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des-refmat:param:bullet

Bullet

Fields

Field Type Offset Description Notes
atkId_Bullet s32 0x0 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 0x4 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 0x8 Impact SFX ID. -1 means it does not occur. This field takes an Particle ID.
EmittePosType u8 0xc Where projectile appears when created. This field uses the following enum: BULLET_EMITTE_POS_TYPE
FollowType u8 0xd Affects projectile position and behavior. This field uses the following enum: BULLET_FOLLOW_TYPE
isAttackSFX u8 0xe If ON, the projectile SFX will remain stuck in the victim it it collides. This field is a boolean.
isEndlessHit u8 0xf If ON, the projectile will hit continously upon impact. This field is a boolean.
life f32 0x10 Time for projectile to exist in flight (-1 is infinite). In seconds.
dist f32 0x14 If the bullet flight distance exceeds this value, the attenuation set by other parameters will be applied.
numShoot s32 0x18 The number of projectiles produced per emitter interval.
shootInterval f32 0x1c The interval at which the projectile is emitted. Applied when generated via the TAE Bullet Behavior event. In seconds.
shootAngle s16 0x20 Specify the horizontal angle at which the projectile should be fired, offset from the emitter origin. In degrees.
shootAngleInterval s16 0x22 When firing multiple projectiles, specify the horizontal angle interval at which to fire (Y-axis). In degrees.
gravityInRange f32 0x24 Gravity applied downward within range. In metres per second ^ 2.
gravityOutRange f32 0x28 Gravity applied downward outside of range. In metres per second ^ 2.
damageDamp s8 0x2c After passing attenuation distance, Physical damage falls off by this % every second.
spelDamageDamp s8 0x2d After passing attenuation distance, Magic damage falls off by this % every second.
fireDamageDamp s8 0x2e After passing attenuation distance, Fire damage falls off by this % every second.
staminaDamp s8 0x2f After passing attenuation distance, Stamina damage falls off by this % every second.
knockbackDamp s8 0x30 After passing attenuation distance, knockback falls off by this % every second.
shootAngleXZ s8 0x31 Specify the vertical angle of the projectile that should be fired. Positive values angle upwards, negative values angle downwards. In degrees.
lockShootLimitAng u8 0x32 The maximum angle the bullet's initial direction can change to face towards player locked-on target or AI focused enemy. In degrees.
pad2 dummy8 0x33 This field is padding.
hormingStopRange f32 0x34 The distance at which the bullet homing will stop being applied.
initVellocity f32 0x38 Initial speed of projectile.
accelInRange f32 0x3c Acceleration whilst projectile is within distance threshold. In metres per second ^ 2.
accelOutRange f32 0x40 Acceleration whilst projectile is beyond the distance threshold. In metres per second ^ 2.
maxVellocity f32 0x44 The maximum speed of the bullet. In metres per second.
minVellocity f32 0x48 The minimum speed of the bullet. In metres per second.
accelTime f32 0x4c The delay before the projectile will start accelerating. In seconds.
homingAngle s32 0x50 The amount of tracking correction made each second, affecting the speed the projectile faces the victim. In degrees per second.
homingBeginDist f32 0x54 The distance at which projectile homing will start to be applied.
hitRadius f32 0x58 The initial radius of the hitbox.
hitRadiusMax f32 0x5c 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).
spreadTime f32 0x60 The amount of time takes for hitbox radius to grow from initial value to max value. If 0, only the initial radius is used. In seconds.
expDelay f32 0x64 The duration from the projectile landing to the start of hit radius expansion (if 0, it expands immediately).
isPenetrate u8 0x68 If ON, allows a projectile to pierce through enemies and objects. Also potentially allows hitting the same enemy multiple times using dmgHitRecordLifetime. See isPenetrateMap to ignore map. This field is a boolean.
Material_AttackType u8 0x69 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 0x6a Specify the particles and sounds to apply for the attack against the victim. This field uses the following enum: WEP_MATERIAL_ATK
Material_Size u8 0x6b Specify the size of the particles to apply for the attack against the victim. This field uses the following enum: BEHAVIOR_ATK_SIZE
isPenetrateMap u8 0x6c If ON, the projectile will pass through collision and map pieces. This field is a boolean.
isHitBothTeam u8 0x6d If ON, the projectile will collide with both victim and owner team types. This field is a boolean.
pad4 dummy8 0x6e This field is padding.
hormingOffsetRange f32 0x74 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.
spEffectIDForShooter s32 0x78 The SpEffect applied to owner of bullet upon being emitted. This field refers to the following params: SpEffectParam
autoSearchNPCThinkID s32 0x7c 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 0x80 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 0x84 The SpEffect to apply when the projectile hits target. This field refers to the following params: SpEffectParam
spEffectId1 s32 0x88 SpEffect to apply when the projectile hits target. This field refers to the following params: SpEffectParam
spEffectId2 s32 0x8c SpEffect to apply when the projectile hits target. This field refers to the following params: SpEffectParam
spEffectId3 s32 0x90 SpEffect to apply when the projectile hits target. This field refers to the following params: SpEffectParam
spEffectId4 s32 0x94 SpEffect to apply when the projectile hits target. This field refers to the following params: SpEffectParam
pad5 dummy8 0x98 This field is padding.

Enums

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 Physical
2 Magic
3 Fire
4 Lightning
5 Unknown
6 None
7 Dmy1
8 Dmy2
9 Dmy3
10 Dmy4
255 None

BEHAVIOR_ATK_SIZE

Option Description Notes
0 Small
1 Large

BULLET_FOLLOW_TYPE

Option Description Notes
0 Do not follow
1 Follow owner
2 Follow owner's feet
3 Follow victim
4 Follow along ground

BULLET_EMITTE_POS_TYPE

Option Description Notes
0 Default
1 Random radius around owner
2 Higher elevation
3 Nearby victim origin. If no victims, targets projectile origin.
4 Random radius around nearest victim
des-refmat/param/bullet.txt · Last modified: by admin