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.