0.8=Acceleration Rate
1=Affected By Lighting Effects
0=Affected By Nearby Particles
1=Affects Nearby Particles
1=Animation Looping
66=Area of Effect
5=Bleeding Caused Base
3=Bleeding Caused Random
15=Bleeding Direction Random
4=Bleeding Force Base
1=Bleeding Force Random
29=Bounce Limit
0.5=Bounciness
1=Center Around Base When Detonating
1=Collides With Characters
1=Collides With Solid Material
256=Collision Class
95=Delay Before Automatic Detonation
2=Delay Between Contrails
2=Delay Between Frame Advance
0=Detonates When Motionless
0=Exhaust Direction Random
1=Exhaust Expulsion Rate Base
0=Exhaust Expulsion Rate Random
0=Exhaust Momentum
0=Exhaust Momentum Random
0=Exhaust Momentum is Relative to Projectile Speed
0=Fades Out Over Time
1100=Fall Back Amount
0.1=Gravitational Acceleration Rate
0=Guided
0.25=Inertia Dampening Rate
0=Is a Particle
0.35=Likelihood of Disappearing
8=Maximum Appearance Speed
10=Maximum Downward Speed
6.9=Maximum Non Explosive Impact Speed
13=Maximum Propulsion
1=Moves Faster If Attacker Is Running
0=Never Rotates
5=Radius
0=Rotates Into Current Direction
1.3=Rotation Rate
9=Shrapnel Type 1 Quantity Base
3=Shrapnel Type 1 Quantity Random
0=Shrapnel Type 1 Direction
360=Shrapnel Type 1 Direction Random
3=Shrapnel Type 1 Momentum
16=Shrapnel Type 1 Momentum Random
0=Shrapnel Type 2 Quantity Base
0=Shrapnel Type 2 Quantity Random
0=Shrapnel Type 2 Direction
0=Shrapnel Type 2 Direction Random
0=Shrapnel Type 2 Momentum
0=Shrapnel Type 2 Momentum Random
0=Shrapnel Type 3 Quantity Base
0=Shrapnel Type 3 Quantity Random
0=Shrapnel Type 3 Direction
0=Shrapnel Type 3 Direction Random
0=Shrapnel Type 3 Momentum
0=Shrapnel Type 3 Momentum Random
0.8=Smoothness
0=Speed Determines Appearance
1400=Victim Launch Factor
2=Weight
79=damage Base
35=damage Random
0=exhaust Type
4=shrapnel Type (0)
0=shrapnel Type (1)
0=shrapnel Type (2)
2=contrail Effect
0=IsALaser
1=laserThickness
500=laserLength
10=delayBeforeDisappearing
0=disappearsGradually
0=laserColorR
0=laserColorG
0=laserColorB
0=laserColorInnerR
0=laserColorInnerG
0=laserColorInnerB
255=detonationFlashColorR
255=detonationFlashColorG
255=detonationFlashColorB
35=DetonationFlashStrength
3=DetonationFlashFadeDuration
