Space Station 13 - Modules - TypesVar Details - Proc Details

projectile

Vars

armour_penetrationHow much armor this projectile pierces.
chainFor when you want your projectile to have a chain coming out of the gun
damage_typeBRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here.
def_zoneBody part at which the projectile was aimed.
dismember_headIf TRUE, projectile with dismemberment will forcefully cut head instead of gibbing them
dismember_limbsIf TRUE, projectile with dismemberment will cut limbs instead of gib them
dismembermentThe higher the number, the greater the bonus to dismembering. 0 will not dismember at all.
fire_log_textFull log text. gets filled in fire() type, damage, reagents e.t.c.
firerMob who shot projectile.
firer_source_atomThe gun or object projectile came from.
flagDefines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb //Cael - bio and rad are also valid
forced_accuracyDoes this projectile ignores def zone calculations. Used for sniper bullets.
forcedodgeNumber of times an object can pass through an object. -1 is infinite
hit_crawling_mobs_chanceProbability to hit lying non-dead mobs
impact_effect_typeWhat type of impact effect to show when hitting something
last_projectile_moveLast world.time the projectile proper moved
log_overrideWhether print to admin attack logs or just keep it in the diary. example: laser tag or practice lasers
nodamageDetermines if the projectile will skip any damage inflictions.
originalOriginal target clicked.
p_xThe pixel location X of the tile that the player clicked. Default is the center.
p_yThe pixel location Y of the tile that the player clicked. Default is the center.
pausedUsed for suspending the projectile midair.
permutatedList of atoms we have passed through, don't try to hit them again.
rangeThis will de-increment every step. When 0, it will delete the projectile.
reflectabilityDetermines the reflectability level of a projectile, either REFLECTABILITY_NEVER, REFLECTABILITY_PHYSICAL, REFLECTABILITY_ENERGY in order of ease to reflect.
shield_busterDoes this projectile do extra damage to / break shields?
shockbullIf set to TRUE /obj/item/hardsuit_taser_proof upgrage will block this projectile.
speedAmount of deciseconds it takes for projectile to travel.
spreadAmount (in degrees) of projectile spread.
startingProjectile's starting turf.
suppressedUsed to determine sound and attack message.
tile_dropoffHow much damage should be decremented as the bullet moves.
tile_dropoff_forcedodgeHow much forcedodge should be decremented as the bullet moves.
tile_dropoff_penetrationHow much armour penetration should be decremented as the bullet moves.
tile_dropoff_sHow much stamina damage should be decremented as the bullet moves.
time_offsetLeft over ticks in movement calculation
trajectoryThe projectile's trajectory
trajectory_ignore_forcemoveInstructs forceMove to NOT reset our trajectory to the new location!

Procs

get_splatter_blockageChecks whether the place we want to splatter blood is blocked (i.e. by windows).
on_rangeIf we want there to be effects when they reach the end of their range

Var Details

armour_penetration

How much armor this projectile pierces.

chain

For when you want your projectile to have a chain coming out of the gun

damage_type

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

def_zone

Body part at which the projectile was aimed.

dismember_head

If TRUE, projectile with dismemberment will forcefully cut head instead of gibbing them

dismember_limbs

If TRUE, projectile with dismemberment will cut limbs instead of gib them

dismemberment

The higher the number, the greater the bonus to dismembering. 0 will not dismember at all.

fire_log_text

Full log text. gets filled in fire() type, damage, reagents e.t.c.

firer

Mob who shot projectile.

firer_source_atom

The gun or object projectile came from.

flag

Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb //Cael - bio and rad are also valid

forced_accuracy

Does this projectile ignores def zone calculations. Used for sniper bullets.

forcedodge

Number of times an object can pass through an object. -1 is infinite

hit_crawling_mobs_chance

Probability to hit lying non-dead mobs

impact_effect_type

What type of impact effect to show when hitting something

last_projectile_move

Last world.time the projectile proper moved

log_override

Whether print to admin attack logs or just keep it in the diary. example: laser tag or practice lasers

nodamage

Determines if the projectile will skip any damage inflictions.

original

Original target clicked.

p_x

The pixel location X of the tile that the player clicked. Default is the center.

p_y

The pixel location Y of the tile that the player clicked. Default is the center.

paused

Used for suspending the projectile midair.

permutated

List of atoms we have passed through, don't try to hit them again.

range

This will de-increment every step. When 0, it will delete the projectile.

reflectability

Determines the reflectability level of a projectile, either REFLECTABILITY_NEVER, REFLECTABILITY_PHYSICAL, REFLECTABILITY_ENERGY in order of ease to reflect.

shield_buster

Does this projectile do extra damage to / break shields?

shockbull

If set to TRUE /obj/item/hardsuit_taser_proof upgrage will block this projectile.

speed

Amount of deciseconds it takes for projectile to travel.

spread

Amount (in degrees) of projectile spread.

starting

Projectile's starting turf.

suppressed

Used to determine sound and attack message.

tile_dropoff

How much damage should be decremented as the bullet moves.

tile_dropoff_forcedodge

How much forcedodge should be decremented as the bullet moves.

tile_dropoff_penetration

How much armour penetration should be decremented as the bullet moves.

tile_dropoff_s

How much stamina damage should be decremented as the bullet moves.

time_offset

Left over ticks in movement calculation

trajectory

The projectile's trajectory

trajectory_ignore_forcemove

Instructs forceMove to NOT reset our trajectory to the new location!

Proc Details

get_splatter_blockage

Checks whether the place we want to splatter blood is blocked (i.e. by windows).

on_range

If we want there to be effects when they reach the end of their range