForManualCollection Number  
ClickOnly
CollectionRadius The radius in which the collectable can be collected from. Number
Duration How long the collectable lasts for. Number
GivesCashWhenExpired
GraphicName
LimitHealth
LivesMultiplier The multiplier for how many lives are given, the total lives given is Lives Range×LivesMultiplier. Number
LivesRange The minimum and maximum number of lives the collectable at base gives. Array of numbers
LoopAnimation
MoneyMultiplier The multiplier for how much cash is given, the total cash given is Money Range×MoneyMultiplier. Number
MoneyRange The minimum and maximum number of cash the collectable at base gives. Array of numbers
MoneyRangeIncreasePerRound
Movement The movement of the collectable. Object
SpriteFile
Tasks

CollectCollectables

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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

CreateAtPathPoint

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CreateTower

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Creates a tower.

Key Description Type Required? Behavior when absent
TowerType The type of tower that is being created. String   Creates an invalid tower
TowerLifetime How long the created tower lasts. Number   The created tower lasts infinitely
TowerColour Applies a RGBA multiply colour on top of the created tower. First number controls the red channel, second controls the green channel, third controls the blue channel, the fourth is suppose to control the alpha channel but it doesn't work. Array of Numbers   Defaults to [ 255, 255, 255, 255 ]
HasParentTower Determines if the created tower also gets destroyed if its "parent" tower get sold. Boolean   Defaults to false
UseParentTowerUpgradeLevel Determines whether the created tower should copy the upgrade layout from the 'parent' tower that created it. Boolean   Defaults to false

Damage

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Deals damage to Bloons. For weapons, this deals damage to its target directly (i.e. Sniper Monkey behavior). For tasks that collide with Bloons (projectiles, areas of effect, etc), this 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 status below it, the damage will not pass through layers.) Number
BlimpModifier Exclusive to Bloons Monkey City. Number   Defaults to 1
BossDamageMod Excluded from Bloons TD Battles. Number   Defaults to 1
CeramicModifier Exclusive to Bloons Monkey City. Number   Defaults to 1
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"
  • "Ice"
  • "Juggernaut"
  • "MOABMauler"
  • "Foam"
  • "IceViral": Exclusive to Bloons TD Battles.
String
InformDamageFromParentTask  

DamageSpread

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Key Description Type Required? Behavior when absent
Amount Number
BlimpModifier Exclusive to Bloons Monkey City. Number   Defaults to 1
BossDamageMod Excluded from Bloons TD Battles. Number   Defaults to 1
CeramicModifier Exclusive to Bloons Monkey City. Number   Defaults to 1
DamageType String
MaxTargets Number
Range Number

DisableUIFeature

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Effect

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Key Description Type Required? Behavior when absent
AppliedToTower
ApplyLinearDodge
ApplyToTarget
Audio
DrawLayer
Duration
FlipLeft
FlipRight
FollowTarget
IgnoreAircraft
LinkScaleWithAreaOfEffectRange
LoopCount
LoopForever
PlaySpeed
Position
PositionLeft
PositionRight
RoundDuration
Scale
SpriteFile
Tasks
TerminateWithParent
UseDirection
UseDuration

EnableWeaponSlot

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Key Description Type Required? Behavior when absent
Slot Number
Enable Whether to enable/disable slot String   Defaults to true

FireOverTime

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FireTaskAtLocation

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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.

ForceSellTower

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GiveCashForLeaks

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GrantCashPerPop

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Causes all Bloons to generate cash per layer popped for a limited time. This is exclusive to Bloons TD Battles and is only used by Rubber to Gold and Bounty.

Key Description Type Required? Behavior when absent
Amount The amount of cash generated per pop. Has a hardcoded cap of $50,000 per activation. Number
Duration The duration, in seconds. Number

Harpoon

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IncomeChange

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IncomeOverTime

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IncomeTax

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LaunchAircraft

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Key Description Type Required? Behavior when absent
Aircraft The aircraft that will be launched. String
MaxAircraft How many will be launched. Number   Defaults to 1
Path
Path
PathIndex The Flight Path the aircraft will use.
  • 0 = Figure 8
  • 1 = Figure ∞
  • 2 = Circle
Number
PathOrigin Defines the location of the origin of the path the aircraft will fly in. The first number controls the X coordinate, the second number controls the Y coordinate. Array of numbers  
UseTargetPath

MoneyChange

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MultiFire

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Used to shoot more than 1 projectile. All angles are in degrees.

Key Description Type Required? Behavior when absent
AcquireTarget
AimAtTarget If true, then the angles of the projectiles are offset by the angle of the shot. Boolean
AimOffsetsAtTarget Unused; only appears in the unused RoboMonkey.weapon file (RoboMonkeyLeft.weapon and RoboMonkeyRight.weapon are used instead). If true, the projectiles are angled towards the target. Boolean   Defaults to false
AngleIncrement The change in angle from the first projectile for all subsequent projectiles. Number
DisabledTasks
FireCount The number of times each subtask executes when this executes. If set to 0, this task does not execute any subtasks. Number
InitialOffset The angle of the "first" projectile. Number
MarkIDForProjectiles If true, Bloons hit by the MultiFire's parent task cannot be hit by the MultiFire's subtasks. (This is used by Frag Bombs to make it so Bloons hit by the initial bomb (not the explosion) can't also be hit by the frags.) Boolean  
Offsets The positional offsets of each projectile. Array of objects  
Radius
ShotDelay
Tasks A list of tasks to execute when this task executes. Array of objects

OverclockTask

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Key Description Type Required? Behavior when absent
Tasks Array of objects

ParticleEffect

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PlayerDamage

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Projectile

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Key Description Type Required? Behavior when absent
CollidesOnlyWithTarget If true, this projectile will pass through any Bloons that are not the target. Boolean   Defaults to false
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 any Bloon once per frame, even ones it has already hit.
  • "None": cannot collide with Bloons.
String
DisabledTasks Array of numbers  
DrawLayer Number  
ForcePersists If true, the projectile's pierce is unaffected by pierce modifiers. Boolean   Defaults to false
GraphicName String
GraphicsAtPierceLevels  
HasFixedAngle Boolean   Defaults to false
HasLimitedDuration Boolean  
HasRandomOrientation Boolean  
IgnoreStatusEffect  
LimitedDuration  
LoopAnimation  
LoopForever  
Movement The movement of the projectile. Object
NumPersists The pierce of the projectile. One pierce is consumed per collision. Number
OnlyCollidePastCutOff Boolean  
Radius Number   Uses the sprite's bounding box as a collision box
RemoveAfterRoundStart  
RemoveOnRoundEnd Boolean  
SpinRate  
SpriteFile String
StopAtEndOfCurves  
Tasks A list of tasks. TasksToProcessOnCollision and TasksToProcessOnTerminate determine which tasks execute on collision and which tasks execute when the projectile expires. Array of objects
TasksToProcessOnCollision
TasksToProcessOnTerminate
TerminateOnTowerRemoved If true, the projectile expires when the tower that fired it is destroyed. Boolean
TerminateOnZeroPersists If true, the projectile expires when all pierce is consumed. Boolean
TerminatePastCutoff

RandomFire

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Targets a random point within a specified radius.

Key Description Type Required? Behavior when absent
FireFullRange If true, this can only target points at the full extent of the range. Ignored if OnlyTargetPathLocations is set to true. Boolean
FollowTarget Boolean
HasRandomOrientation Boolean  
MinimumRange The minimum targeting radius. Number  
OnlyTargetPathLocations If true, this can only target points on a path within range (i.e. Spike Factory behavior). Boolean   Defaults to false
OnlyTargetPlacementLocations Boolean   Defaults to false
PlacementTowerType String  
Range The maximum targeting radius. Number
TargetIsWeaponTaskOrigin Boolean
Tasks A list of tasks to execute when this task executes. Array of objects
TerminateOnZeroPersists
UseRangeModifier If true, the targeting range scales with range modifiers. Exclusive to Bloons TD Battles. Boolean   Defaults to false
WaitTimeRange Array of numbers  

RayIntersect

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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 A list of tasks the ray executes on each Bloon it touches. Array of objects

RBEProjectile

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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 any Bloon once per frame, even ones it has already hit.
  • "None": cannot collide with Bloons.
String
GraphicName String
MaxRBE Number
SpriteFile String
HasRandomOrientation Boolean  
NumPersists Number
RemoveOnRoundEnd Boolean  
Tasks A list of tasks. TasksToProcessOnCollision and TasksToProcessOnTerminate determine which tasks execute on collision and which tasks execute when the projectile expires. Array of objects
TasksToProcessOnCollision
TasksToProcessOnTerminate
TerminateOnZeroPersists If true, the projectile expires when all pierce is consumed. Boolean

RemoveStatusEffect

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Key Description Type Required? Behavior when absent
Status

RestoreAmmo

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Adds ammo to the weapon.

Key Description Type Required? Behavior when absent
Amount The amount of ammo to restore to the weapon. Number
Proxied If true, also restore ammo to the weapon that spawned this aircraft. Boolean   Defaults to false
RoundRobin 🎠 wheeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee idfk but it make da glaive lord work Number
SlotIndex The slot index of the weapon that ammo is being restored to. Number  

Sacrifice

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Key Description Type Required? Behavior when absent
SpriteFile
Tasks

ScreenWipe

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Exclusive to Bloons TD Battles.

Key Description Type Required? Behavior when absent
Count Number
Duration Number
SpeedMultiplierRange Array of numbers
Tasks Array of objects

StatusEffect

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Applies a modifier to the target Bloon. This task supports a lot of properties, but most are only used by certain types of 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.

This table lists properties that are common to all statuses.

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  

TargetAlLBloonsInRange

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Exclusive to Bloons TD Battles. (No, that is not a typo, it has to be capitalized that way for it to work properly.)

TextEffect

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TimerFire

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Executes its subtasks after a delay.

Key Description Type Required? Behavior when absent
CompoundSprite String
InitialTime The initial timer to delay the first execution of a looping TimerFire. Number  
Loops Determines if a TimerFire will loop. Boolean   Defaults to false
NumLoops Used in conjunction with the former, how many times will it loop. If Loops is not present or false, it won't loop. Number   Doesn't loop
SpriteList Array of strings
Tasks A list of tasks to execute when the time is up. Array of objects
TimeDelay The delay, in seconds. Number

TowerModifier

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Key Description Type Required? Behavior when absent
ApplyToUserTower
CanApplyToUserTower
Duration How long the modifier is active for. Number   Defaults to -1
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. Affects both Projectile and AreaOfEffect tasks.
CanPopCamo The ability of the tower to pop camo bloons. (Boolean)
CanPopAllBloons The ability of the tower's damage type to ignore bloon immunities. (Boolean)
Damage The amount of damage the tower does.
Object
ModifyMovingTowers
ModifyNewlySpawnedTowers
NumPersists How many towers will be affected. If ApplyToUserTower is on, a "pierce" will be used on itself. Number   Defaults to -1
PriorityLevel Number
Range Range of the modifier. Number
ReplacesPriorityLevel
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
RoundDuration
Stackable
TargetIsWeaponTaskOrigin
TargetingFilter What the modifier targets. Array of objects
TaskPersistsWithDuration
Tasks
TerminateOnUserTargetChange
TerminateOnUserUpgrade Boolean
WeaponSlotIndex The slot index of the weapon the modifier is applied to. Number

TransferGame

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TrapBloon

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UITowerCostMult

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WeaponBurstFire

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Movement

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Movement is a property shared by Projectiles, Collectables, and TextEffects. The Type determines how it moves and what sub-properties are allowed.

Forward

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Moves forwards in a straight line.

Key Description Type Required? Behavior when absent
Speed How fast the object moves. Number   Weapon effectively stops moving
CutOffDistance The distance at which the object expires. Number   Defaults to -1
SpeedDecay Number  

GoToTarget

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Moves forwards in a straight line. Each time the object collides with something, it selects a new target and rotates to face it. If it cannot select a target after colliding, it continues moving in the same direction.

Key Description Type Required? Behavior when absent
Speed How fast the object moves. Number   Weapon effectively stops moving
CutOffDistance The distance at which the object expires. Number   Defaults to -1
NextTargetRange The radius at which the object can target. Number
DestroyWhenNoTarget If true, the object terminates itself if there are no targets in its range. Boolean

MotionCurve

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Follows a path defined by a set of cubic Bézier curve(s). (An easy way to visualize it is with this calculator.)

Key Description Type Required? Behavior when absent
Speed How fast the object moves. Number   Weapon effectively stops moving
CutOffDistance The distance at which the object expires. Number   Defaults to -1
Curves The control points of the Bézier curve. The first number of each sub-array is the X-position, and the second number is the Y-position. Array of array of numbers  
AngleOffset Number
TerminateAtEndOfCurve If true, the object expires when it reaches the end of the path. Boolean

MoveToTouch

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ReturnToSender

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The object moves to its target, then returns to the location it was fired from.

Key Description Type Required? Behavior when absent
Speed Determines the object's speed when moving towards the target. Number
ReturnSpeed Determines the object's speed when returning to its sender. Number
TargetShouldFaceWeapon Boolean
StartOnTarget If true, the object starts at the target and returns to the sender, skipping the phase of traveling to the target first. Speed is ignored. Boolean   Defaults to false

RotateAroundTower

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Target

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The object constantly rotates towards the target.

Key Description Type Required? Behavior when absent
Speed How fast the object moves. Number   Weapon effectively stops moving
CutOffDistance The distance at which the object expires. Number   Defaults to -1
SeekAngle The angle at which the object can target from. Number
TurnSpeed How quickly the object can rotate towards its target, in degrees per second. Number
TargetRange The radius at which the object can target. Number
ActivateCutOffFromSpotter Boolean