0=Acceleration Rate
1=Affected By Lighting Effects
0=Affected By Nearby Particles
0.2=Affects Nearby Particles
0=Animation Looping
200=Area of Effect
6=Bleeding Caused Base
2=Bleeding Caused Random
18=Bleeding Direction Random
6=Bleeding Force Base
2=Bleeding Force Random
0=Bounce Limit
0.66=Bounciness
1=Center Around Base When Detonating
1=Collides With Characters
1=Collides With Solid Material
256=Collision Class
100=Delay Before Automatic Detonation
0=Delay Between Contrails
2=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
800=Fall Back Amount
0.7=Gravitational Acceleration Rate
0=Guided
0=Inertia Dampening Rate
0=Is a Particle
1=Likelihood of Disappearing
0=Maximum Appearance Speed
39=Maximum Downward Speed
100=Maximum Non Explosive Impact Speed
0=Maximum Propulsion
1=Moves Faster If Attacker Is Running
0=Never Rotates
6=Radius
0=Rotates Into Current Direction
8=Rotation Rate
14=Shrapnel Type 1 Quantity Base
3=Shrapnel Type 1 Quantity Random
0=Shrapnel Type 1 Direction
360=Shrapnel Type 1 Direction Random
10=Shrapnel Type 1 Momentum
10=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
0.77=Smoothness
0=Speed Determines Appearance
1000=Victim Launch Factor
2=Weight
100=damage Base
5=damage Random
0=exhaust Type
4=shrapnel Type (0)
0=shrapnel Type (1)
0=shrapnel Type (2)
1=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
