| 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. |
| Option | Description | Notes |
|---|---|---|
0 | None | |
1 | Slash | |
2 | Strike | |
3 | Thrust | |
4 | Standard |
| 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 |
| Option | Description | Notes |
|---|---|---|
0 | Slash | |
1 | Strike | |
2 | Thrust | |
3 | Standard |
| 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 |
| 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 |
| 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 |
| Option | Description | Notes |
|---|---|---|
0 | Emitter Stopped | |
1 | Deletion |
| Option | Description | Notes |
|---|---|---|
0 | Type A | |
1 | Type B | |
3 | Type C |