Weapon Stat Modding - RTHKKona/MHGU-Modding GitHub Wiki

Written by WeeScottishMan and Poto with help from Handburger, DBouken, Apai's amazing Google docs page found here

File Structure

8 byte header, with the first 4 bytes being 9A 99 99 3F and the rest the amount of entries on the file (can be changed to add/remove entries but you aren't going to need to that). After the header there are 5 unused bytes and then the entires start.

if you want to know which weapon[ID]LevelData file corresponds to the weapon you want to edit their ID will be shown in parenthesis next to their name

All weapons of the same tree have the same "Weapon Base ID", so to find them just look for their Base ID which can be found here

Great Sword (00), Sword and Shield (01), Hammer (02), Lance (03), Long Sword (07), Insect Glaive (13)

Offset Length Description
+0 int32 Weapon Level ID
+4 byte Weapon Base ID
+5 byte Level
+6 byte Sharpness Type
+7 byte Sharpness Amount
+8 int16 Raw Damage
+10 byte Defence
+11 byte Affinity
+12 int16 Element/Status Damage
+14 byte Slots

Sharpness type is a pointer to "kireajiData" and it can have values of 00-A3 (0-163) Sharpness Amount is how much sharpness you have, being 150+25*[Amount], with Amount=00-0C (0-12, always in multiples of 2)

Gunlance (09), Hunting Horn (12)

Offset Length Description
+0 int32 Weapon Level ID
+4 byte Weapon Base ID
+5 byte Level
+6 byte Sharpness Type
+7 byte Sharpness Amount
+8 int16 Raw Damage
+10 byte Defence
+11 byte Affinity
+12 int16 Element/Status Damage
+14 byte Shelling Level/Note Combo ID
+15 byte Slots

Sharpness type is a pointer to "kireajiData" and it can have values of 00-A3 (0-163) Sharpness Amount is how much sharpness you have, being 150+25*[Amount], with Amount=00-0C (0-12, always in multiples of 2) Shelling Level goes from 00-04 (level 1-5) Note Combo ID is a pointer to fueMusicData, taking values of 00-31 (0-49)

Switch Axe (08), Dual Blades (11), Charge Blade (14)

Offset Length Description
+0 int32 Weapon Level ID
+4 byte Weapon Base ID
+5 byte Level
+6 byte Sharpness Type
+7 byte Sharpness Amount
+8 int16 Raw Damage
+10 byte Defence
+11 byte Affinity
+12 int16 Element/Status Damage
+15 int16 Special Element/Status Damage
+16 byte Slots

Sharpness type is a pointer to "kireajiData" and it can have values of 00-A3 (0-163) Sharpness Amount is how much sharpness you have, being 150+25*[Amount], with Amount=00-0C (0-12, always in multiples of 2) Special Element/Status Damage is used for Dual Element DBs and Status Phial Swaxes, and goes unused for CB. In the case of status phial Swaxe both values are usually the same, though in some cases only the "Special Element/Status Damage" value is used.

Bow (10)

Offset Length Description
+0 int32 Weapon Level ID
+4 byte Weapon Base ID
+5 byte Level
+6 int16 Raw Damage
+8 byte Unused?
+9 byte Affinity
+10 byte Element Damage
+11 byte Defence
+12 byte Slots
+13 byte Arc Shot
+14 byte Max Shot Level
+15 byte Charge Lv1 Arrow
+16 byte Charge Lv2 Arrow
+17 byte Charge Lv3 Arrow
+18 byte Charge Lv4 Arrow
+19 byte Power Lvl. 1
+20 byte Power Lvl. 2
+21 byte Element Lvl. 1
+22 byte Element Lvl. 2
+23 byte C. Range
+24 byte Poison
+25 byte Para
+26 byte Sleep
+27 byte Exhaust
+28 byte Blast
+29 byte Paint
+30 byte Unkown

Max Shot Level goes from 01-04 For Arch Shot 00=Focus, 01=Wide, 02=Blast For Arrows 01-05=Rapid, 06-0A=Spread, 0B-0F=Pierce, 0A-14=Heavy For Coatings 00=Locked, 01=Unlocked, 02=Unlocked with Coating Boost

Light/Heavy Bowgun (06/04)

Offset Length Description
+0 int32 Weapon Level ID
+4 byte Weapon Base ID
+5 byte Upgrade
+6 int16 Raw Damage
+8 byte Defence
+9 byte Affinity
+10 byte Slots
+11 byte Deviation
+12 byte Reload
+13 byte Recoil
+14 byte RF/Siege Shot 1 ID
+15 byte RF/Siege Shot 2 ID
+16 byte RF/Siege Shot 3 ID
+17 byte RF/Siege Shot 4 ID
+18 byte RF/Siege Shot 5 ID
+19 byte Internal Shot 1 ID
+20 byte Pouch Ammo
+21 byte Clip Size
+22 byte Internal Shot 2 ID
+23 byte Pouch Ammo
+24 byte Clip Size
+25 byte Internal Shot 3 ID
+26 byte Pouch Ammo
+27 byte Clip Size
+28 byte Internal Shot 4 ID
+29 byte Pouch Ammo
+30 byte Clip Size
+31 byte Internal Shot 5 ID
+32 byte Pouch Ammo
+33 byte Clip Size
+34 byte Normal S Lv1 Capacity
+35 byte S+ Needed
+36 byte Normal S Lv2 Capacity
+37 byte S+ Needed
+38 byte Normal S Lv3 Capacity
+39 byte S+ Needed
+40 byte Pierce S Lv1 Capacity
+41 byte S+ Needed
+42 byte Pierce S Lv2 Capacity
+43 byte S+ Needed
+44 byte Pierce S Lv3 Capacity
+45 byte S+ Needed
+46 byte Pellet S Lv1 Capacity
+47 byte S+ Needed
+48 byte Pellet S Lv2 Capacity
+49 byte S+ Needed
+50 byte Pellet S Lv3 Capacity
+51 byte S+ Needed
+52 byte Crag S Lv1 Capacity
+53 byte S+ Needed
+54 byte Crag S Lv2 Capacity
+55 byte S+ Needed
+56 byte Crag S Lv3 Capacity
+57 byte S+ Needed
+58 byte Cluster S Lv1 Capacity
+59 byte S+ Needed
+60 byte Cluster S Lv2 Capacity
+61 byte S+ Needed
+62 byte Cluster S Lv3 Capacity
+63 byte S+ Needed
+64 byte Fire S Lv1 Capacity
+65 byte S+ Needed
+66 byte Water S Lv1 Capacity
+67 byte S+ Needed
+68 byte Thunder S Lv1 Capacity
+69 byte S+ Needed
+70 byte Ice S Lv1 Capacity
+71 byte S+ Needed
+72 byte Dragon S Lv1 Capacity
+73 byte S+ Needed
+74 byte Poison S Lv1 Capacity
+75 byte S+ Needed
+76 byte Poison S Lv2 Capacity
+77 byte S+ Needed
+78 byte Para S Lv1 Capacity
+79 byte S+ Needed
+80 byte Para S Lv2 Capacity
+81 byte S+ Needed
+82 byte Sleep S Lv1 Capacity
+83 byte S+ Needed
+84 byte Sleep S Lv2 Capacity
+85 byte S+ Needed
+86 byte Exhaust S Lv1 Capacity
+87 byte S+ Needed
+88 byte Exhaust S Lv2 Capacity
+89 byte S+ Needed
+90 byte Recovery S Lv1 Capacity
+91 byte S+ Needed
+92 byte Recovery S Lv2 Capacity
+93 byte S+ Needed
+94 byte Paint S Capacity
+95 byte S+ Needed
+96 byte Tranq S Capacity
+97 byte S+ Needed
+98 byte Alchemy S Capacity?
+99 byte S+ Needed

Rapid Fire amount and damage modifier are saved in "rapidshotData" Siege capacity is saved in "SquatshotData" For S+ 00=yes, 01=no. Only Normal, Pierce, Pellet, Crag, and Cluster have an S+ skill so for the other ammos this should always be set to 01 if you want them to be able to fire that type of ammo.

Hex Deviation Reload Recoil
0 None Slowest  
1 Left Mild Ext. Slow Minimum
2 Left Severe V. Slow Minimum
3 Right Mild Slow Minimum
4 Right Severe Bel. Avg V. Low
5 Left & Right Mild Average Low
6 Left & Right Severe Abv. Avg Some
7   Fast Average
8   V. Fast High
9   Fastest V. High
0A     Maximum
0B     Maximum

Credit to aJiJi123 for Bowgun structure.