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BTD_Mod_Helper​.Api​.Bloons​.ModBloon


BloonsTD6 Mod Helper

BTD_Mod_Helper.Api.Bloons

ModBloon Class

Class for adding in a new Bloon to the game

public abstract class ModBloon : BTD_Mod_Helper.Api.NamedModContent

Inheritance System.ObjectModContentNamedModContent  ModBloon

Derived
ModBloon<T>

Properties

ModBloon.BaseBloon Property

The Bloon in the game that this should copy from as a base. Use BloonType.[Name]

public abstract string BaseBloon { get; }

Property Value

System.String

ModBloon.BaseModBloon Property

The ModBloon that this is based off of, or null if not based on a ModBloon

protected virtual BTD_Mod_Helper.Api.Bloons.ModBloon BaseModBloon { get; }

Property Value

ModBloon

ModBloon.Camo Property

Add the necessary properties to make this a Camo Bloon

public virtual bool Camo { get; }

Property Value

System.Boolean

ModBloon.DamageStates Property

The list of displays to use as DamageStates for this Bloon

public virtual System.Collections.Generic.IEnumerable<string> DamageStates { get; }

Property Value

System.Collections.Generic.IEnumerable<System.String>

ModBloon.Fortified Property

Add the necessary properties to make this a Fortified Bloon

public virtual bool Fortified { get; }

Property Value

System.Boolean

ModBloon.Icon Property

The Icon for the Bloon within the UI, by default looking for the same name as the file

public virtual string Icon { get; }

Property Value

System.String

ModBloon.IconReference Property

If you're not going to use a custom .png for your Icon, use this to directly control its SpriteReference

public virtual SpriteReference IconReference { get; }

Property Value

Il2CppNinjaKiwi.Common.ResourceUtils.SpriteReference

ModBloon.KeepBaseId Property

Set this to true if you're making another version of the BaseBloon, like a Fortified Red Bloon

public virtual bool KeepBaseId { get; }

Property Value

System.Boolean

ModBloon.PixelsPerUnit Property

For 2D bloons, the ratio between pixels and display units. Higher number -> smaller Bloon.

public virtual float PixelsPerUnit { get; }

Property Value

System.Single

ModBloon.Regrow Property

Add the necessary properties to make this a Regrow Bloon

public virtual bool Regrow { get; }

Property Value

System.Boolean

ModBloon.RegrowRate Property

The regrow rate

public virtual float RegrowRate { get; }

Property Value

System.Single

ModBloon.RegrowsTo Property

The ID of the bloon that this should regrow into

public virtual string RegrowsTo { get; }

Property Value

System.String

ModBloon.Scale Property

For bloons with UseIconAsDisplay, the scale for the texture to use

public virtual float Scale { get; }

Property Value

System.Single

ModBloon.UseIconAsDisplay Property

Whether this Bloon should use its Icon as its display

public virtual bool UseIconAsDisplay { get; }

Property Value

System.Boolean

Methods

ModBloon.ModifyBaseBloonModel(BloonModel) Method

Apply your custom modifications to the base bloon

public abstract void ModifyBaseBloonModel(BloonModel bloonModel);

Parameters

bloonModel Il2CppAssets.Scripts.Models.Bloons.BloonModel

ModBloon.ModifyBloonModelForMatch(BloonModel, IReadOnlyList) Method

Further modifies this bloon when you go into a new match.
Useful for making conditional effects happen based on settings.

public virtual void ModifyBloonModelForMatch(BloonModel model, System.Collections.Generic.IReadOnlyList<ModModel> gameModes);

Parameters

model Il2CppAssets.Scripts.Models.Bloons.BloonModel

The Base bloon model

gameModes System.Collections.Generic.IReadOnlyList<Il2CppAssets.Scripts.Models.ModModel>

What GameModes are active for the match

To learn how to download BTD Mod Helper and install mods, click here