generic bullet
Vars | |
accuracy | This is added to the bullet's base accuracy. |
---|---|
accuracy_var_high | This INCREASES the upper bound of accuracy variance by 2%, to 107%. |
accuracy_var_low | How much the accuracy varies when fired. // This REDUCES the lower bound of accuracy variance by 2%, to 96%. |
accurate_range | For most guns, this is where the bullet dramatically looses accuracy. Not for snipers though. |
accurate_range_min | Snipers use this to simulate poor accuracy at close ranges |
apply_delegate | Does this apply xenomorph behaviour delegate? |
bonus_projectiles_amount | How many extra projectiles it shoots out. Works kind of like firing on burst, but all of the projectiles travel together |
bonus_projectiles_type | Type path of the extra projectiles |
damage | This is the base damage of the bullet as it is fired |
damage_armor_punch | how much armor breaking is done by sheer weapon force. This is for big blunt weapons |
damage_buildup | How much damage the bullet loses per turf away before the effective range |
damage_falloff | How much damage the bullet loses per turf traveled after the effective range |
damage_type | BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here |
damage_var_high | This INCREASES the upper bound of damage variance by 2%, to 107%. |
damage_var_low | Same as with accuracy variance. |
debilitate | Stun,knockdown,knockout,irradiate,stutter,eyeblur,drowsy,agony |
effective_range_max | What maximum range the ammo deals full damage, tapers off using damage_falloff after hitting this value. 0 for no maximum. Added onto gun range as a modifier. |
effective_range_min | What minimum range the ammo deals full damage, builds up the closer you get. 0 for no minimum. Added onto gun range as a modifier. |
handful_state | custom handful sprite, for shotgun shells or etc. |
hit_effect_color | The flicker that plays when a bullet hits a target. Usually red. Can be nulled so it doesn't show up at all. |
max_range | This will de-increment a counter on the bullet. |
multiple_handful_name | so handfuls say 'buckshot shells' not 'shell' |
pen_armor_punch | how much armor breaking will be done per point of penetration. This is for weapons that penetrate with their shape (like needle bullets) |
penetration | How much armor it ignores before calculations take place |
ping | The icon that is displayed when the bullet bounces off something. |
scatter | How much the ammo scatters when burst fired, added to gun scatter, along with other mods |
shell_speed | How fast the projectile moves. |
shrapnel_chance | The % chance it will imbed in a human |
shrapnel_type | The shrapnel type the ammo will embed, if the chance rolls |
sound_armor | When it's blocked by human armor. |
sound_bounce | When it bounces off something. |
sound_hit | When it deals damage. |
sound_miss | When it misses someone. |
sound_override | if we should play a special sound when firing. |
sound_shield_hit | When the bullet is absorbed by a xeno_shield |
traits_to_give | An assoc list in the format list(/datum/element/bullet_trait_to_give = list(...args)) that will be given to a projectile with the current ammo datum |
Procs | |
knockback_effects | Either knockback or slam them into an obstacle. The applied effects for knockback(), overwrite to change slow/stun amounts for different ammo datums |
on_pointblank | Special effects when pointblanking mobs. Ultimately called from /living/attackby(). Return TRUE to end the PB attempt. |
set_bullet_traits | Populate traits_to_give in this proc |
Var Details
accuracy
This is added to the bullet's base accuracy.
accuracy_var_high
This INCREASES the upper bound of accuracy variance by 2%, to 107%.
accuracy_var_low
How much the accuracy varies when fired. // This REDUCES the lower bound of accuracy variance by 2%, to 96%.
accurate_range
For most guns, this is where the bullet dramatically looses accuracy. Not for snipers though.
accurate_range_min
Snipers use this to simulate poor accuracy at close ranges
apply_delegate
Does this apply xenomorph behaviour delegate?
bonus_projectiles_amount
How many extra projectiles it shoots out. Works kind of like firing on burst, but all of the projectiles travel together
bonus_projectiles_type
Type path of the extra projectiles
damage
This is the base damage of the bullet as it is fired
damage_armor_punch
how much armor breaking is done by sheer weapon force. This is for big blunt weapons
damage_buildup
How much damage the bullet loses per turf away before the effective range
damage_falloff
How much damage the bullet loses per turf traveled after the effective range
damage_type
BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here
damage_var_high
This INCREASES the upper bound of damage variance by 2%, to 107%.
damage_var_low
Same as with accuracy variance.
debilitate
Stun,knockdown,knockout,irradiate,stutter,eyeblur,drowsy,agony
effective_range_max
What maximum range the ammo deals full damage, tapers off using damage_falloff after hitting this value. 0 for no maximum. Added onto gun range as a modifier.
effective_range_min
What minimum range the ammo deals full damage, builds up the closer you get. 0 for no minimum. Added onto gun range as a modifier.
handful_state
custom handful sprite, for shotgun shells or etc.
hit_effect_color
The flicker that plays when a bullet hits a target. Usually red. Can be nulled so it doesn't show up at all.
max_range
This will de-increment a counter on the bullet.
multiple_handful_name
so handfuls say 'buckshot shells' not 'shell'
pen_armor_punch
how much armor breaking will be done per point of penetration. This is for weapons that penetrate with their shape (like needle bullets)
penetration
How much armor it ignores before calculations take place
ping
The icon that is displayed when the bullet bounces off something.
scatter
How much the ammo scatters when burst fired, added to gun scatter, along with other mods
shell_speed
How fast the projectile moves.
shrapnel_chance
The % chance it will imbed in a human
shrapnel_type
The shrapnel type the ammo will embed, if the chance rolls
sound_armor
When it's blocked by human armor.
sound_bounce
When it bounces off something.
sound_hit
When it deals damage.
sound_miss
When it misses someone.
sound_override
if we should play a special sound when firing.
sound_shield_hit
When the bullet is absorbed by a xeno_shield
traits_to_give
An assoc list in the format list(/datum/element/bullet_trait_to_give = list(...args)) that will be given to a projectile with the current ammo datum
Proc Details
knockback_effects
Either knockback or slam them into an obstacle. The applied effects for knockback(), overwrite to change slow/stun amounts for different ammo datums
on_pointblank
Special effects when pointblanking mobs. Ultimately called from /living/attackby(). Return TRUE to end the PB attempt.
set_bullet_traits
Populate traits_to_give in this proc