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Gregory Brutsche
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Dec 3, 2023
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//------------------------------------------------ | ||
//--- 010 Editor v10.0 Binary Template | ||
// Authors: Many. See MHW Editor Cretits. | ||
// File Mask: *.emi | ||
// Category: MHW-Editor | ||
//------------------------------------------------ | ||
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// Header | ||
typedef struct { | ||
uint Magic_1<name="Magic 1 (uint)">; | ||
ushort Magic_2<name="Magic 2 (ushort)">; | ||
uint Entry_Count<name="Entry Count (uint)">; | ||
} Header; | ||
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Header Header_<name="Header">; | ||
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// Entries | ||
typedef struct { | ||
uint Monster<name="Monster (uint)">; | ||
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// Available Stages | ||
typedef struct { | ||
uint Stage_1<name="Stage 1 (uint)">; | ||
uint Stage_2<name="Stage 2 (uint)">; | ||
uint Stage_3<name="Stage 3 (uint)">; | ||
uint Stage_4<name="Stage 4 (uint)">; | ||
uint Stage_5<name="Stage 5 (uint)">; | ||
uint Stage_6<name="Stage 6 (uint)">; | ||
} Available_Stages; | ||
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Available_Stages Available_Stages_<name="Available Stages">; | ||
uint Unk_1<name="Unk 1 (uint)">; | ||
uint Unk_2<name="Unk 2 (uint)">; | ||
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// Part Weakness: Cut | ||
typedef struct { | ||
uint Modifier<name="Modifier (uint)">; | ||
uint Part_1<name="Part 1 (uint)">; | ||
uint Part_2<name="Part 2 (uint)">; | ||
uint Part_3<name="Part 3 (uint)">; | ||
} Part_Weakness_Cut; | ||
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Part_Weakness_Cut Part_Weakness_Cut_<name="Part Weakness: Cut">; | ||
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// Part Weakness: Blunt | ||
typedef struct { | ||
uint Modifier<name="Modifier (uint)">; | ||
uint Part_1<name="Part 1 (uint)">; | ||
uint Part_2<name="Part 2 (uint)">; | ||
uint Part_3<name="Part 3 (uint)">; | ||
} Part_Weakness_Blunt; | ||
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Part_Weakness_Blunt Part_Weakness_Blunt_<name="Part Weakness: Blunt">; | ||
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// Part Weakness: Shot | ||
typedef struct { | ||
uint Modifier<name="Modifier (uint)">; | ||
uint Part_1<name="Part 1 (uint)">; | ||
uint Part_2<name="Part 2 (uint)">; | ||
uint Part_3<name="Part 3 (uint)">; | ||
} Part_Weakness_Shot; | ||
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Part_Weakness_Shot Part_Weakness_Shot_<name="Part Weakness: Shot">; | ||
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// Break Config 1 | ||
typedef struct { | ||
uint Name_Displayed<name="Name Displayed (uint)">; | ||
int Unk_1<name="Unk 1 (int)">; | ||
int Unk_2<name="Unk 2 (int)">; | ||
} Break_Config_1; | ||
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Break_Config_1 Break_Config_1_<name="Break Config 1">; | ||
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// Break Config 2 | ||
typedef struct { | ||
uint Name_Displayed<name="Name Displayed (uint)">; | ||
int Unk_1<name="Unk 1 (int)">; | ||
int Unk_2<name="Unk 2 (int)">; | ||
} Break_Config_2; | ||
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Break_Config_2 Break_Config_2_<name="Break Config 2">; | ||
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// Break Config 3 | ||
typedef struct { | ||
uint Name_Displayed<name="Name Displayed (uint)">; | ||
int Unk_1<name="Unk 1 (int)">; | ||
int Unk_2<name="Unk 2 (int)">; | ||
} Break_Config_3; | ||
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Break_Config_3 Break_Config_3_<name="Break Config 3">; | ||
int Unk_3<name="Unk 3 (int)">; | ||
int Fire<name="Fire (int)">; | ||
int Water<name="Water (int)">; | ||
int Thunder<name="Thunder (int)">; | ||
int Ice<name="Ice (int)">; | ||
int Dragon<name="Dragon (int)">; | ||
int Poison<name="Poison (int)">; | ||
int Sleep<name="Sleep (int)">; | ||
int Paralysis<name="Paralysis (int)">; | ||
int Blast<name="Blast (int)">; | ||
int Stun<name="Stun (int)">; | ||
int Conditional_Fire<name="Conditional Fire (int)">; | ||
int Conditional_Water<name="Conditional Water (int)">; | ||
int Conditional_Thunder<name="Conditional Thunder (int)">; | ||
int Conditional_Ice<name="Conditional Ice (int)">; | ||
int Conditional_Dragon<name="Conditional Dragon (int)">; | ||
int Condition<name="Condition (int)">; | ||
int Skeleton<name="Skeleton (int)">; | ||
int Rewards_Skeleton<name="Rewards Skeleton (int)">; | ||
} Entries; | ||
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Entries Entries_[Header_.Entry_Count]<optimize=false, name="Entries">; |
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