projectile
Vars | |
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 |
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