The base ammo datum

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