.epv3 - Synthlight/MHW-Editor GitHub Wiki
//------------------------------------------------
//--- 010 Editor v10.0 Binary Template
//
// File: rEffectProvider
// Authors: Asterisk
// Version:
// Purpose:
// Category:
// File Mask: *.epv3
// ID Bytes:
// History: DorfDork: Was working on it then Asterisk uploaded an editor. Converted it to a 010 template + 2 new values
//------------------------------------------------
/*
Missing these strings, will need to figure them out later
INFO_BASE
INFO_EFFECT
EffectMotSeqParam
EffectMotSyncParam
EffectEventParam
INFO_PROV
*/
typedef struct{
uint VFXSlot;
ubyte Red;
ubyte Green;
ubyte Blue;
ubyte Brightness;
float Saturation;
uint Size;
float Frequency;
} CorrectColor;
typedef struct {
string VFXPath1<optimize=false>;
string VFXPath2<optimize=false>;
string VFXPath3<optimize=false>;
string VFXPath4<optimize=false>;
int unk1;
int unk2;
ushort EffectElement;
uint unk0;
uint unk1;
uint unk2;
float unk3;
uint unk4;
uint unk5;
uint unk6;
uint unk7;
ushort unk8;
ushort unk9;
ushort unk10;
ushort unk11;
uint unk12;
uint unk13;
float Position_X;
float Position_Y;
float Position_Z;
float PositionJitter_X;
float PositionJitter_Y;
float PositionJitter_Z;
float Rotation_X;
float Rotation_Y;
float Rotation_Z;
float RotationJitter_X;
float RotationJitter_Y;
float RotationJitter_Z;
int unk14;
int unk15;
int BoneID;
int unk16;
int unk17;
int unk18;
CorrectColor Color[8];
float EffectSize; // Make it 50 for some "Fun"
float unk1;
float EffectEnable; // 0 = Off, 1 = On
byte unk3;
byte unk4;
byte unk5;
byte unk6;
uint unk7;
float unk8;
uint unk9;
int unk10;
int unk11;
int unk12;
int unk13;
int unk14;
} EffectParam;
typedef struct {
uint TrailIndex;
uint BlockData_ArrayIndex;
uint EffectParam_ArrayIndex;
} EffectParamTrail;
typedef struct {
uint NumOfEffectParams;
ushort EffectIndex;
EffectParam Params[NumOfEffectParams]<optimize=false>;
} EffectParamBlock;
string EPV<optimize=false>;
uint unk1;
uint NumOfVFXBlocks;
EffectParamBlock BlockData[NumOfVFXBlocks]<optimize=false>;
uint64 unk1;
uint NumOfVFXTrails;
EffectParamTrail TrailData[NumOfVFXTrails]<optimize=false>;
string EPVPath;
ubyte unk2;
uint unk3;