Monster Hunter Rise
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monobit

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  1. nifear4
    nifear4
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    Here's my fix for the auto-block for lance. I also play charge blade and i am lazy to point guard. However my auto-point guard works only if you are blocking otherwise you will need to manually set the zCBGuardCheck to true to get auto-point guard to work fully automatic (as long as you're facing the monster)

    Copy/paste however you want. Have fun boys!

    sdk.hook(sdk.find_type_definition("snow.player.PlayerQuestBase"):get_method("checkCalcDamage_DamageSide"),
    function(args)

        --Attack Enemy Check
        zHitInfo = sdk.to_managed_object(args[3])
        zDamageData = zHitInfo:call("get_AttackData")
        zDmgOwnerType = zDamageData:call("get_OwnerType")
        if zDmgOwnerType == 1 then
            zDmgFromEnemy = true
        else
            zDmgFromEnemy = false
        end
       
        if zLanceCheck and zDmgFromEnemy and sdk.to_managed_object(args[2]):call("isMasterPlayer") then
            zLanceGuardCheck = true
        else
            zLanceGuardCheck = false
        end

        if zCBCheck and zDmgFromEnemy and sdk.to_managed_object(args[2]):call("isMasterPlayer") then
            zCBGuardCheck = false
        else
            zCBGuardCheck = false
        end

    end,
    function(retval)

        if zLanceGuardCheck then
            zQuest:call("set_IsGuardActionDuration", true) --auto guard
            zQuest:set_field("_EquipSkill_036_Timer", 15.0) -- offensive guard check
        else
            --zQuest:call("set_IsGuardActionDuration", false)
            zQuest:set_field("_EquipSkill_036_Timer", 15.0) -- offensive guard check
        end

        return retval
    end
    )

    sdk.hook(sdk.find_type_definition("snow.player.Lance"):get_method("lateUpdate"),
    function(args)

        if sdk.to_managed_object(args[2]):call("isMasterPlayer") then
            zLance = sdk.to_managed_object(args[2])
            if (zLance:get_field("_ExGuardType") == 0) then -- if normal guard
                zQuest:call("set_IsGuardActionDuration", true)
                zQuest:set_field("_EquipSkill_036_Timer", 15.0) -- offensive guard check
                zLance:set_field("_ExGuardType", 4) -- just guard      
            end
        end

    end,
    function(retval)
        return retval
    end
    )

    sdk.hook(sdk.find_type_definition("snow.player.ChargeAxe"):get_method("lateUpdate"),
    function(args)

        if sdk.to_managed_object(args[2]):call("isMasterPlayer") then
            zCB = sdk.to_managed_object(args[2])
            if (zCB:get_field("_GuardPoint") == false) then -- if not guard point
                --zQuest:call("set_IsGuardActionDuration", false)
                zQuest:call("set_IsGuardActionDuration", true)
                zQuest:set_field("_EquipSkill_036_Timer", 15.0) -- offensive guard check
                zCB:set_field("_GuardPoint", true) -- set guard point      
            end
        end

    end,
    function(retval)
        return retval
    end
    )


    sdk.hook(sdk.find_type_definition("snow.player.PlayerQuestBase"):get_method("update"),
    function(args)
       
        if sdk.to_managed_object(args[2]):call("isMasterPlayer") then
            zQuest = sdk.to_managed_object(args[2])
        end
       
        if ( zQuest:get_field("_playerWeaponType") == 7) then
            zLanceCheck = true
        else
            zLanceCheck = false
        end

        if ( zQuest:get_field("_playerWeaponType") == 11) then
            zCBCheck = true
            zLanceCheck = false
        else
            zCBCheck = false
        end

    end,
    function(retval)
        return retval
    end
    )
    1. NotAnAverageASIAN
      NotAnAverageASIAN
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      Thank you, out of curiosity thou do you know how to make auto-stuff for other weapons too?
    2. ApaRlZZ
      ApaRlZZ
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      There's any way to make that u can block only when pressing the block button? 

      Because it triggers when im with other people and sometimes cancels my combos or attacks
  2. SingularityITA
    SingularityITA
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    As Jyugo already said, it doesn't work after the last TU. 
    I'd also like to let you know that I've been working on it so that the skill Offensive guard can be activated every time the character does an instablock.
    1. ScolopendraRex
      ScolopendraRex
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      Hey, BassGian. Just wondering if your alternative is close to completion. I would love to try it out when it's ready. Thanks!
    2. SingularityITA
      SingularityITA
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      Hello Scolopendra.
      Unfortunately I don't have good news: every variation of the code I've tried did not work so far, in fact the only result I've managed to consistently obtain is to proc Insta-guard only when the shield is already engaged, and it doesn't work on multi-hit moves, therefore it's not automatic. I'll continue to work on it in my free time, although don't expect much of me since I'm not a LUA script expert. 
    3. ScolopendraRex
      ScolopendraRex
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      No worries, Bassgian. I'm no expert on LUA, let alone advance coding, so I find it admirable you're attempting this. If it doesn't work out, it's not the end of the world. I can still play lance without it. It was a nice perk to cheese the anomaly monsters.
  3. ScolopendraRex
    ScolopendraRex
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    Hoping for an update soon! Thank you!
    But, probably shouldn't put my hopes up...
  4. reifonmk2
    reifonmk2
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    please update
  5. ee4514F
    ee4514F
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    Could you please make a version that is only activated while manually blocking?
    1. dalira
      dalira
      • member
      • 4 kudos
      Delete line:

      zQuestBase:call("set_IsGuardActionDuration", true) --auto guard

      then counter block will only trigger when you are in manual block.

      Furthermore, down below you can change the motion after a block:
      zLance:set_field("_ExGuardType", 4) -- just guard
      4 is counter block, 0 is normal block, 1 is normal counter block (low) (like pressing block + B on xbox controller), 2 is probably high (havent tested 2)

      To make it work on any weapon, remove the weapon check:
      should look like:

      sdk.hook(sdk.find_type_definition("snow.player.PlayerQuestBase"):get_method("preCalcDamage_DamageSide"),
      function(args)
      zQuestBase = sdk.to_managed_object(args[2])
      ?-- remove this middle section --
      zQuestBase:call("set_IsGuardActionDuration", true) --auto guard

      end,

      Beware though, LS seems to be broken, it blocks aswell but sets you in a stuck motion afterwards, hence the author probably implemented the weapon check (aswell as a flag for LS).
    2. Vince973
      Vince973
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      I want to try to make it works on all weapon like that: 

      " To make it work on any weapon, remove the weapon check:
      should look like:

      sdk.hook(sdk.find_type_definition("snow.player.PlayerQuestBase"):get_method("preCalcDamage_DamageSide"),
      function(args)
      zQuestBase = sdk.to_managed_object(args[2])
      ?-- remove this middle section --
      zQuestBase:call("set_IsGuardActionDuration", true) --auto guard"

      But I dont know exacly what you mean by that :/ 
    3. ee4514F
      ee4514F
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      I think you are a genius.
    4. ee4514F
      ee4514F
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      Can't you make it so that it doesn't react to attacks from other players?
    5. sh00ter666
      sh00ter666
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      @Vince973 He's talking about editing the .lua file, i.e. going into the code and changing the script to your liking yourself.
    6. danny11221970
      danny11221970
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      Hi there, do u know how to retain the demon mode on dual blade after auto dodging? I dowoaded this multifunction dual blade mod which auto dodge but it will remove demon mode after dodging, how to make it permanent? I dont know where to edit it since the modder is not active any more..ty
    7. SingularityITA
      SingularityITA
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      Hi there, I've been trying to make this mod work again after TU6, but being totally ignorant about lua scripts for reframework, I'm using the help of an AI, but so far I've only managed to trigger the counter block when I'm manually blocking. 
      If I provided you with my new script, could you help me pinpoint out where or what I'm doing wrong, please? Thank you. 
  6. juygo1315
    juygo1315
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    It cant work after the final update
  7. danny11221970
    danny11221970
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    I really like the mod but its not working with the guardbash decoration which deals blunt damage when using the guard..is it possible to make it work? Thanks in advance
    1. CalSeeYum
      CalSeeYum
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      Guardbash only works with the Guard switch skill, not Instablock.
  8. playbrent
    playbrent
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    can anyone explain how to make this work on charge blade, im a caveman
  9. SingularityITA
    SingularityITA
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    Hello monobit, firstly, thank you for making these mods. Not only they work perfectly but you've also the possibility to customize them according to people's desire.

    Now, since I can't send you a private message, I wanted to ask you if there's a way to trigger offensive guard every time I get a parry with Charge Axe.
    I modified your main file so that'll work on Charge Axe too, and it does work well, but the only problem is that it doesn't trigger Offensive guard every time I get a parry. 
    Do you know if there's a way to activate it after a parry? I can send you the file I modified to give you a better understanding. 

    See you.
  10. jjboomstik
    jjboomstik
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    Hi, I was wondering if I could set it to just normal block instead of insta block?

    EDIT: nvm figured it out <3 great mod btw
    1. Vince973
      Vince973
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      how did you do it ?