.dtt_eda - Synthlight/MHW-Editor GitHub Wiki

//------------------------------------------------
//--- 010 Editor v10.0 Binary Template
//
//      File: rEmDamageAttr
//   Authors: DorfDork
//   Version: 
//   Purpose: 
//  Category: chunk\em\em???\??\data
// File Mask: .dtt_eda
//  ID Bytes: 
//   History: 
//------------------------------------------------

//Missing: Smoking, Vomiting, Boom
//Poison, Sleep, Paralysis, Stun, Exhaust, Mount, Blastblight, Capture, Dizziness, Mount, Dung, ShockTrap, PitfallTrap, Ivytrap, UNK, Dragonseal, UNK, UNK, UNK, Clagger
typedef struct {
uint Base<bgcolor=0xffffff>;
uint Buildup<bgcolor=0xffffff>;
uint MaxCap<bgcolor=0xffffff>;
float Drain_Time<bgcolor=0x0000ff>;
uint Drain_Value<bgcolor=0x0000ff>;
float Duration<bgcolor=0x0000ff>;
float Duration_DecreasePerUse<bgcolor=0x000000>;
float Duration_Minimum<bgcolor=0x000000>;
} StatusBuildup;

uint Magic;
uint Header;
uint MonsterID;
uint Section;
StatusBuildup Poision;
uint Poison_DMG;
float Poison_Interval;
StatusBuildup Sleep;
StatusBuildup Paralysis;
StatusBuildup Stun;
StatusBuildup Exhaustion;
uint unk201;
float Exhaustion_DMG<bgcolor=0x487147>;
StatusBuildup Mount;
StatusBuildup Blastblight;
uint Blastblight_DMG<bgcolor=0x487147>;
StatusBuildup Capture;
uint Capture_LRHR;
uint Capture_MR;
StatusBuildup Dizziness;
uint unk0;
StatusBuildup Dizziness_MR;
float Dizziness_MR_Buildup;
float Dizziness_MR_MaxCap;
float unk103;
float unk104;
float Dizziness_MR_RechargeTimer; //How long it takes until Dizziness can be used anew.
float unk106;
float Dizziness_MR_DurationReoccuringUse;
float Dizziness_MR_DurationInitialUse;
StatusBuildup MountKnockDown;
uint MountKnockDown_DMG;
StatusBuildup Dung<bgcolor=0x487147>;
uint unk24;
float unk25;
StatusBuildup ShockTrap;
StatusBuildup PitfallTrap;
StatusBuildup IvyTrap;
StatusBuildup Unkarr1;
uint unk31;
float unk31;
StatusBuildup Dragonseal;
uint Dragonseal_Aura;
StatusBuildup Unkarr2;
StatusBuildup Unkarr3;
uint unk53;
uint unk54;
uint unk55;
uint unk56;
uint unk57;
uint unk58;
uint unk59;
uint unk60;
uint unk61;
uint unk62;
uint unk63;
uint unk64;
uint unk65;
uint unk66;
uint unk67;
uint unk68;
uint unk69;
uint unk70;
StatusBuildup Concussion<comment = "When reached causes monster to instantly become enraged">;
float RageBuildUp_ClawFlinchShot; //These float values go with concussion
float RageBuildUp_ClawFlinchShotNoWall;
float RageBuildUp_ClawAttack;
float RageBuildUp_ClawFlinchShotWall;
float RageBuildUp_ClawFlinchShotLedge;
float RageBuildUp_SPECIAL_ClawFlinchShot; //These float values go with concussion
float RageBuildUp_SPECIAL_ClawFlinchShotNoWall;
float RageBuildUp_SPECIAL_ClawAttack;
float RageBuildUp_SPECIAL_ClawFlinchShotWall;
float RageBuildUp_SPECIAL_ClawFlinchShotLedge;
StatusBuildup Clagger;