byond - Modules - TypesVar Details - Proc Details

The base ammo datum

This datum is the base for absolutely every ammo type in the game.

Vars

accuracyThis is added to the bullet's base accuracy
accuracy_var_lowHow much the accuracy varies when fired
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
airburst_multiplierhow much damage airbursts do to mobs around the target, multiplier of the bullet's damage
ammo_behavior_flagsWhat kind of behavior the ammo has
armor_typeDoes this have an override for the armor type the ammo should test? Bullet by default
barricade_clear_distanceHow far the bullet can travel before incurring a chance of hitting barricades; normally 1.
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_scatterDegrees scattered per two projectiles, each in a different direction.
bonus_projectiles_typeType path of the extra projectiles
bullet_colorDetermines what color our bullet will be when it flies
damageThis is the base damage of the bullet as it is fired
damage_falloffHow much damage the bullet loses per turf traveled
damage_typeBRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here
deflagrate_multiplierMultiplier for deflagrate chance
fire_burst_damageFlat damage caused if fire_burst is triggered by deflagrate
handful_amounthow much of this ammo you can carry in a handful
handful_greyscale_colorsgreyscale color for the bullet items associated with the ammo
handful_greyscale_configgreyscale config for the bullet items associated with the ammo
handful_icon_stateused in icons/obj/items/ammo for use in generating handful sprites
hitscan_effect_iconIf this ammo is hitscan, the icon of beam coming out from the gun
hud_stateBullet type on the Ammo HUD
incendiary_strengthBase fire stacks added on hit if the projectile has AMMO_INCENDIARY
max_rangeThis will de-increment a counter on the bullet
on_pierce_multiplierA multiplier applied to piercing projectile, that reduces its damage/penetration/sundering on hit
penetrationHow much armor it ignores before calculations take place
pingThe icon that is displayed when the bullet bounces off something.
point_blank_rangeWeapons will get a large accuracy buff at this short range
projectile_greyscale_colorsgreyscale color for the projectile associated with the ammo
projectile_greyscale_configgreyscale config for the projectile associated with the ammo
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
sound_armorWhen it's blocked by human armor.
sound_bounceWhen it bounces off something.
sound_hitWhen it deals damage.
sound_missWhen it misses someone.
sunderingHow many stacks of sundering to apply to a mob on hit

Procs

ammo_processcalled on projectile process() when AMMO_SPECIAL_PROCESS flag is active
deflagratehandles the probability of a projectile hit to trigger fire_burst, based off actual damage done
fire_bonus_projectilesFires additional projectiles, generally considered to still be originating from a gun Such a buckshot origin_override used to have the new projectile(s) originate from a different source than the main projectile
fire_burstthe actual fireblast triggered by deflagrate
fire_directionalburstA variant of Fire_bonus_projectiles without fixed scatter and no link between gun and bonus_projectile accuracy
on_hit_mobSpecial effects when hitting mobs.
on_hit_objSpecial effects when hitting objects.
on_hit_turfSpecial effects when hitting dense turfs.
on_leave_turfSpecial effects for leaving a turf. Only called if the projectile has AMMO_LEAVE_TURF enabled
on_shield_blockDoes it do something special when shield blocked? Ie. a flare or grenade that still blows up.
reflectbounces the projectile by creating a new projectile and calculating an angle of reflection
staggerstunHandles CC application on the victim

Var Details

accuracy

This is added to the bullet's base accuracy

accuracy_var_low

How much the accuracy varies when fired

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

airburst_multiplier

how much damage airbursts do to mobs around the target, multiplier of the bullet's damage

ammo_behavior_flags

What kind of behavior the ammo has

armor_type

Does this have an override for the armor type the ammo should test? Bullet by default

barricade_clear_distance

How far the bullet can travel before incurring a chance of hitting barricades; normally 1.

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_scatter

Degrees scattered per two projectiles, each in a different direction.

bonus_projectiles_type

Type path of the extra projectiles

bullet_color

Determines what color our bullet will be when it flies

damage

This is the base damage of the bullet as it is fired

damage_falloff

How much damage the bullet loses per turf traveled

damage_type

BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here

deflagrate_multiplier

Multiplier for deflagrate chance

fire_burst_damage

Flat damage caused if fire_burst is triggered by deflagrate

handful_amount

how much of this ammo you can carry in a handful

handful_greyscale_colors

greyscale color for the bullet items associated with the ammo

handful_greyscale_config

greyscale config for the bullet items associated with the ammo

handful_icon_state

used in icons/obj/items/ammo for use in generating handful sprites

hitscan_effect_icon

If this ammo is hitscan, the icon of beam coming out from the gun

hud_state

Bullet type on the Ammo HUD

incendiary_strength

Base fire stacks added on hit if the projectile has AMMO_INCENDIARY

max_range

This will de-increment a counter on the bullet

on_pierce_multiplier

A multiplier applied to piercing projectile, that reduces its damage/penetration/sundering on hit

penetration

How much armor it ignores before calculations take place

ping

The icon that is displayed when the bullet bounces off something.

point_blank_range

Weapons will get a large accuracy buff at this short range

projectile_greyscale_colors

greyscale color for the projectile associated with the ammo

projectile_greyscale_config

greyscale config for the projectile associated with the ammo

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

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.

sundering

How many stacks of sundering to apply to a mob on hit

Proc Details

ammo_process

called on projectile process() when AMMO_SPECIAL_PROCESS flag is active

deflagrate

handles the probability of a projectile hit to trigger fire_burst, based off actual damage done

fire_bonus_projectiles

Fires additional projectiles, generally considered to still be originating from a gun Such a buckshot origin_override used to have the new projectile(s) originate from a different source than the main projectile

fire_burst

the actual fireblast triggered by deflagrate

fire_directionalburst

A variant of Fire_bonus_projectiles without fixed scatter and no link between gun and bonus_projectile accuracy

on_hit_mob

Special effects when hitting mobs.

on_hit_obj

Special effects when hitting objects.

on_hit_turf

Special effects when hitting dense turfs.

on_leave_turf

Special effects for leaving a turf. Only called if the projectile has AMMO_LEAVE_TURF enabled

on_shield_block

Does it do something special when shield blocked? Ie. a flare or grenade that still blows up.

reflect

bounces the projectile by creating a new projectile and calculating an angle of reflection

staggerstun

Handles CC application on the victim