Yogstation 13 - Modules - TypesVar Details

projectile

Vars

armor_flagDefines what armor to use when it hits things. Must be set to bullet, laser, energy, or bomb
armour_penetrationHow much armor this projectile pierces.
can_hit_turfsIf true directly targeted turfs can be hit
can_ricoshotWhether this projectile can ricochet off of coins
drowsyDrowsiness applied on projectile hit
embed_falloff_tileHow much we want to drop the embed_chance value, if we can embed, per tile, for falloff purposes
embeddingIf 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
hit_prone_targetsIf TRUE, hit mobs even if they're on the floor and not our target
hit_threshholdIf objects are below this layer, we pass through them
hitscan_lastThe ending/last touched turf during hitscanning.
ignore_critHit mobs regardless of stun or critical condition
ignored_factionsWe ignore mobs with these factions.
jitterJittering applied on projectile hit
nodamageDetermines if the projectile will skip any damage inflictions
parriedIf this projectile has been parried before
penetration_flagsFlags used to specify what this projectile can penetrate. Default is mobs only.
penetrationsHow many things can this penetrate?
phasing_ignore_direct_targetIf FALSE, allow us to hit something directly targeted/clicked/whatnot even if we're able to phase through it
projectile_phasingBitflag for things the projectile should just phase through entirely - No hitting unless direct target and [phasing_ignore_direct_target] is FALSE. Uses pass_flags flags.
projectile_typeHow much armor this projectile pierces.
rangeThis will de-increment every step. When 0, it will deletze the projectile.
sharpnessFor 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_typeIf 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
slurSlurring applied on projectile hit
speedDuring each fire of SSprojectiles, the number of deciseconds since the last fire of SSprojectiles is divided by this var, and the result truncated to the next lowest integer is the number of times the projectile's pixel_move proc will be called.
staminaExtra stamina damage applied on projectile hit (in addition to the main damage)
stutterStuttering applied on projectile hit
temporary_unstoppable_movementFor 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.
wound_falloff_tileHow 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

Var Details

armor_flag

Defines what armor to use when it hits things. Must be set to bullet, laser, energy, or bomb

armour_penetration

How much armor this projectile pierces.

can_hit_turfs

If true directly targeted turfs can be hit

can_ricoshot

Whether this projectile can ricochet off of coins

drowsy

Drowsiness applied on projectile hit

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

hit_prone_targets

If TRUE, hit mobs even if they're on the floor and not our target

hit_threshhold

If objects are below this layer, we pass through them

hitscan_last

The ending/last touched turf during hitscanning.

ignore_crit

Hit mobs regardless of stun or critical condition

ignored_factions

We ignore mobs with these factions.

jitter

Jittering applied on projectile hit

nodamage

Determines if the projectile will skip any damage inflictions

parried

If this projectile has been parried before

penetration_flags

Flags used to specify what this projectile can penetrate. Default is mobs only.

penetrations

How many things can this penetrate?

phasing_ignore_direct_target

If FALSE, allow us to hit something directly targeted/clicked/whatnot even if we're able to phase through it

projectile_phasing

Bitflag for things the projectile should just phase through entirely - No hitting unless direct target and [phasing_ignore_direct_target] is FALSE. Uses pass_flags flags.

projectile_type

How much armor this projectile pierces.

range

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

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

slur

Slurring applied on projectile hit

speed

During each fire of SSprojectiles, the number of deciseconds since the last fire of SSprojectiles is divided by this var, and the result truncated to the next lowest integer is the number of times the projectile's pixel_move proc will be called.

stamina

Extra stamina damage applied on projectile hit (in addition to the main damage)

stutter

Stuttering applied on projectile hit

temporary_unstoppable_movement

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.

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