Table of Contents
Class for adding in a new Bloon to the game
public abstract class ModBloon : BTD_Mod_Helper.Api.NamedModContent
Inheritance System.Object ModContent NamedModContent ModBloon
Derived
↳ ModBloon<T>
The Bloon in the game that this should copy from as a base. Use BloonType.[Name]
public abstract string BaseBloon { get; }
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; }
Add the necessary properties to make this a Camo Bloon
public virtual bool Camo { get; }
The list of displays to use as DamageStates for this Bloon
public virtual System.Collections.Generic.IEnumerable<string> DamageStates { get; }
System.Collections.Generic.IEnumerable<System.String>
Add the necessary properties to make this a Fortified Bloon
public virtual bool Fortified { get; }
The Icon for the Bloon within the UI, by default looking for the same name as the file
public virtual string Icon { get; }
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; }
Il2CppNinjaKiwi.Common.ResourceUtils.SpriteReference
Set this to true if you're making another version of the BaseBloon, like a Fortified Red Bloon
public virtual bool KeepBaseId { get; }
For 2D bloons, the ratio between pixels and display units. Higher number -> smaller Bloon.
public virtual float PixelsPerUnit { get; }
Add the necessary properties to make this a Regrow Bloon
public virtual bool Regrow { get; }
The regrow rate
public virtual float RegrowRate { get; }
The ID of the bloon that this should regrow into
public virtual string RegrowsTo { get; }
For bloons with UseIconAsDisplay, the scale for the texture to use
public virtual float Scale { get; }
Whether this Bloon should use its Icon as its display
public virtual bool UseIconAsDisplay { get; }
Apply your custom modifications to the base bloon
public abstract void ModifyBaseBloonModel(BloonModel bloonModel);
bloonModel
Il2CppAssets.Scripts.Models.Bloons.BloonModel
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);
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