0=Acceleration Rate
1=Affected By Lighting Effects
0=Affected By Nearby Particles
0.75=Affects Nearby Particles
1=Animation Looping
0=Area of Effect
3=Bleeding Caused Base
1=Bleeding Caused Random
25=Bleeding Direction Random
3=Bleeding Force Base
2=Bleeding Force Random
360=Bounce Limit
0.65=Bounciness
0=Center Around Base When Detonating
1=Collides With Characters
1=Collides With Solid Material
2=Collision Class
60=Delay Before Automatic Detonation
1=Delay Between Contrails
1=Delay Between Frame Advance
0=Detonates When Motionless
0=Exhaust Direction Random
0=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
360=Fall Back Amount
0.03=Gravitational Acceleration Rate
0=Guided
0=Inertia Dampening Rate
0=Is a Particle
1=Likelihood of Disappearing
8=Maximum Appearance Speed
60=Maximum Downward Speed
75=Maximum Non Explosive Impact Speed
0=Maximum Propulsion
1=Moves Faster If Attacker Is Running
0=Never Rotates
6=Radius
1=Rotates Into Current Direction
0=Rotation Rate
0=Shrapnel Type 1 Quantity Base
0=Shrapnel Type 1 Quantity Random
0=Shrapnel Type 1 Direction
360=Shrapnel Type 1 Direction Random
10=Shrapnel Type 1 Momentum
2=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
1200=Victim Launch Factor
1=Weight
27=damage Base
4=damage Random
0=exhaust Type
0=shrapnel Type (0)
0=shrapnel Type (1)
0=shrapnel Type (2)
0=contrail Effect
0=IsALaser
1=laserThickness
500=laserLength
10=delayBeforeDisappearing
0=disappearsGradually
0=laserColorR
0=laserColorG
0=laserColorB
0=laserColorInnerR
0=laserColorInnerG
0=laserColorInnerB
0=detonationFlashColorR
0=detonationFlashColorG
0=detonationFlashColorB
0=DetonationFlashStrength
0=DetonationFlashFadeDuration
