Shiptest 13 - Modules - TypesVar Details - Proc Details

ammo_casing

Vars

BBInstance of the projectile to be shot, or null if there is no loaded projectile.
auto_rotateIf true, the casing's sprite will automatically be transformed in Initialize(). Disable for things like rockets or other heavy ammunition that should only appear right-side up.
auto_scatterIf you dont want to bullets to randomly change position on spawn. For mapping.
bounce_sfx_overrideIf true, overrides the bouncing sfx from the turf to this one
bullet_skinString, used to determine the appearance of the bullet on the casing sprite if the casing is filled.
caliberCaliber string, used to determine if the casing can be loaded into specific guns or magazines.
click_cooldown_overrideOverride this to make your gun have a faster fire rate, in tenths of a second. 4 is the default gun cooldown.
delayDelay for energy weapons
fire_soundThe sound played when this ammo is fired by an energy gun.
firing_effect_typeThe visual effect that appears when the ammo is fired.
harmfulUsed for pacifism checks. Set to FALSE if the bullet is non-lethal and pacifists should be able to fire.
heavy_metalEnables casing spinning and sizzling after being ejected from a gun.
pelletsPellets for spreadshot
projectile_typeThe projectile type to create in Initialize(), populating the BB variable with a projectile.
randomspreadRandomspread for automatics
stack_sizeMaximum stack size of ammunition
stack_typeWhat this casing can be stacked into.
varianceVariance for inaccuracy fundamental to the casing

Procs

newshotProc to magically refill a casing with a new projectile

Var Details

BB

Instance of the projectile to be shot, or null if there is no loaded projectile.

auto_rotate

If true, the casing's sprite will automatically be transformed in Initialize(). Disable for things like rockets or other heavy ammunition that should only appear right-side up.

auto_scatter

If you dont want to bullets to randomly change position on spawn. For mapping.

bounce_sfx_override

If true, overrides the bouncing sfx from the turf to this one

bullet_skin

String, used to determine the appearance of the bullet on the casing sprite if the casing is filled.

caliber

Caliber string, used to determine if the casing can be loaded into specific guns or magazines.

click_cooldown_override

Override this to make your gun have a faster fire rate, in tenths of a second. 4 is the default gun cooldown.

delay

Delay for energy weapons

fire_sound

The sound played when this ammo is fired by an energy gun.

firing_effect_type

The visual effect that appears when the ammo is fired.

harmful

Used for pacifism checks. Set to FALSE if the bullet is non-lethal and pacifists should be able to fire.

heavy_metal

Enables casing spinning and sizzling after being ejected from a gun.

pellets

Pellets for spreadshot

projectile_type

The projectile type to create in Initialize(), populating the BB variable with a projectile.

randomspread

Randomspread for automatics

stack_size

Maximum stack size of ammunition

stack_type

What this casing can be stacked into.

variance

Variance for inaccuracy fundamental to the casing

Proc Details

newshot

Proc to magically refill a casing with a new projectile