====== Bullet ====== ===== Fields ===== ^ Field ^ Type ^ Offset ^ Description ^ Notes ^ | atkId_Bullet | ''s32'' | ''0x0'' | Attack parameters for bullet impact. | This field refers to the following params: [[bb-refmat:param:AtkParam|AtkParam_Pc]], [[bb-refmat:param:AtkParam|AtkParam_Npc]] | | sfxId_Bullet | ''s32'' | ''0x4'' | Visual effect ID for bullet projectile. | | | sfxId_Hit | ''s32'' | ''0x8'' | Visual effect ID for bullet impact. | | | sfxId_Flick | ''s32'' | ''0xc'' | Visual effect ID for bullet flick. Normally triggered by guarding. | | | life | ''f32'' | ''0x10'' | Maximum time before bullet will disappear on its own. -1 means it will last indefinitely. | | | dist | ''f32'' | ''0x14'' | Distance at which attenuation of the projectile begins. | | | shootInterval | ''f32'' | ''0x18'' | Time between emitted bullets. Does nothing for bullets that only shoot once. | | | gravityInRange | ''f32'' | ''0x1c'' | Downward acceleration of bullet. | | | gravityOutRange | ''f32'' | ''0x20'' | Downward acceleration of bullet after it passes the attenuation distance. | | | hormingStopRange | ''f32'' | ''0x24'' | Bullet will stop homing if it is within this distance of its homing target. | | | initVellocity | ''f32'' | ''0x28'' | Initial speed of bullet. | | | accelInRange | ''f32'' | ''0x2c'' | Forward acceleration acting on bullet before it reaches the attenuation distance. Negative values will slow the bullet down. | | | accelOutRange | ''f32'' | ''0x30'' | Forward acceleration acting on bullet after it passes the attenuation distance. Negative values will slow the bullet down. | | | maxVellocity | ''f32'' | ''0x34'' | Maximum speed of bullet, regardless of acceleration. | | | minVellocity | ''f32'' | ''0x38'' | Minimum speed of bullet, regardless of acceleration. | | | accelTime | ''f32'' | ''0x3c'' | Time that acceleration is active after bullet creation. | | | homingBeginDist | ''f32'' | ''0x40'' | Distance from owner at which the bullet starts homing in on targets. | | | hitRadius | ''f32'' | ''0x44'' | Initial hit radius of bullet projectile. | | | hitRadiusMax | ''f32'' | ''0x48'' | Final hit radius of bullet projectile. Set to -1 if radius does not change, which is always coupled with a value of 0 for RadiusIncreaseDuration. | | | spreadTime | ''f32'' | ''0x4c'' | Time taken by bullet to transition from initial to final hit radius. Value of 0 are always coupled with values of -1 for RadiusIncreaseDuration. | | | expDelay | ''f32'' | ''0x50'' | Delay between impact and 'explosion'. | | | hormingOffsetRange | ''f32'' | ''0x54'' | | | | dmgHitRecordLifeTime | ''f32'' | ''0x58'' | Duration of bullet impact hitbox. A value of zero means it is disabled immediately after first impact. | | | externalForce | ''f32'' | ''0x5c'' | External force applied in the direction of shooting. (Y-axis is removed) | | | spEffectIDForShooter | ''s32'' | ''0x60'' | Special effect applied to owner when bullet is created. | This field refers to the following params: [[bb-refmat:param:SpEffectParam]] | | autoSearchNPCThinkID | ''s32'' | ''0x64'' | AI parameter ID for triggered floating bullets. | | | HitBulletID | ''s32'' | ''0x68'' | Bullet emitted on impact of this bullet. | This field refers to the following params: [[bb-refmat:param:Bullet]] | | spEffectId0 | ''s32'' | ''0x6c'' | Special effect applied to target hit by bullet. | This field refers to the following params: [[bb-refmat:param:SpEffectParam]] | | spEffectId1 | ''s32'' | ''0x70'' | Special effect applied to target hit by bullet. | This field refers to the following params: [[bb-refmat:param:SpEffectParam]] | | spEffectId2 | ''s32'' | ''0x74'' | Special effect applied to target hit by bullet. | This field refers to the following params: [[bb-refmat:param:SpEffectParam]] | | spEffectId3 | ''s32'' | ''0x78'' | Special effect applied to target hit by bullet. | This field refers to the following params: [[bb-refmat:param:SpEffectParam]] | | spEffectId4 | ''s32'' | ''0x7c'' | Special effect applied to target hit by bullet. | This field refers to the following params: [[bb-refmat:param:SpEffectParam]] | | numShoot | ''u16'' | ''0x80'' | Number of bullets emitted at once. | | | homingAngle | ''s16'' | ''0x82'' | Turning angle of homing bullet per second. | | | shootAngle | ''s16'' | ''0x84'' | Specify how many times the missile is fired forward. | | | shootAngleInterval | ''s16'' | ''0x86'' | When firing multiple missiles, specify how often to fire them. (Y-axis) | | | shootAngleXInterval | ''s16'' | ''0x88'' | When firing multiple missiles, specify how often to fire them. (X-axis) | | | damageDamp | ''s8'' | ''0x8a'' | Percentage reduction in physical damage per second. | | | spelDamageDamp | ''s8'' | ''0x8b'' | | | | fireDamageDamp | ''s8'' | ''0x8c'' | Percentage reduction in fire damage per second. | | | thunderDamageDamp | ''s8'' | ''0x8d'' | Percentage reduction in lightning damage per second. | | | staminaDamp | ''s8'' | ''0x8e'' | Percentage reduction in stamina damage per second. | | | knockbackDamp | ''s8'' | ''0x8f'' | Percentage reduction in knockback power per second. | | | shootAngleXZ | ''s8'' | ''0x90'' | Additional elevation angle from the horizontal. | | | lockShootLimitAng | ''u8'' | ''0x91'' | Limit angle when facing the lock direction | | | isPenetrate | ''u8'' | ''0x92'' | Bullet will go through objects, players, and NPCs. | This field is a boolean. | | prevVelocityDirRate | ''u8'' | ''0x93'' | Ratio of adding the previous moving direction to the current direction when a sliding bullet hits the wall. | | | atkAttribute | ''u8'' | ''0x94'' | | This field uses the following enum: ATKPARAM_ATKATTR_TYPE | | spAttribute | ''u8'' | ''0x95'' | | This field uses the following enum: ATKPARAM_SPATTR_TYPE | | Material_AttackType | ''u8'' | ''0x96'' | Determines visual effects of bullet hit. | | | Material_AttackMaterial | ''u8'' | ''0x97'' | Sound and visual effects on hit. | | | Material_Size | ''u8'' | ''0x98'' | 'Size' of attack. | | | launchConditionType | ''u8'' | ''0x99'' | Condition for determining if a new bullet will be generated when this bullet lands or expires. | This field uses the following enum: BULLET_LAUNCH_CONDITION_TYPE | | FollowType | ''u8'' | ''0x9a [0-2]'' | Follow-up type. Do not follow is the default. | This field uses the following enum: BULLET_FOLLOW_TYPE | | EmittePosType | ''u8'' | ''0x9a [3-5]'' | Source type. Usually from Damipoli. (Introduced to judge meteo) | This field uses the following enum: BULLET_EMITTE_POS_TYPE | | isAttackSFX | ''u8'' | ''0x9a [6]'' | Set whether bullets such as arrows will remain stuck in the character | This field is a boolean. | | isEndlessHit | ''u8'' | ''0x9a [7]'' | Do you keep hitting? | This field is a boolean. | | isPenetrateMap | ''u8'' | ''0x9b [0]'' | If it is ON, it will penetrate without landing when hitting a hit / static asset. | This field is a boolean. | | isHitBothTeam | ''u8'' | ''0x9b [1]'' | Are you an enemy or an ally? (Not a wandering ghost) | This field is a boolean. | | isUseSharedHitList | ''u8'' | ''0x9b [2]'' | Specify whether to share the hit list | This field is a boolean. | | isUseMultiDmyPolyIfPlace | ''u8'' | ''0x9b [3]'' | Do you use the same Damipoly ID more than once when placing bullets? | This field is a boolean. | | attachEffectType | ''u8'' | ''0x9b [4-5]'' | Does it hit other bullets forced erasure? | This field uses the following enum: BULLET_ATTACH_EFFECT_TYPE | | isHitForceMagic | ''u8'' | ''0x9b [6]'' | If true, this bullet will be deflected by bullets like Force. | This field is a boolean. | | isIgnoreSfxIfHitWater | ''u8'' | ''0x9b [7]'' | If true, hit FX are not produced if the bullet impacts water. | This field is a boolean. | | isIgnoreMoveStateIfHitWater | ''u8'' | ''0x9c [0]'' | Should I ignore the effect if it hits the surface of the water? | This field is a boolean. | | isHitDarkForceMagic | ''u8'' | ''0x9c [1]'' | If true, this bullet will be deflected by bullets like Spell Parry. | This field is a boolean. | | isInheritEffectToChild | ''u8'' | ''0x9c [2]'' | Take over the effect to replace the submunition. Ignore the speed set for the submunition | This field is a boolean. | | isInheritSpeedToChild | ''u8'' | ''0x9c [3]'' | Take over the speed of the timing to replace the submunition. Ignore the speed set for the submunition | This field is a boolean. | | pad | ''dummy8'' | ''0x9d'' | | This field is padding. | ===== Enums ===== ==== ATKPARAM_ATKATTR_TYPE ==== ^ Option ^ Description ^ Notes ^ | ''0'' | None | | | ''1'' | Slash | | | ''2'' | Strike | | | ''3'' | Thrust | | | ''4'' | Standard | | ==== ATKPARAM_SPATTR_TYPE ==== ^ Option ^ Description ^ Notes ^ | ''-1'' | None | | | ''0'' | None | | | ''1'' | Physical | | | ''2'' | Fire | | | ''3'' | Magic | | | ''4'' | Poison/Bleed | | | ''6'' | Lightning | | | ''7'' | Petrify | | | ''8'' | Crystallize | | | ''9'' | Dark | | | ''10'' | Blue Lightning | | | ''255'' | None255 | | ==== BEHAVIOR_ATK_TYPE ==== ^ Option ^ Description ^ Notes ^ | ''0'' | Slash | | | ''1'' | Strike | | | ''2'' | Thrust | | | ''3'' | Standard | | ==== 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 | | | ''5'' | Unknown | | | ''6'' | Unknown | | | ''254'' | Expired | | | ''255'' | Hit ground or enemy | | ==== 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'' | Return to shooter | | ==== 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'' | Above and behind target | | ==== BULLET_SFX_DELETE_TYPE ==== ^ Option ^ Description ^ Notes ^ | ''0'' | Emitter Stopped | | | ''1'' | Deletion | | ==== BULLET_ATTACH_EFFECT_TYPE ==== ^ Option ^ Description ^ Notes ^ | ''0'' | Type A | | | ''1'' | Type B | | | ''3'' | Type C | |