Collisions - Synthlight/MHW-Editor GitHub Wiki
You can't add wounds to non-claw attacks. It's probably an exe-locked thing.
Not all files are translated. The Japanese is literally in the col files, there's no English to pull from.
See this to add more translations.
Motion Values (MVs) are how much of your total raw is used for that specific attack. So a 0.7 MV is 70% of your total raw.
For .col files, the percentage is used directly so 70 == 70%.
(The above is a simplification. This is how it actually works.)
Based on the actual way the game is coded, MV is just the base damage of an attack. It's the players "Attack" stat that is a % multiplier. This is consistent with cases were element damage can scale with Attack (such as HH dragon waves, and BG elemental ammo) and also to attacks in the game that don't scale with an Attack stat at all (monster damage, slinger projectiles, etc.).
-- MoonBunnie
Hit-Lag is the slowdown that occurs in the animation when you hit something.
- Hit-Lag itself is the duration of the actual lag.
- Hit-Lag Multiplier is the effect on the animation speed. 1.0 == 100% speed.
- It's 'lag', but you could technically speed up the animation instead.
- Also note THIS WILL DESYNC ANIMATIONS IN MULTIPLAYER!
- If you mess with this but still wanna play with friends, make sure everyone has a copy of the same .col file.
Bomb Damage isn't an item param, it spawns an object (Gimmick specifically) which has a .col which had the damage it does:
(In Assets/gm/
)
Gimmick Id | Bomb |
---|---|
gm017_000 | Large Barrel Bomb |
gm017_001 | Mega Barrel Bomb |
gm017_002 | Barrel Bomb |
gm017_003 | Bounce Bomb |
gm017_004 | Mega Bounce Bomb |
gm017_005 | Barrel Bomb |
If you open the .col in the data folder, you will find three items in the Names column.
In this page, we're going to open with (gm017_000 Large Barrel Bomb) as an example.
I think the Unk4 in the Atks of "OOTARU EM" is the blowing damage to monsters (80).
It's the damage (40) that Unk3 does when it self-destructs in the Atks of "OOTARU PL".
-- dudou
Thanks to dudou for pointing this out.
The stuff in the training area are technically 'small monsters':
(In em/
)
Monster Id | Object |
---|---|
ems062/00 | Small Barrel |
ems062/01 | Large Barrel |
ems062/02 | Training Pole |
ems062/03 | Wood Dummy (IB) |