Ammo Effects

There are two types of ammo_effects. Hardcoded ammo effects and jsonized ammo effects.

Hardcoded 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

Fields

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

Aoe

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

Trail

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

Example

{
  "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
    }
  }
}