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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.