projectile
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Vars | |
armour_penetration | How much armor this projectile pierces. |
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embed_falloff_tile | How much we want to drop the embed_chance value, if we can embed, per tile, for falloff purposes |
embedding | If we have a shrapnel_type defined, these embedding stats will be passed to the spawned shrapnel type, which will roll for embedding on the target |
force_hit | If the object being hit can pass ths damage on to something else, it should not do it for this bullet |
hit_stunned_targets | If TRUE, hit mobs even if they're on the floor and not our target |
ricochet_auto_aim_angle | On ricochet, if ricochet_auto_aim_range is nonzero, we'll consider any mobs within this range of the normal angle of incidence to home in on, higher = more auto aim |
ricochet_auto_aim_range | On ricochet, if nonzero, we consider all mobs within this range of our projectile at the time of ricochet to home in on like Revolver Ocelot, as governed by ricochet_auto_aim_angle |
ricochet_chance | 0-100 (or more, I guess), the base chance of ricocheting, before being modified by the atom we shoot and our chance decay |
ricochet_decay_chance | 0-1 (or more, I guess) multiplier, the ricochet_chance is modified by multiplying this after each ricochet |
ricochet_decay_damage | 0-1 (or more, I guess) multiplier, the projectile's damage is modified by multiplying this after each ricochet |
ricochet_incidence_leeway | the angle of impact must be within this many degrees of the struck surface, set to 0 to allow any angle |
ricochets | how many times we've ricochet'd so far (instance variable, not a stat) |
ricochets_max | how many times we can ricochet max |
sharpness | For what kind of brute wounds we're rolling for, if we're doing such a thing. Lasers obviously don't care since they do burn instead. |
shrapnel_type | If defined, on hit we create an item of this type then call hitby() on the hit target with this, mainly used for embedding items (bullets) in targets |
wound_falloff_tile | How much we want to drop both wound_bonus and bare_wound_bonus (to a minimum of 0 for the latter) per tile, for falloff purposes |
Procs | |
on_hit | Called when the projectile hits something |
updateEmbedding | Like /obj/item/proc/updateEmbedding but for projectiles instead, call this when you want to add embedding or update the stats on the embedding element |
Var Details
armour_penetration
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How much armor this projectile pierces.
embed_falloff_tile
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How much we want to drop the embed_chance value, if we can embed, per tile, for falloff purposes
embedding
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If we have a shrapnel_type defined, these embedding stats will be passed to the spawned shrapnel type, which will roll for embedding on the target
force_hit
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If the object being hit can pass ths damage on to something else, it should not do it for this bullet
hit_stunned_targets
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If TRUE, hit mobs even if they're on the floor and not our target
ricochet_auto_aim_angle
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On ricochet, if ricochet_auto_aim_range is nonzero, we'll consider any mobs within this range of the normal angle of incidence to home in on, higher = more auto aim
ricochet_auto_aim_range
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On ricochet, if nonzero, we consider all mobs within this range of our projectile at the time of ricochet to home in on like Revolver Ocelot, as governed by ricochet_auto_aim_angle
ricochet_chance
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0-100 (or more, I guess), the base chance of ricocheting, before being modified by the atom we shoot and our chance decay
ricochet_decay_chance
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0-1 (or more, I guess) multiplier, the ricochet_chance is modified by multiplying this after each ricochet
ricochet_decay_damage
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0-1 (or more, I guess) multiplier, the projectile's damage is modified by multiplying this after each ricochet
ricochet_incidence_leeway
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the angle of impact must be within this many degrees of the struck surface, set to 0 to allow any angle
ricochets
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how many times we've ricochet'd so far (instance variable, not a stat)
ricochets_max
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how many times we can ricochet max
sharpness
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For what kind of brute wounds we're rolling for, if we're doing such a thing. Lasers obviously don't care since they do burn instead.
shrapnel_type
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If defined, on hit we create an item of this type then call hitby() on the hit target with this, mainly used for embedding items (bullets) in targets
wound_falloff_tile
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How much we want to drop both wound_bonus and bare_wound_bonus (to a minimum of 0 for the latter) per tile, for falloff purposes
Proc Details
on_hit
Called when the projectile hits something
updateEmbedding
Like /obj/item/proc/updateEmbedding but for projectiles instead, call this when you want to add embedding or update the stats on the embedding element