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bb-refmat:param:bullet

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Bullet

Fields

Field Type Offset Description Notes
atkId_Bullet s32 0x0 Attack parameters for bullet impact. This field refers to the following params: AtkParam_Pc, 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: 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: Bullet
spEffectId0 s32 0x6c Special effect applied to target hit by bullet. This field refers to the following params: SpEffectParam
spEffectId1 s32 0x70 Special effect applied to target hit by bullet. This field refers to the following params: SpEffectParam
spEffectId2 s32 0x74 Special effect applied to target hit by bullet. This field refers to the following params: SpEffectParam
spEffectId3 s32 0x78 Special effect applied to target hit by bullet. This field refers to the following params: SpEffectParam
spEffectId4 s32 0x7c Special effect applied to target hit by bullet. This field refers to the following params: 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
bb-refmat/param/bullet.1740524642.txt.gz · Last modified: by admin