Ammo Effects
There are two types of ammo_effects. Hardcoded ammo effects and jsonized ammo effects.
| Identifier |
Description |
| THROWN |
Used to check if it was thrown or not |
| NO_PENETRATE_OBSTACLES |
Cannot obstacles; such as penetrate fences or reinforced glass |
| HEAVY_HIT |
Will trigger traps and make a louder sound on hitting walls |
| NO_ITEM_DAMAGE |
Items and traps the projectile hits will not be damaged |
| NOGIB |
Ammo will not overkill and explode corpses |
| COOKOFF |
Ammo will explode in fires |
| INCENDIARY |
Causes fire in terrain / targets |
| NEVER_MISFIRES |
Will not misfire |
| ACT_ON_RANGED_HIT |
The item will trigger it's use action on hit |
| APPLY_SAP |
Applies the sap effect for turns scaling off damage |
| BEANBAG |
Applies the stun effect for a short duration |
| BLINDS_EYES |
Applies blind if hits eyes |
| BOUNCE |
Bounces and hits other targets in a nearby area also gives the WIDE effect |
| BURST |
Drops contents on impact, but is also destroyed |
| CUSTOM_EXPLOSION |
Uses the explosion data of the item |
| DRAW_AS_LINE |
Drawn instantly without animation |
| IGNITE |
Ignites all hit creatures |
| JET |
Draws the whole effect even if damage becomes 0 |
| LARGE_BEANBAG |
Applies the BEANBAG stun effect for a longer duration |
| MUZZLE_SMOKE |
Produces a small smoke plume on firing |
| NO_CRIT |
Cannot critically hit, can still graze |
| NO_DAMAGE |
Does not apply any damage |
| NO_DAMAGE_SCALING |
Cannot critically hit, cannot graze |
| NO_EMBED |
Cannot embed in creatures |
| NO_OVERSHOOT |
Trajectory cannot extend pass target, even when missing |
| NULL_SOURCE |
Used internally, origin is not a real critter |
| POISON |
Applies poison on hit, worse poison on crit |
| PARALYZEPOISON |
Applies paralyzing poison on hit |
| SHATTER_SELF |
Thrown destoryed on hit, drops contents, produces noise |
| TANGLE |
Applies tied effect to creature can be recovered |
| NET_TANGLE |
Applies tied effect to a group, irrecoverable |
| WHIP |
Scares wildlife hit by it, will also apply disarm sometimes on reach attacks |
| BLACKPOWDER |
Will cause build up of damaging gunk |
| RECYCLED |
Causes a 1 in 256 chance to fail to fire |
| RECOVER_X |
Has a (X-1/X) chance to recover one charge of used ammo at the impact |
| WIDE |
Currently has no effect, suppost to make HARDTOSHOOT have no effect |
| SHOT |
Force applies the WIDE effect |
| Identifier |
Description |
| id |
(mandatory) Unique ID. |
| aoe |
(optional) Object, see aoe for fields |
| trail |
(optional) Object, see trail for fields |
| explosion |
(optional) Object, see explosions for fields |
| do_flashbang |
(optional) Do flashbang effect |
| do_emp_blast |
(optional) Do Emp effect |
An effect centered on the target
| Identifier |
Description |
| field_type |
(optional) Id of field to use in the effect |
| intensity_min |
(optional) Minimum intensity of field |
| intensity_max |
(optional) Maximum intensity of field |
| radius |
(optional) Radius of effect |
| radius_z |
(optional) Z axis radius of effect |
| chance |
(optional) Percent chance for added field |
| size |
(optional) Rough size of the aoe |
| check_sees |
(optional) Source has to see location for effect, effects below condition |
| check_sees_radius |
(optional) Source has to see any spot in the radius |
| check_passable |
(optional) Target must have to be on a passable tile |
All effects are applied in a trail following the projectile's path
| Identifier |
Description |
| field_type |
(optional) Id of field to use in the effect |
| intensity_min |
(optional) Minimum intensity of field |
| intensity_max |
(optional) Maximum intensity of field |
| chance |
(optional) Percent chance for added field |
{
"id": "MININUKE_MOD",
"type": "ammo_effect",
"aoe": {
"field_type": "fd_nuke_gas",
"intensity_min": 3,
"intensity_max": 3,
"chance": 100,
"radius": 24,
"radius_z": 0,
"size": 1,
"check_passable": true,
"check_sees": true,
"check_sees_radius": 3
},
"trail": { "field_type": "fd_acid", "intensity_min": 1, "intensity_max": 3, "chance": 66 },
"explosion": {
"damage": 3000,
"radius": 20,
"fragment": {
"impact": { "damage_type": "heat", "amount": 3000, "armor_multiplier": 2 },
"range": 24
}
}
}