byond - Modules - TypesVar Details - Proc Details

generic bullet

Vars

accuracyThis is added to the bullet's base accuracy.
accuracy_var_highThis INCREASES the upper bound of accuracy variance by 2%, to 107%.
accuracy_var_lowHow much the accuracy varies when fired. // This REDUCES the lower bound of accuracy variance by 2%, to 96%.
accurate_rangeFor most guns, this is where the bullet dramatically looses accuracy. Not for snipers though.
accurate_range_minSnipers use this to simulate poor accuracy at close ranges
apply_delegateDoes this apply xenomorph behaviour delegate?
bonus_projectiles_amountHow many extra projectiles it shoots out. Works kind of like firing on burst, but all of the projectiles travel together
bonus_projectiles_typeType path of the extra projectiles
damageThis is the base damage of the bullet as it is fired
damage_armor_punchhow much armor breaking is done by sheer weapon force. This is for big blunt weapons
damage_buildupHow much damage the bullet loses per turf away before the effective range
damage_falloffHow much damage the bullet loses per turf traveled after the effective range
damage_typeBRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here
damage_var_highThis INCREASES the upper bound of damage variance by 2%, to 107%.
damage_var_lowSame as with accuracy variance.
debilitateStun,knockdown,knockout,irradiate,stutter,eyeblur,drowsy,agony
effective_range_maxWhat 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_minWhat 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_statecustom handful sprite, for shotgun shells or etc.
hit_effect_colorThe flicker that plays when a bullet hits a target. Usually red. Can be nulled so it doesn't show up at all.
max_rangeThis will de-increment a counter on the bullet.
multiple_handful_nameso handfuls say 'buckshot shells' not 'shell'
pen_armor_punchhow much armor breaking will be done per point of penetration. This is for weapons that penetrate with their shape (like needle bullets)
penetrationHow much armor it ignores before calculations take place
pingThe icon that is displayed when the bullet bounces off something.
scatterHow much the ammo scatters when burst fired, added to gun scatter, along with other mods
shell_speedHow fast the projectile moves.
shrapnel_chanceThe % chance it will imbed in a human
shrapnel_typeThe shrapnel type the ammo will embed, if the chance rolls
sound_armorWhen it's blocked by human armor.
sound_bounceWhen it bounces off something.
sound_hitWhen it deals damage.
sound_missWhen it misses someone.
sound_overrideif we should play a special sound when firing.
sound_shield_hitWhen the bullet is absorbed by a xeno_shield
traits_to_giveAn 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_effectsEither knockback or slam them into an obstacle. The applied effects for knockback(), overwrite to change slow/stun amounts for different ammo datums
on_pointblankSpecial effects when pointblanking mobs. Ultimately called from /living/attackby(). Return TRUE to end the PB attempt.
set_bullet_traitsPopulate 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