Author
name will be included in the metadata.Tower Name
The name of the file and genetated .dll. Should not contain any reserved c# keywords.Version
Tower version in the tower metadata.Project Location
- Specifiy where the project files should be.
New
Open new Startup windowLoad
Load project from folderSave
Saves project settings (does nothing)Recent
not implemented
Top, Middle, Botttom
Enables the path upgrade up to the selected index and saves the value inside the base path settings.
- Click any path upgrade to start editing, see Path Editor. Paragon path not supported yet
- Enabling this and generating the file will result in the Upgrade Path to extract the texture file for the specified Path model in path editor window upon mod launch.
- Extracted textures path:
C:\Users\*username*\AppData\LocalLow\Ninja Kiwi\BloonsTD6
- Generate the .dll. Any compile errors will be prompted in a message.
Base
base in-game tower to copyType
Tower category
Editing the base path is slightly different from the other paths, but mostly the same
Required Fields in Path Property: (failing to assign these values will result in compilation error)
- Base path
DisplayName, TopPathUpgrades,MiddlePathUpgrades,BottonPathUpgrades, Cost, Description, TowerSet, BaseTower
, whereTopPathUpgrades,MiddlePathUpgrades,BottonPathUpgrades, TowerSet, BaseTower
will be automatically assigned.
- Upgrade Path
DisplayName, Cost, Description, Path, Tier
, wherePath, Tier
will be automatically assigned
Click the knowledge button for information about input per variable type!
- You can read about some of the models here.
- Changing values in
Damage, Attack, Weapon
models will override all the values of all projectiles assigned
- Selecting a projectile from the list will override any projectile assigned to the tower from the previous paths.
- Not selecting any projectile will keep projectiles on the tower for the previous paths
using large .png files might not apply correctly or not at all!
- Click the relevant image to assign a
.png
to it - The image name will be saved in the relevant
Path Property
field - Selected image will be copied to the project path, into the
/resources
folder - Right Click to remove the image. Note: It wont delete it from the
/resources
folder
- Select the tower and a path to assign the relevant 3D model to the upgrade path
- For hero 3D models use 0,0,0 path
- Any invalid path (like 5,3,0) might result in an error at mod run-time.
- Get the texture for the path using Debug Textures
- Create new projectile using the
New
button - Remove projectile using the
Delete
button - Selected projectile will bring up its sprite and properties
- Rename a projectile by changing the value of
name
inside theProjectile Model
table- A name should be assigned automatically, if you dont see it, click on the projectile name inside the list to refresh the tables)
- Sprite selection works much like In the path editor
- I cant guarantee you that every field will work for the projectile, but the
Damage
andpierce
work fine. You are free to experiment
- Behaviours and Filters (no camo detection, abilities or damage type)
- Damage by tag (no extra damage to ceramic or moabs)
- Rig bone removal (remove projectiles from monkeys hands)
- Custom 3D models
- 2D Tower textures
- 3D projectiles
Note: All these features and more are planned for future releases
- @gurrenm3 for the Mod Helper
- @doombubbles for the card monkey
You were a great inspiration for the project and it couldn't exist without you
The project was made in two weeks in a time-off between semesters. I changed the code base 4 times in a rush to get the alpha version done until the semester begins -
all while trying to learn C#, Mod helper and analyzing mods of other people.
If you have any ideas on how to improve the project please DM me in discord neol#6987
.
p.s I recently discovered that Mod helper supports json serialization for some objects. Should have read the documentation better ;-P