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ac6-refmat:param:bullet

Bullet

Fields

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.

Enums

BULLET_LAUNCH_CONDITION_TYPE

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

BULLET_EMITTE_POS_TYPE

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

BULLET_FOLLOW_TYPE

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

BULLET_HOMING_TYPE

Option Description Notes
0 Normal
1 Maintain altitude

BULLET_ALERT_SHOW_TYPE

Option Description Notes
0 Do not issue
1 Tracking
2 Alive

BULLET_ATTACH_EFFECT_TYPE

Option Description Notes
0 None
1 Force
2 Missile Protection
3 Dark Force
10 FNR Barrier
20 FNR Blade
30 FNR Flare

BULLET_BARRIER_HIT_TYPE

Option Description Notes
0 No Hit
1 Follow
2 Landing

BULLET_BLUR_RAND_EXPRESS_TYPE

Option Description Notes
0 Uniform Distribution
1 Normal Distribution

BULLET_BLUR_RAND_TYPE

Option Description Notes
0 Rectangle
1 Oblong

BULLET_CHARA_PENETRATE_TYPE

Option Description Notes
0 No Penetration
1 Low Penetration
2 Normal Penetration

BULLET_CHILDREN_EMITTE_POS_TYPE

Option Description Notes
0 Impact Position
1 Bullet Position

BULLET_CHILDREN_EMITTE_PURPOSE_TYPE

Option Description Notes
0 None
1 Impact
2 Small Bullet

BULLET_DEFLECT_TYPE

Option Description Notes
0 No Deflect
1 Simple
2 Detail

BULLET_DIST_ATK_POWER_RATE_CALC_GRAPH_PARAM_TYPE

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

BULLET_FLARE_HIT_TYPE

Option Description Notes
0 None
1 Target Overwrite

BULLET_GUARD_RANGE_TYPE

Option Description Notes
0 Bullet position
1 Shooter position

BULLET_HOMING_CORRECT_AXIS

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

BULLET_LAUNCH_CONDITION_GUARD_TYPE

Option Description Notes
0 Always
1 Only if not guarded

BULLET_SHOTGUN_COORD_ERROR_TYPE

Option Description Notes
0 Up/Down/Left/Right
1 Front/Back/Left/Right
2 Up/Down
3 Omnidirectional

BULLET_OBJ_GENERATE_TIMING

Option Description Notes
0 On Shoot
1 On Hit

BULLET_SFX_CREATE_POSTURE_TYPE

Option Description Notes
0 Parent
1 Global Y Axis
2 Impact

BULLET_SFX_DELETE_TYPE

Option Description Notes
0 Emitter Stopped
1 Deletion

BULLET_SHAPE_TYPE

Option Description Notes
0 Sphere
1 Capsule
2 Horizontal Capsule
3 Fan
4 Capsule (opposite direction)

BULLET_SHOOT_TARGET_TYPE

Option Description Notes
0 Lock Target
1 Point Specification
2 Shooter

BULLET_RICOCHET_HIT_SFX_SIZE

Option Description Notes
0 None
1 Small
2 Medium
3 Giant

ATKPARAM_ATKATTR_TYPE

Option Description Notes
0 Slash
1 Crush
2 Pierce
3 Push

ATKPARAM_SPATTR_TYPE

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

BEHAVIOR_ATK_TYPE

Option Description Notes
0 Slash
1 Blow
2 Thrust
3 Explosion
4 Bullet

WEP_MATERIAL_ATK

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

ATKPARAM_SFX_ATK_POW

Option Description Notes
0 Small
1 Medium
2 Large
3 Extra Large
4 Very Large

ATKPARAM_SE_ATK_POW

Option Description Notes
0 Small
1 Large
2 Extra Large

PREDICTION_ENABLE_SPEED_TYPE

Option Description Notes
99999999 Unlimited
84 Standard Machine: Walking
220 Standard Machine: Boost
400 Standard Machine: Large Quick Boost
ac6-refmat/param/bullet.txt · Last modified: by admin