| Field | Type | Offset | Description | Notes |
|---|---|---|---|---|
| disableParam_NT | u8 | 0x0 [0] | Exclude from the NT version or mark the ones to be excluded. | This field is a boolean. |
| disableParam_Product | u8 | 0x0 [1] | Exclude from the product version or mark the items to be excluded. | This field is a boolean. |
| disableParamReserve1 | dummy8 | 0x0 [2-7] | This field is padding. | |
| disableParamReserve2 | dummy8 | 0x1 | This field is padding. | |
| atkId_Bullet | s32 | 0x4 | Set the attack parameters that are applied when this bullet impacts a victim. | This field refers to the following params: AtkParam_Pc, AtkParam_Npc |
| sfxId_Bullet | s32 | 0x8 | SFX ID before acceleration. If the SFX ID after acceleration is -1, this SFX will continue to fly even after acceleration. | This field takes an Particle ID. |
| sfxId_Hit | s32 | 0xc | Impact SFX ID. -1 means it does not occur. | This field takes an Particle ID. |
| sfxId_Flick | s32 | 0x10 | SFX ID when repelling projectile. -1 means it does not occur. | This field takes an Particle ID. |
| life | f32 | 0x14 | Time for projectile to exist in flight (-1 is infinite). In seconds. | |
| dist | f32 | 0x18 | If the projectile's flight distance exceeds this value, the attenuation set by other parameters will be applied. The distance measurement method changes depending on the value of 'Application of curve correction'. If 'Application of curved shot correction' is OFF, the travel distance of the bullet is taken as flight distance. If 'Apply curve correction' is ON, the distance on the horizontal plane from the bullet's firing position to the bullet's current position is the distance traveled. | |
| lifeAddRand | f32 | 0x1c | Random maximum value added to duration | |
| gravityInRange | f32 | 0x20 | Gravity applied downward to the projectile when within range. In metres per second ^ 2. | |
| gravityOutRange | f32 | 0x24 | Gravity applied downward to the projectile when outside of range. In metres per second ^ 2. | |
| hormingStopRange | f32 | 0x28 | The distance at which the projectile homing will stop being applied. | |
| initVellocity | f32 | 0x2c | Initial speed of projectile. | |
| accelInRange | f32 | 0x30 | Acceleration whilst projectile is within distance threshold. In metres per second ^ 2. | |
| accelOutRange | f32 | 0x34 | Acceleration whilst projectile is beyond the distance threshold. In metres per second ^ 2. | |
| maxVellocity | f32 | 0x38 | The maximum speed of the bullet. In metres per second. | |
| minVellocity | f32 | 0x3c | The minimum speed of the bullet. In metres per second. | |
| accelTime | f32 | 0x40 | The delay before the projectile will start accelerating. In seconds. | |
| homingBeginDist | f32 | 0x44 | The distance at which projectile homing will start to be applied. | |
| bUseMapOnlyHit | u8 | 0x48 [0] | If ON, separate hits will be generated for the opponent character and the opponent map. If OFF, use the same hit against the character and against the map. | This field is a boolean. |
| bPathFind | u8 | 0x48 [1] | If ON, use navigation volume path search for homing target | This field is a boolean. |
| bGenerateAssetFollow | u8 | 0x48 [2] | If ON, then dynamic assets generated by the bullet will follow the bullet. | This field is a boolean. |
| bLaunchStayPa | u8 | 0x48 [3] | If ON, then pulse armor asset generated by the bullet will follow the bullet. | This field is a boolean. |
| isInheritedShotgunIndexFromParent | u8 | 0x48 [4] | If ON, then shotgun index will be inherited from parent bullet. | This field is a boolean. |
| isPenetrateStayPa | u8 | 0x48 [5] | If ON, passes through Pulse Armor | This field is a boolean. |
| isSyncHitErase | u8 | 0x48 [6] | Should I perform erase synchronization (synchronization of bullet state transitions due to impact and lifespan)? | This field is a boolean. |
| isFSDP | u8 | 0x48 [7] | If there is packet loss instead of guaranteeing arrival, a blockage will occur. | This field is a boolean. |
| homingCorrectAxis | u8 | 0x49 | Axis selection for homing | This field uses the following enum: BULLET_HOMING_CORRECT_AXIS |
| homingCorrectAngle | s16 | 0x4a | Only the axial component of the homing is changed. -1 does not change | |
| hitRadius | f32 | 0x4c | The initial radius of the hitbox. | |
| hitRadiusMax | f32 | 0x50 | The maximum radius of the hitbox, the duration for the hitbox to change from initial to max radius is determined by spreadTime. (If -1, radius is same as initial hitbox radius). | |
| hitRadiusForMap | f32 | 0x54 | Initial radius of the hitbox. For map-only hit. | |
| hitRadiusMaxForMap | f32 | 0x58 | Maximum radius of the hitbox, time hitbox changes from initial to max is determined by spreadTime. (If -1, radius is same as initial hitbox radius). For map-only hit. | |
| spreadTime | f32 | 0x5c | The duration it takes for hitbox radius to grow from initial value to max value. If 0, only the initial radius is used. In seconds. | |
| expDelay | f32 | 0x60 | The duration from the projectile landing to the start of hit radius expansion (if 0, it expands immediately). | |
| hormingOffsetRange | f32 | 0x64 | If set to 0, the projectile will track with perfect accuracy. Otherwise, the target location is offset by this amount in the direction to victim is moving. | |
| dmgHitRecordLifeTime | f32 | 0x68 | The interval at which damage can be applied by this bullet to a victim. 0 means it will only ever apply once. | |
| externalForce | f32 | 0x6c | The external force modifier to apply to the projectile in the direction of shooting (Y-axis is removed) based on map factor. | |
| spEffectIDForShooter | s32 | 0x70 | The SpEffect applied to owner of projectile upon being emitted. | This field refers to the following params: SpEffectParam |
| autoSearchNPCThinkID | s32 | 0x74 | The think parameters used by the funnel to search for the target (e.g. soulmass). | This field refers to the following params: NpcThinkParam |
| HitBulletID | s32 | 0x78 | The bullet to generate when the projectile expires, or conditionally according to some launchConditionType values. | This field refers to the following params: Bullet |
| spEffectId0 | s32 | 0x7c | The SpEffect to apply when the projectile hits target. | This field refers to the following params: SpEffectParam |
| spEffectId1 | s32 | 0x80 | SpEffect to apply when the projectile hits target. | This field refers to the following params: SpEffectParam |
| spEffectId2 | s32 | 0x84 | SpEffect to apply when the projectile hits target. | This field refers to the following params: SpEffectParam |
| spEffectId3 | s32 | 0x88 | SpEffect to apply when the projectile hits target. | This field refers to the following params: SpEffectParam |
| spEffectId4 | s32 | 0x8c | SpEffect to apply when the projectile hits target. | This field refers to the following params: SpEffectParam |
| numShoot | u16 | 0x90 | The number of projectiles produced per emitter interval. | |
| homingAngle | s16 | 0x92 | The amount of tracking correction made each second, affecting the speed the projectile faces the victim. In degrees per second. | |
| shootAngle | s16 | 0x94 | Specify the horizontal angle at which the projectile should be fired, offset from the emitter origin. In degrees. | |
| shootAngleInterval | s16 | 0x96 | When firing multiple projectiles, specify the horizontal angle interval at which to fire (Y-axis). In degrees. | |
| shootAngleXInterval | s16 | 0x98 | When firing multiple projectiles, specify the vertical angle interval at which to fire (X-axis). Positive values angle upwards, negative values angle downwards. In degrees. | |
| damageDamp | s8 | 0x9a | After passing attenuation distance, Kinetic damage falls off by this % every second. | |
| spelDamageDamp | s8 | 0x9b | After passing attenuation distance, Energy damage falls off by this % every second. | |
| fireDamageDamp | s8 | 0x9c | After passing attenuation distance, Explosive damage falls off by this % every second. | |
| thunderDamageDamp | s8 | 0x9d | After passing attenuation distance, Coral damage falls off by this % every second. | |
| staminaDamp | s8 | 0x9e | After passing attenuation distance, Stamina damage falls off by this % every second. | |
| knockbackDamp | s8 | 0x9f | After passing attenuation distance, knockback falls off by this % every second. | |
| shootAngleXZ | s8 | 0xa0 | Specify the vertical angle of the projectile that should be fired. Positive values angle upwards, negative values angle downwards. In degrees. | |
| lockShootLimitAng | u8 | 0xa1 | The maximum angle the bullet's initial direction can change to face towards player locked-on target or AI focused enemy. In degrees. | |
| charaPenetrateType | u8 | 0xa2 | Determines penetration type upon impacting a character. | This field uses the following enum: BULLET_CHARA_PENETRATE_TYPE |
| prevVelocityDirRate | u8 | 0xa3 | The ratio to add the previous movement direction to the current direction when the sliding bullet hits the wall. | |
| atkAttribute | u8 | 0xa4 | Live bullet attribute to set for attack | This field uses the following enum: ATKPARAM_ATKATTR_TYPE |
| spAttribute | u8 | 0xa5 | Special attributes to set for attacks | This field uses the following enum: ATKPARAM_SPATTR_TYPE |
| Material_AttackType | u8 | 0xa6 | Specify the particles and sounds to apply for the attack against the victim. | This field uses the following enum: BEHAVIOR_ATK_TYPE |
| Material_AttackMaterial | u8 | 0xa7 | Specify the material to apply for the attack against the victim. | This field uses the following enum: WEP_MATERIAL_ATK |
| bFollowHitSfx | u8 | 0xa8 [0] | Should the location be tracked when there is a multi-hit (assuming that resident SFX is used) | This field is a boolean. |
| maxMissileLockNum | u8 | 0xa8 [1-7] | Maximum number of missile locks | |
| launchConditionType | u8 | 0xa9 | Conditions required for HitBulletID to generate upon impact or expiration. | This field uses the following enum: BULLET_LAUNCH_CONDITION_TYPE |
| old_FollowType | u8 | 0xaa [0-2] | Affects bullet position and behavior. | This field uses the following enum: BULLET_FOLLOW_TYPE |
| EmittePosType | u8 | 0xaa [3-5] | Where bullet appears when created. | This field uses the following enum: BULLET_EMITTE_POS_TYPE |
| isAttackSFX | u8 | 0xaa [6] | If ON, the projectile SFX will remain stuck in the victim it it collides. | This field is a boolean. |
| isEndlessHit | u8 | 0xaa [7] | If ON, the projectile will hit continously upon impact. | This field is a boolean. |
| isPenetrateMap | u8 | 0xab [0] | If ON, the projectile will pass through collision and map pieces. | This field is a boolean. |
| isHitBothTeam | u8 | 0xab [1] | If ON, the projectile will collide with both victim and owner team types. | This field is a boolean. |
| isUseSharedHitList | u8 | 0xab [2] | If ON, multiple projectile from the same emitter that collide with a victim will count as one projectile in terms of updating the damage interval. | This field is a boolean. |
| isUseMultiDmyPolyIfPlace | u8 | 0xab [3] | If ON, multiple dummy polygons with shared ID can be used for emitting the projectile. | This field is a boolean. |
| isHowitzer | u8 | 0xab [4] | Set whether to apply curvature correction. In addition, when it is OFF, the 'effective range' is determined using the distance traveled by the bullet as the flying distance. When ON, the 'effective firing range' is determined using the distance on the horizontal plane from the bullet's firing position to the bullet's current position as the flying distance. | This field is a boolean. |
| isFDPFunnel | u8 | 0xab [5] | This field is a boolean. | |
| isHitForceMagic | u8 | 0xab [6] | If ON, this projectile can be deflected by projectiles with attachEffectType set to 1. | This field is a boolean. |
| isIgnoreSfxIfHitWater | u8 | 0xab [7] | If ON, do not emit the hit particle if the projectile hits the water surface | This field is a boolean. |
| isIgnoreMoveStateIfHitWater | u8 | 0xac [0] | If ON, the projectile will pass through water collision. | This field is a boolean. |
| isHitDarkForceMagic | u8 | 0xac [1] | If ON, this projectile can be deflected by projectiles with attachEffectType set to 3. | This field is a boolean. |
| isProximityFuseHitChildInheritBulletPos | u8 | 0xac [2] | If ON, the sub-bullet spawn position will be the same as the parent bullet when a proximity fuze hits. If OFF, the position is corrected according to the amount of movement (turn OFF when a bullet moving at high speed hits the target) | This field is a boolean. |
| isEndOfLifeNoDecal | u8 | 0xac [3] | Ignore decal display if bullet expires. | This field is a boolean. |
| isEnableAutoHoming | u8 | 0xac [4] | Whether to automatically follow when not locked on | This field is a boolean. |
| isSyncBulletCulcDumypolyPos | u8 | 0xac [5] | In the case of a synchronously generated bullet, the emitter attitude at the time of synchronization is used without recalculating the attitude due to the dummy polygon position when the bullet is generated. | This field is a boolean. |
| isIntervalCreateTargetLockOn | u8 | 0xac [6] | If the bullets are created via emitter, do they fly towards the target? If it is OFF, it will fly towards the parent position. | This field is a boolean. |
| isNotRollBulletDirBeforeHorming | u8 | 0xac [7] | Should the warhead direction be maintained until guidance begins? Used to prevent the warhead direction from falling due to gravity immediately after launch. | This field is a boolean. |
| darkDamageDamp | s8 | 0xad | After passing attenuation distance, Dark damage falls off by this % every second. | |
| bulletSfxDeleteType_byHit | s8 | 0xae | Bullet SFX extinction type when landing or repelling. | This field uses the following enum: BULLET_SFX_DELETE_TYPE |
| bulletSfxDeleteType_byLifeDead | s8 | 0xaf | Bullet SFX extinction type at the end of life | This field uses the following enum: BULLET_SFX_DELETE_TYPE |
| targetYOffsetRange | f32 | 0xb0 | Vertical offset of impact position. Shifts the target position up and down during firing and homing. In metres. | |
| shootAngleYMaxRandom | f32 | 0xb4 | Upper limit of launch angle random number (0 to 360). In degrees. | |
| shootAngleXMaxRandom | f32 | 0xb8 | Upper limit of launch angle random number (0 to 360). In degrees. | |
| intervalCreateBulletId | s32 | 0xbc | Bullet ID used when creating bullets at regular intervals | This field refers to the following params: Bullet |
| intervalCreateTimeMin | f32 | 0xc0 | Minimum interval to create bullets at regular intervals (0 to n) | |
| intervalCreateTimeMax | f32 | 0xc4 | Maximum interval to create bullets at regular intervals (0 to n) | |
| predictionShootObserveTime | f32 | 0xc8 | Average speed observation time of predicted shooting function (function is invalid if 0 to 40) | |
| intervalCreateWaitTime | f32 | 0xcc | Waiting time to start making bullets at regular intervals | |
| sfxPostureType | u8 | 0xd0 | Set the initial attitude of an SFX or sub-bullet created from a bullet | This field uses the following enum: BULLET_SFX_CREATE_POSTURE_TYPE |
| isInheritSfxToChild | u8 | 0xd1 [0] | Inherits the SFX of the parent bullet. Ignore SFXID set for child bullets. | This field is a boolean. |
| isInheritSpeedToChild | u8 | 0xd1 [1] | Inherits the speed of the timing when child bullets are replaced. Ignore the velocity set for the child bullet. | This field is a boolean. |
| isInheritFollowAssetToChild | u8 | 0xd1 [2] | If there is an asset that is being followed, it will be passed on to the child bullet. | This field is a boolean. |
| isSequenceShootWhenSameTimeShoot | u8 | 0xd1 [3] | When firing sequentially using multiple dummy polys, are bullets fired at the same time considered to be fired sequentially? | This field is a boolean. |
| isShootRumbleEnableNoCameraTarget | u8 | 0xd1 [4] | Whether the camera shakes when a character other than the character the camera is looking at shoots | This field is a boolean. |
| bUseNumShootBullet | u8 | 0xd1 [5] | Does it consume bullets for the number of simultaneous shots? | This field is a boolean. |
| isLocked | u8 | 0xd1 [6] | Allows the bullet to be locked-on to. | This field is a boolean. |
| isReflect | u8 | 0xd1 [7] | Can reflect bullet? | This field is a boolean. |
| attachEffectType2 | u8 | 0xd2 | The deflection type for this projectile against other projectiles. | This field uses the following enum: BULLET_ATTACH_EFFECT_TYPE |
| shapeType | u8 | 0xd3 | The shape of the hit capsule used by the bullet. | This field uses the following enum: BULLET_SHAPE_TYPE |
| randomCreateRadius | f32 | 0xd4 | The bullet spawn range used when the source type is set to spawn at random locations. In metres. | |
| generateAssetNo | s32 | 0xd8 | The number of assets to generate dynamically. -1: Not generated. The asset number is the last 6 digits of the asset. Example: AEG999_999 = 999999 | This field refers to the following params: AssetEnvironmentGeometryParam |
| homingBeginTime | f32 | 0xdc | The time that must pass once the bullet is created before the homing begins. | |
| beforeAccelGravity | f32 | 0xe0 | Gravitational acceleration before acceleration start time elapses. In metres per second ^ 2 | |
| afterAccelGravity | f32 | 0xe4 | Gravitational acceleration after acceleration start time elapses. In metres per second ^ 2 | |
| perfRandomRate | f32 | 0xe8 | Random rate for bullet acceleration and maximum tracking angle. | |
| maxQuakeAngleX | s16 | 0xec | Lateral blur angle with respect to the direction of travel that occurs during acceleration. In degrees. | |
| traceLimitAngle | s16 | 0xee | If the angle between the target and the flight direction is greater than this, homing will end. In degrees. | |
| quakeConvergeTime | f32 | 0xf0 | Time from maximum blur angle to convergence. In seconds. | |
| accelEndTime | f32 | 0xf4 | It will not accelerate after this time. Transition, falls according to 'afterAccelGravity' | |
| isRicochet | u8 | 0xf8 | Whether to ricochet once upon impact. | This field is a boolean. |
| isBreakable | u8 | 0xf9 | Whether the bullet can be intercepted. | This field is a boolean. |
| atkPow_forSfx | s8 | 0xfa | Attack strength [SFX] | This field uses the following enum: ATKPARAM_SFX_ATK_POW |
| atkPow_forSe | s8 | 0xfb | Attack strength [Sound] | This field uses the following enum: ATKPARAM_SE_ATK_POW |
| sfxId_Guard | s32 | 0xfc | SFXID when guarding. -1 does not occur. | This field takes an Particle ID. |
| afterRicochetSpeedRate | f32 | 0x100 | Ratio of bullet speed after ricochet (1.0 means no change in speed than before ricochet) | |
| afterRicochetGravity | f32 | 0x104 | Gravitational acceleration after ricochet. In metres ^ 2 per second. | |
| proximityFuseRange | f32 | 0x108 | Distance at which the proximity fuse reacts to the character. Bullet expires post reaction. In metres. | |
| shotgunParamId | s32 | 0x10c | Shot Control parameter to use. | This field refers to the following params: BulletShotgunParam_PC, BulletShotgunParam_NPC |
| shotgunBaseDist | f32 | 0x110 | Diffusion reference distance | |
| targetShotgunParamId | s32 | 0x114 | Offset calculation for target position | This field refers to the following params: BulletShotgunParam_PC, BulletShotgunParam_NPC |
| sfxId_AtAccel | s32 | 0x118 | SFX ID that is generated only once during acceleration. -1 not generate | This field takes an Particle ID. |
| sfxId_AfterAccel | s32 | 0x11c | SFX ID after acceleration. If this SFX ID is -1, continue flying with the SFX before acceleration. | This field takes an Particle ID. |
| quakeIntervalMin | f32 | 0x120 | Minimum blur interval during homing. In seconds. | |
| quakeIntervalMax | f32 | 0x124 | Maximum blur interval during homing. In seconds. | |
| maxQuakeAngleY | s16 | 0x128 | Vertical blur angle with respect to the direction of travel that occurs during acceleration. In degrees. | |
| bulletGenerateType | u8 | 0x12a | Generator bullet type. | This field uses the following enum: BULLET_CHILDREN_EMITTE_PURPOSE_TYPE |
| bulletGenerateTypeForInterva | u8 | 0x12b | Interval generator bullet type. | This field uses the following enum: BULLET_CHILDREN_EMITTE_PURPOSE_TYPE |
| sfxId_InteractiveSmoke | s32 | 0x12c | ID for specifying the interactive smoke to be generated. | This field takes an Particle ID. |
| activeAngle_forForce | f32 | 0x130 | Initial angle at which the force is effective [0,180] (180 is full circumference). In degrees. | |
| activeMaxAngle_forForce | f32 | 0x134 | Maximum angle at which the force is valid [0,180] (180 is full circumference). In degrees. | |
| validAngleDeg | f32 | 0x138 | The angle from the front where the bullet hits is [deg] 0 or 180, making it all around. In degrees. | |
| hitRadiusMin | f32 | 0x13c | If you are closer to the bullet than this distance, the bullet will not hit. | |
| hitRadiusMinForMap | f32 | 0x140 | If you are closer to the bullet than this distance, the bullet will not hit (for map-only). | |
| barrierDrainEnergyPS | f32 | 0x144 | Energy consumed per second while deploying barrier. | |
| barrierDrainStaminaPS | f32 | 0x148 | Stamina consumed per second while deploying barrier. | |
| initCapsuleHitLength | f32 | 0x14c | Initial hit length. In metres. | |
| maxCapsuleHitLength | f32 | 0x150 | Maximum hit length. In metres. | |
| initCapsuleHitLengthForMap | f32 | 0x154 | Initial hit length. In metres. | |
| maxCapsuleHitLengthForMap | f32 | 0x158 | Maximum hit length. In metres. | |
| capsuleHitLengthExpandTime | f32 | 0x15c | Time for the capsule length to expand from initial to maximum. In seconds. | |
| initCapsuleHitRadius | f32 | 0x160 | Initial hit thickness. In metres. | |
| maxCapsuleHitRadius | f32 | 0x164 | Maximum hit thickness. In metres. | |
| initCapsuleHitRadiusForMap | f32 | 0x168 | Initial hit thickness. In metres. | |
| maxCapsuleHitRadiusForMap | f32 | 0x16c | Maximum hit thickness. In metres. | |
| capsuleHitRadiusExpandTime | f32 | 0x170 | Time for the capsule radius to expand from initial to maximum. In seconds. | |
| initCapsuleHitKeepTime | f32 | 0x174 | Time for which the hit capsule is kept at its initial length and radius. | |
| hitCount | u8 | 0x178 | Number of hits (for characters) | |
| hitCountAsset | u8 | 0x179 | Number of hits (for map) | |
| createChildrenPosType | u8 | 0x17a | Where child bullet appears upon impact. | This field uses the following enum: BULLET_CHILDREN_EMITTE_POS_TYPE |
| createLimitGroupId | u8 | 0x17b | If it is 0, it is not used. If the upper limit is reached when creating bullets set to the same group ID, the bullets will not be created. (Bullets created synchronously on the network will come out regardless) | This field refers to the following params: BulletCreateLimitParam |
| hitInterval | f32 | 0x17c | Hit interval (for characters). In seconds. | |
| hitIntervalAsset | f32 | 0x180 | Hit interval (for characters). In seconds. | |
| barrierDamageCutRate | u8 | 0x184 | Reduction rate of damage received during barrier deployment. 100 means all cuts | |
| barrierHitType | u8 | 0x185 | Behavior when hitting the barrier. Set to the bullet that attacks the barrier. | This field uses the following enum: BULLET_BARRIER_HIT_TYPE |
| targetType | u8 | 0x186 | Affects the display/hide of the lock sight, such as which character is locked and the location specified. | This field uses the following enum: BULLET_SHOOT_TARGET_TYPE |
| flareHitType | u8 | 0x187 | Behavior when hit by a flare bullet. | This field uses the following enum: BULLET_FLARE_HIT_TYPE |
| sfxId_FollowingBarrier | s32 | 0x188 | Set on the barrier side. Sfx that always occurs at the position of the bullet when it is parallel to itself (barrier). | This field takes an Particle ID. |
| sfxId_OnLeaveBarrier | s32 | 0x18c | Set on the side of the bullet that hits the barrier. Sfx that occurs when leaving the barrier. | This field takes an Particle ID. |
| onBarrierdSpeedRate | f32 | 0x190 | Value applied to the speed of the bullet when it hits the barrier (setting on the barrier side) | |
| onBarrierdSpeedMin | f32 | 0x194 | Minimum speed of the bullet after hitting the barrier (setting on the barrier side). In metres per second. | |
| onBarrierdSpeedMax | f32 | 0x198 | Maximum speed of the bullet after hitting the barrier (setting on the barrier side). In metres per second. | |
| delayExplosionTimeSec | f32 | 0x19c | How many seconds after hitting the map will it expand? Instant expansion at 0 | |
| stickLengthRate | f32 | 0x1a0 | If ON, the bullet is fully buried. If OFF, then the placement is based on hit. | |
| sfxId_ShootDown | s32 | 0x1a4 | SfxId that changes when intercepting or being intercepted | This field takes an Particle ID. |
| sfxId_waitingExplosion | s32 | 0x1a8 | SfxId that changes when it hits the map and waits for explosion due to delayed fuse. | This field takes an Particle ID. |
| barrierFlowingMaxTime | f32 | 0x1ac | Maximum time to continue along the barrier surface. Set as the attacker's bullet to the barrier. In seconds. | |
| homingFadeTime | f32 | 0x1b0 | Warhead direction interpolation time after guidance starts | |
| breakableHitSizeRate | f32 | 0x1b4 | Size factor on interception | |
| add_sfxId_Bullet | s32 | 0x1b8 | Special effects: SFX generated from bullets when the status change type 'Bullet additional SFX generation' is applied to the character. | This field takes an Particle ID. |
| flareHitRadius | f32 | 0x1bc | Distance that affects other bullets when the attach effect type is FNR flare. In metres. | |
| upperDirectionCorrectionByShooterSpeed | f32 | 0x1c0 | Upward correction magnification of the shooter's speed added to the initial velocity of the bullet. | |
| lowerDirectionCorrectionByShooterSpeed | f32 | 0x1c4 | Downward correction magnification of the shooter's speed added to the initial velocity of the bullet. | |
| forwardDirectionCorrectionByShooterSpeed | f32 | 0x1c8 | Forward correction magnification of the shooter's speed added to the initial velocity of the bullet. | |
| reloadTimeSecond | f32 | 0x1cc | Interval between one shot and the next shot. In seconds. | |
| shootDmyPolyId | s32 | 0x1d0 | Dummy Polygon ID used on firing. | |
| shootEndDmyPolyId | s32 | 0x1d4 | Dummy Polygon ID used on firing. | |
| muzzleFlashSfxId | s32 | 0x1d8 | Muzzle Sfx ID when firing. | This field takes an Particle ID. |
| cartridgeDmyPolyId | s32 | 0x1dc | ID of cartridge dummy polygon | |
| cartridgeSfxId | s32 | 0x1e0 | Cartridge Sfx ID | This field takes an Particle ID. |
| shootRumbleId | s32 | 0x1e4 | ID of shaking when shooting | This field refers to the following params: CameraRumbleParam |
| shootInterval | f32 | 0x1e8 | The interval at which the projectile is emitted. Applied when generated via the TAE Bullet Behavior event. In seconds. | |
| blastRayDist | f32 | 0x1ec | Raycast distance to the blast generated along with the muzzle | |
| numContinueShoot | u16 | 0x1f0 | Number of times to fire continuously. The total number of bullets fired is the number of simultaneous shots x the number of consecutive shots. | |
| PathFindCostParamId | u16 | 0x1f2 | Parameter ID for cost calculation when searching for homing target. | This field refers to the following params: PathFindCostParam |
| elevationMinAngle | s16 | 0x1f4 | Minimum launch angle. In degrees. | |
| elevationMaxAngle | s16 | 0x1f6 | Maximum launch angle. In degrees. | |
| initMinVellocity | f32 | 0x1f8 | The minimum initial velocity the bullet can have. | |
| initMaxVellocity | f32 | 0x1fc | The maximum initial velocity the bullet can have. | |
| PathFindInterval | f32 | 0x200 | Update interval for navigation volume path search for homing target. In seconds. | |
| intervalCreateBulletMax | u16 | 0x204 | Maximum number of bullets when making them at regular intervals, 0 = unlimited | |
| cupsleRotationDeg | s16 | 0x206 | Rotation angle of horizontal capsule. In degrees. | |
| PathFindSec | f32 | 0x208 | This is the time to perform a path search. After this time has elapsed, the path search will no longer be performed. (-1 is infinite). In seconds. | |
| PathMoveNearDisableLength | f32 | 0x20c | If the distance to the homing target becomes less than this value during path search movement, disable path following and move directly. | |
| thrusterSfxId | s32 | 0x210 | ID of SFX to generate (-1 does not generate thruster) | This field takes an Particle ID. |
| thrusterEmitOffsetRate | f32 | 0x214 | Ratio to the radius of the hit | |
| reflectRate | f32 | 0x218 | ||
| reflectLimitSpeed | f32 | 0x21c | Speed at which reflection stops, stops if reflection speed is below the set value. In metres per second. | |
| reflectLimitAngle | s16 | 0x220 | Normal angle to determine the speed at which it no longer reflects, the upward direction is 0 (90 is a vertical wall, 180 is also a ceiling). In degrees. | |
| shootAngleZ | s16 | 0x222 | Specify how many times to rotate in the Z-axis direction when launching a projectile. | |
| reflectRateHorizontal | f32 | 0x224 | ||
| breakableDurable | s32 | 0x228 | -1: Collision but not shot down (only sucks the bullet) 0: Shot down regardless of the interception attack power of the collision target 1+: Subtracted by the interception attack power of the collision target, shot down at 0 | |
| breakablePower | u32 | 0x22c | 0: Only shoot down bullets with durability value 0 1+: Subtract the interception durability value of the collision target | |
| consumeEN | s32 | 0x230 | EN consumption when shooting | |
| thrusterEmitMinSec | f32 | 0x234 | Minimum time between firing missile thrusters. In seconds. | |
| thrusterEmitMaxSec | f32 | 0x238 | Maximum time between firing missile thrusters. In seconds. | |
| shootAngleZInterval | f32 | 0x23c | When firing multiple projectiles, specify the interval at which to fire (Z-axis). In degrees. | |
| autoSearchStartTime | f32 | 0x240 | Delay before the funnel think starts. | |
| shootAngleZMaxRandom | f32 | 0x244 | Upper limit of firing Z-axis rotation random number (0 to 360) | |
| shootPossibleAngle | s16 | 0x248 | In degrees. | |
| deflectType | u8 | 0x24a | This field uses the following enum: BULLET_DEFLECT_TYPE | |
| shootEnableLockNum | u8 | 0x24b | If the lock count number is less than the specified value, firing will not be possible. | |
| backDirectionCorrectionByShooterSpeed | f32 | 0x24c | Backward correction magnification of the shooter's speed added to the initial velocity of the bullet. | |
| sideDirectionCorrectionByShooterSpeed | f32 | 0x250 | Sideways correction magnification of the shooter's speed added to the initial velocity of the bullet. | |
| generateAssetAnimId | s32 | 0x254 | Animation ID of the dynamically generated asset. -1: No animation | |
| dangerousLevel | s32 | 0x258 | ||
| physDamageDecayTimeSec | f32 | 0x25c | The time it takes to decay to 100% after the decay distance. | |
| magicDamageDecayTimeSec | f32 | 0x260 | The time it takes to decay to 100% after the decay distance. | |
| fireDamageDecayTimeSec | f32 | 0x264 | The time it takes to decay to 100% after the decay distance. | |
| thunderDamageDecayTimeSec | f32 | 0x268 | The time it takes to decay to 100% after the decay distance. | |
| darkDamageDecayTimeSec | f32 | 0x26c | The time it takes to decay to 100% after the decay distance. | |
| staminaDamageDecayTimeSec | f32 | 0x270 | The time it takes to decay to 100% after the decay distance. | |
| knockbackDamageDecayTimeSec | f32 | 0x274 | The time it takes to decay to 100% after the decay distance. | |
| lockShootLimitAng_V | u8 | 0x278 | Shooting compensation angle vertical. In degrees. | |
| isInheritGuardType | u8 | 0x279 | Do you want to inherit the guard formation status in the case of a direct hit? | This field is a boolean. |
| FollowType | u8 | 0x27a | Affects bullet position and behavior. | This field uses the following enum: BULLET_FOLLOW_TYPE |
| assetGenerateTiming | u8 | 0x27b | Timing to generate the dynamic asset. | This field uses the following enum: BULLET_OBJ_GENERATE_TIMING |
| predictionShoot_EnableSpeedType | s32 | 0x27c | Speed type used in predictive shooting distance-based correction function | This field uses the following enum: PREDICTION_ENABLE_SPEED_TYPE |
| predictionShoot_Rate | f32 | 0x280 | Correction coefficient used in distance-based correction function of predictive shooting | |
| targetZOffsetRange | f32 | 0x284 | Forward and backward offset of the impact position for curved shots. Shifts the target position toward the front or back during firing and homing. In metres. | |
| targetXOffsetRange | f32 | 0x288 | Left and right offset of the impact position for curved shots. Shifts the target position toward the front or back during firing and homing. In metres. | |
| shootTargetZOffset | f32 | 0x28c | Front and rear offset of impact position. Shifts the target position forward and backward during firing and homing. | |
| shootTargetXOffset | f32 | 0x290 | Left and right offset of impact position. Shifts the target position left and right during firing and homing. In metres. | |
| bulletRollAngleZ | s16 | 0x294 | Additional angle in drilling direction (Z axis). In degrees. | |
| bulletRollAngleZInterbal | s16 | 0x296 | When firing multiple projectiles, specify the interval at which to fire (Z-axis). In degrees. | |
| bulletRollAngleZRandom | f32 | 0x298 | Upper limit of firing torsion angle random number (0 to 360) | |
| shootCameraRumbleParamId | s32 | 0x29c | Camera vibration parameter ID at the time of occurrence. | This field refers to the following params: CameraRumbleParam |
| hitCameraRumbleParamId | s32 | 0x2a0 | Camera vibration parameter ID at the time of impact. | This field refers to the following params: CameraRumbleParam |
| distAtkPowerRateCalcGraphParamId | s32 | 0x2a4 | Correction calculation graph parameter ID for attenuating attack power depending on distance | This field refers to the following params: CalcCorrectGraph |
| perfSustainDist | f32 | 0x2a8 | Guaranteed performance up to this distance. Affects bullet acceleration and maximum tracking angle. | |
| outRangeDist | f32 | 0x2ac | Standard value for ricocheting distance. In metres. | |
| sfxId_Ricochet | s32 | 0x2b0 | SFX ID when ricocheting. -1 does not occur. | This field takes an Particle ID. |
| penetratePower_Obj | s16 | 0x2b4 | If the asset parameter's 'penetrateDef' is less than this value, it will penetrate. | |
| isBulletShootDirMuzzleFlashSfx | u8 | 0x2b6 | Should the muzzle SFX be directed in a direction that takes into account predictive firing and target position offset? | This field is a boolean. |
| launchConditionGuardType | u8 | 0x2b7 | Specify guard conditions to determine whether a bullet is generated when a bullet hits or life expires. | This field uses the following enum: BULLET_LAUNCH_CONDITION_GUARD_TYPE |
| cartridgeEndDmyPolyId | s32 | 0x2b8 | ID of cartridge end dummy polygon. | |
| followRate_Time_MinTimeSec | f32 | 0x2bc | Time of minimum homing for change in homing with time. | |
| followRate_Time_MaxTimeSec | f32 | 0x2c0 | Time of maximum homing for change in homing with time. | |
| followRate_Time_MinTimeFollowRate | f32 | 0x2c4 | Homing when the change in homing due to time is less than the minimum time. | |
| followRate_Time_MaxTimeFollowRate | f32 | 0x2c8 | Homing when the change in homing due to time is less than the maximum time. | |
| predictionShoot_DistScale | f32 | 0x2cc | A factor applied to the distance between the target and the predicted position for predictive shooting. | |
| predictionShoot_MaxDist | f32 | 0x2d0 | Maximum distance multiplied by predicted distance factor. | |
| groundAlong_MaxSlopeAngDeg | u8 | 0x2d4 | Maximum angle of slope that can be climbed when a bullet follows the ground. In degrees. | |
| alertShowType | u8 | 0x2d5 | HUD alert display type. | This field uses the following enum: BULLET_ALERT_SHOW_TYPE |
| alertLevel | u8 | 0x2d6 | HUD alert level. | |
| recoilBlur_RandType | u8 | 0x2d7 | Bullet dispersion method using attack recoil blur. | |
| groundAlong_IgnoreGroundHeight | f32 | 0x2d8 | The height of the step to ignore when the bullet follows the ground. In metres. | |
| groundAlong_KeepGroundAlt | f32 | 0x2dc | Height above the ground to maintain when the bullet follows the ground. In metres. | |
| goalCondDist | f32 | 0x2e0 | If it gets this close to the target distance, it will end its life. | |
| toTargetRotationSpeedDegPerSec | s32 | 0x2e4 | The speed at which the bullet itself turns toward the target (-1 for normal turning control). In degrees per second. | |
| recoilBlur_MinRateBlurRate | f32 | 0x2e8 | Recoil blur accumulation ratio that maintains the initial launch angle value | |
| recoilBlur_MaxRateBlurRate | f32 | 0x2ec | Recoil blur accumulation ratio that maintains the maximum firing angle. | |
| recoilBlur_MinAngDegH | f32 | 0x2f0 | Launch angle random number initial value. In degrees. | |
| recoilBlur_MaxAngDegH | f32 | 0x2f4 | Launch angle random number maximum value. In degrees. | |
| recoilBlur_MinAngDegV | f32 | 0x2f8 | Launch angle random number initial value. In degrees. | |
| recoilBlur_MaxAngDegV | f32 | 0x2fc | Launch angle random number maximum value. In degrees. | |
| recoilBlur_UseCalcGraphBlurRate | u8 | 0x300 | Using the vertical axis (magnification from 0 to 1) of the correction calculation graph (861), find the launch angle as follows. | This field is a boolean. |
| recoilBlur_RandExpressType | u8 | 0x301 | How bullet dispersion is biased due to attack recoil blur | This field uses the following enum: BULLET_BLUR_RAND_EXPRESS_TYPE |
| isParentDeadLife | u8 | 0x302 | Should the lifespan be counted after the parent bullet disappears? | This field is a boolean. |
| isBeforeAccelParentCoord | u8 | 0x303 | Do you want to change the posture before acceleration to the parent posture? | This field is a boolean. |
| lifeMoveDist | f32 | 0x304 | The flight distance over which a projectile can continue to exist (-1 = infinite). | |
| parentDeadLifeTimeRate | f32 | 0x308 | Lifespan rate after parent bullet disappears | |
| afterAccelMoveVecTimeSec | f32 | 0x30c | Velocity vector correction time after acceleration. In seconds. | |
| beforeAccelCoordFwdBrakeMPSS | f32 | 0x310 | Directional braking before acceleration. In metres per second ^ 2 | |
| cartridgeDelayAppearTimeSec | f32 | 0x314 | Delay time between firing and shell ejection | |
| cartridgeBehaviorParamId | s32 | 0x318 | Cartridge behavior ID | This field refers to the following params: CartridgeBehaviorParam |
| cartridgeDelayAppearAddTimeSec | f32 | 0x31c | Generation interval time when cartridges are generated continuously. In seconds. | |
| cartridgeNum | u8 | 0x320 | Number of cartridges generated per dummy polygon ID. | |
| distAtkPowerRateCalcGraphParamType | u8 | 0x321 | Correct calculation graph parameter type for attenuating attack power by distance. | This field uses the following enum: BULLET_DIST_ATK_POWER_RATE_CALC_GRAPH_PARAM_TYPE |
| attachSfxCondType | u8 | 0x322 | Specify attach guard conditions to determine whether a bullet is generated when a bullet hits or life expires. | This field uses the following enum: BULLET_LAUNCH_CONDITION_GUARD_TYPE |
| isInheritShootTargetToChild | u8 | 0x323 [0] | Should shooting targets such as funnels be transferred to child bullets? | This field is a boolean. |
| isProgressNetworkLatency | u8 | 0x323 [1] | Enable lag reduction function for direct shots | This field is a boolean. |
| isParentHitExclusionHit | u8 | 0x323 [2] | Ignore future hits after the parent bullet hits. | This field is a boolean. |
| isLocal | u8 | 0x323 [3] | Is a locally generated bullet. | This field is a boolean. |
| isDeleteBulletForFollowGenerateAssetBreak | u8 | 0x323 [4] | Should the bullet be deleted if the following asset is broken? | This field is a boolean. |
| unk323_5 | u8 | 0x323 [5] | This field is a boolean. | |
| pad03 | dummy8 | 0x323 [6-7] | This field is padding. | |
| RicochetLifeTimeSec | f32 | 0x324 | Bullet life time after ricochet. In seconds. | |
| sfxId_Ricochet_Delete | s32 | 0x328 | SFX ID when ricochet disappears. -1 does not occur. Movement will not be carried over. | This field takes an Particle ID. |
| sfxId_Delete | s32 | 0x32c | SFX ID at the time of disappearance. -1 does not occur. Movement will not be carried over. | This field takes an Particle ID. |
| brakeStartTimeSec | f32 | 0x330 | The time from when the bullet occurs to when the brakes begin. -1 with no brake. In seconds. | |
| brakeEndTimeSec | f32 | 0x334 | The time from when the bullet occurs to when the brake ends. -1 to permanent brake. In seconds. | |
| brakeValMPSS | f32 | 0x338 | In metres per second ^ 2 | |
| muzzleFlashDmyPolyId | s32 | 0x33c | SFX dummy poly ID of muzzle when firing | |
| muzzleFlashSfxId_2 | s32 | 0x340 | Specify effects that are not related to the muzzle, such as missile backfire or exhaust heat smoke. | This field takes an Particle ID. |
| muzzleFlashDmyPolyId_2 | s32 | 0x344 | Dummy poly specification that causes the above to occur. -1 specification makes it the same as the muzzle | |
| lifeMoveDistAddRand | f32 | 0x348 | Random maximum value added to distance lifetime | |
| unknown_ClusterMissleRelatedBool | s32 | 0x34c | This field is a boolean. | |
| unknown_ClusterMissleRelatedFloat1 | f32 | 0x350 | ||
| unknown_ClusterMissleRelatedFloat2 | f32 | 0x354 | ||
| unknown_ClusterMissleRelatedFloat3 | f32 | 0x358 | ||
| unknown_ClusterMissleRelatedFloat4 | f32 | 0x35c | ||
| pad_end | dummy8 | 0x360 | This field is padding. | |
| unk364 | dummy8 | 0x364 | This field is padding. |
| Option | Description | Notes |
|---|---|---|
0 | Always | |
1 | Hit water | |
2 | Hit water or swamp | |
3 | Didn't hit enemy | |
4 | Hit enemy | |
254 | Expired | |
255 | Hit ground or enemy |
| Option | Description | Notes |
|---|---|---|
0 | Default | |
1 | Shooter + randomCreateRadius | |
2 | Higher elevation | |
3 | Nearby enemy origin. If no enemies, targets bullet origin. | |
4 | Nearest enemy + randomCreateRadius | |
5 | Parent bullet (instead of hit location) | |
6 | Aim straight up |
| Option | Description | Notes |
|---|---|---|
0 | Do not follow | |
1 | Follow shooter | |
2 | Follow shooter's feet | |
3 | Follow target | |
4 | Slide along ground | |
5 | Keep same direction | |
6 | Follow target trail | |
7 | Follow parent bullet | |
8 | Follow ground | |
9 | Follow parent bullet (except for direction) | |
10 | Follow parent bullet position |
| Option | Description | Notes |
|---|---|---|
0 | Normal | |
1 | Maintain altitude |
| Option | Description | Notes |
|---|---|---|
0 | Do not issue | |
1 | Tracking | |
2 | Alive |
| Option | Description | Notes |
|---|---|---|
0 | None | |
1 | Force | |
2 | Missile Protection | |
3 | Dark Force | |
10 | FNR Barrier | |
20 | FNR Blade | |
30 | FNR Flare |
| Option | Description | Notes |
|---|---|---|
0 | No Hit | |
1 | Follow | |
2 | Landing |
| Option | Description | Notes |
|---|---|---|
0 | Uniform Distribution | |
1 | Normal Distribution |
| Option | Description | Notes |
|---|---|---|
0 | Rectangle | |
1 | Oblong |
| Option | Description | Notes |
|---|---|---|
0 | No Penetration | |
1 | Low Penetration | |
2 | Normal Penetration |
| Option | Description | Notes |
|---|---|---|
0 | Impact Position | |
1 | Bullet Position |
| Option | Description | Notes |
|---|---|---|
0 | None | |
1 | Impact | |
2 | Small Bullet |
| Option | Description | Notes |
|---|---|---|
0 | No Deflect | |
1 | Simple | |
2 | Detail |
| Option | Description | Notes |
|---|---|---|
-1 | None | |
0 | Self 0 | |
1 | Self 1 | |
2 | Self 2 | |
3 | Self 3 | |
4 | Self 4 | |
5 | Self 5 | |
6 | Self 6 | |
7 | Self 7 | |
8 | Self 8 | |
9 | Self 9 | |
50 | Enemy 0 | |
51 | Enemy 1 | |
52 | Enemy 2 | |
53 | Enemy 3 | |
54 | Enemy 4 | |
55 | Enemy 5 | |
56 | Enemy 6 | |
57 | Enemy 7 | |
58 | Enemy 8 | |
59 | Enemy 9 |
| Option | Description | Notes |
|---|---|---|
0 | None | |
1 | Target Overwrite |
| Option | Description | Notes |
|---|---|---|
0 | Bullet position | |
1 | Shooter position |
| Option | Description | Notes |
|---|---|---|
0 | X-axis homing correction | |
1 | Y-axis homing correction | |
10 | X-axis limit only | |
11 | Y-axis limit only | |
20 | X-axis completion only | |
21 | Y-axis completion only |
| Option | Description | Notes |
|---|---|---|
0 | Always | |
1 | Only if not guarded |
| Option | Description | Notes |
|---|---|---|
0 | Up/Down/Left/Right | |
1 | Front/Back/Left/Right | |
2 | Up/Down | |
3 | Omnidirectional |
| Option | Description | Notes |
|---|---|---|
0 | On Shoot | |
1 | On Hit |
| Option | Description | Notes |
|---|---|---|
0 | Parent | |
1 | Global Y Axis | |
2 | Impact |
| Option | Description | Notes |
|---|---|---|
0 | Emitter Stopped | |
1 | Deletion |
| Option | Description | Notes |
|---|---|---|
0 | Sphere | |
1 | Capsule | |
2 | Horizontal Capsule | |
3 | Fan | |
4 | Capsule (opposite direction) |
| Option | Description | Notes |
|---|---|---|
0 | Lock Target | |
1 | Point Specification | |
2 | Shooter |
| Option | Description | Notes |
|---|---|---|
0 | None | |
1 | Small | |
2 | Medium | |
3 | Giant |
| Option | Description | Notes |
|---|---|---|
0 | Slash | |
1 | Crush | |
2 | Pierce | |
3 | Push |
| Option | Description | Notes |
|---|---|---|
0 | Do not overwrite | |
1 | None | |
2 | Flame | |
3 | Magic | |
4 | Poison | |
5 | Egg | |
6 | Electric Shock | |
7 | Petrification | |
8 | Crystallization | |
255 | Material 1 |
| Option | Description | Notes |
|---|---|---|
0 | Slash | |
1 | Blow | |
2 | Thrust | |
3 | Explosion | |
4 | Bullet |
| Option | Description | Notes |
|---|---|---|
0 | Standard | |
1 | Kinetic | |
2 | Energy | |
3 | Explosive | |
4 | Ice | |
5 | Green | |
6 | None | |
7 | Dmy1 | |
8 | Dmy2 | |
9 | Dmy3 | |
10 | Dmy4 | |
11 | Coral | |
12 | Assault Armor | |
20 | Pulse | |
21 | Laser | |
22 | Plasma | |
255 | None |
| Option | Description | Notes |
|---|---|---|
0 | Small | |
1 | Medium | |
2 | Large | |
3 | Extra Large | |
4 | Very Large |
| Option | Description | Notes |
|---|---|---|
0 | Small | |
1 | Large | |
2 | Extra Large |
| Option | Description | Notes |
|---|---|---|
99999999 | Unlimited | |
84 | Standard Machine: Walking | |
220 | Standard Machine: Boost | |
400 | Standard Machine: Large Quick Boost |