-
Notifications
You must be signed in to change notification settings - Fork 22
Default Forked Functional Extension File
AsteriskAmpersand edited this page Oct 8, 2021
·
2 revisions
Use Hex
3{
>targetEnemy
parameter1 == 1 : (target_em.random_player_or_cat)
parameter1 == 2 : (target_em.closest_entity)
parameter1 == 13 : (target_em.last_attacker)
parameter1 == 29 : (target_em.any_monster)
parameter1 == 41 : (target_em.nearest_monster)
parameter1 == 66 : (target_em.last_target)
}
4: targetUnknown(parameter1,parameter2)
5{
>targetArea
parameter1 == 10 : (target_area.nearest_entrance)
parameter1 == 3B : (target_area.next_exit)
parameter1 == 12 : (target_area.global_center)
parameter1 == 25 : (target_area.area_center)
parameter1 == 26 : (target_area.area_aerial_center)
parameter1 == 31 : (target_area.nearest_monster_area)
parameter1 == 3D : (target_area.unknown_aerial)
parameter1 == 3E : (target_area.unknown_ground)
}
6: 3d_distance_to_target().leq(parameter1)
7: 3d_distance_to_target().gt(parameter1)
8: 2d_distance_to_target().leq(parameter1)
9: 2d_distance_to_target().gt(parameter1)
A: 3d_distance_recalc_to_target().leq(parameter1)
B: 3d_distance_recalc_to_target().gt(parameter1)
C: 2d_distance_recalc_to_target().leq(parameter1)
D: 2d_distance_recalc_to_target().gt(parameter1)
E: vertical_distance_to_target().leq(parameter1)
F: vertical_distance_to_target().gt(parameter1)
10{
parameter1 == 0: above_target()
parameter2 == 1: below_target()
}
13{
parameter1 == 0: above_area()
parameter2 == 1: below_area()
}
14: 2d_angle_ccw_between(parameter1,parameter2)
16: 2d_angle_cw_between(parameter1,parameter2)
18: angular_18(parameter1,parameter2)
1A: angular_1A(parameter1,parameter2)
15: angular_15(parameter1,parameter2)
17: angular_17(parameter1,parameter2)
19: angular_19(parameter1,parameter2)
1B: angular_1B(parameter1,parameter2)
1C: in_combat()
1D: alert_out_of_combat()
1E: enraged()
1F: fatigued()
20: poisoned()
21: defense_downed()
22: miasmaed()
23: hookable()
24: target_on_part(parameter1)
25: mounted()
26: mount_finisher_ready()
27: mount_stabbed()
28: mount_staggered_twice()
2A: target.pinned()
2B{
parameter1 == 0: enrage_time_left().leq(parameter2)
parameter1 == 1: fatigue_time_left().leq(parameter2)
}
2C{
>hp_percent()
parameter1 == 0: leq(parameter2)
parameter1 == 2: gt(parameter2)
}
2E{
>target.
parameter1 == 5: helpless_0()
parameter1 == 6: helpless_1()
parameter1 == 12: in_combat()
parameter1 == 18: poisoned()
parameter1 == 1A: bleed()
parameter1 == 1B: blast-blighted()
parameter1 == 1C: paralyzed()
parameter1 == 1D: stunned_0()
parameter1 == 1E: sleeping()
parameter1 == 29: stunned_1()
parameter1 == 2B: miasmaed()
parameter1 == 2D: mudded()
}
2F: target_is({em_enum:parameter1})
37{
parameter1 == 0: quest_id(parameter2)
}
70: flying()
76: part(parameter1).is_broken(parameter2)
AE: force_area_change()
B1: force_area_change2()
B8{
>current_quest().is_rank
parameter1 == 0: (rank.LR)
parameter1 == 1: (rank.HR)
parameter1 == 2: (rank.MR)
parameter1 == 3: (rank.AT)
}
BF: in_map({st_enum:parameter1}).in_area(parameter2)
General Tutorials
Animation Tutorials
Audio Tutorials
File & In Game IDs
- Accessory and Specialized Tool IDs (Asset)
- Armor IDs (Asset)
- Decorations IDs
- EFX IDs
- Endemic Critter IDs (Asset)
- Face IDs (Asset)
- Furniture IDs (Asset)
- Gimmick IDs (Asset)
- Hairstyle IDs (Asset)
- Item IDs
- LMT IDs
- Material IDs
- Medal IDs
- Model Bone Function IDs
- Monster IDs
- Monster Shell IDs (A-P)
- Monster Shell IDs (Q-Z)
- NPC IDs (Asset)
- NPC Base Model (Asset)
- Palico Equipment IDs (Asset)
- Pendant IDs (Asset)
- Poogie Clothes IDs
- Quest IDs
- Skill IDs
- Stage IDs (Asset)
- Player Weapon Action IDs
- Weapon IDs (Asset)
- Weapon ID Dump (GS,SnS,DB)
- Weapon ID Dump (LS,Ham,HH)
- Weapon ID Dump (Lan,GL)
- Weapon ID Dump (SA,CB)
- Weapon ID Dump (Bow,HBG,LBG)
Model Tutorials
- Quick Guide to Importing Models (Blender 2.79)
- Walkthrough of a Weapon Import
- Basics of Exporting Into the .mod3 Format
- How To Fix UVs Sharing a Seam
- How To Separate Mesh Parts in Blender
- Rotating, Moving and Resizing in Blender
- How to Split a Single Mesh Outfit into Player Equippable Parts
- Jigglebone Chains (.ctc) and Colliders (.ccl)
- Axial CTC Rotations
- Editing Hair Models and Materials
- Useful Blender Scripts
- [external page] How to Make All Polygons Into Triangles (Required for MHW models)
- [external page] How to Convert Triangles Back Into Quads
- [external page] How to Change The View-port clipping Parameters For Large Models
- [external page] How to Set Origin to Vertex in Edit Mode
- [external page] Shortcut to repeat the last operation in Blender
- [external page] Transferring Rig Weights From One Mesh To Another
- [external page] How to Copy Paint Weights From One Object to Another
- [external page] How to Remove All Zero-Weight Vertex Groups
- [external page] How to Weight Paint Against Current Pose
- [external page] Making a Hair Rig
- [external page] Physics Transfer
EFX Tutorials
FSM Editing
MRL3 Tutorials
NPC Editing
Plugins and Memory Editing
Monster AI Editing
General Texture Tutorials
- Obtaining, Converting and Replacing Textures
- Textures with Paint NET
- How To Open DDS Files
- Editing Textures
- Understanding Alpha Channels
- Exporting Textures with Transparency
- How To Achieve Glass Texture
- How to create Crystal materials with Alpha Textures
- Working Around the Mip Map Loading Bug
- [external page] Extracting a UV Layout
Specific Texture Tutorials
Asterisk's Plugin Notes
Miscellaneous Tutorials
Outdated Tutorials
- How to Make an NPC Skin Material Support Skin Color Customization
- Plugin Comparison
- A Theoretical Proposal on Skeleton Extension
- Monster Hunter World Save Editor Tutorial
- Making Copies of a Save Slot
- Making a Green Screen
- Notes on CTC Physics Jiggle Files
- Opening MRL3 file with a template
- Transferring MRL3 Files Between Models
- Expanding mrl3 Reference List
- How to Edit Eye Color in mrl3 Files