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Example mods for the MHFU framework: Lua scripts that go on the memory stick, and the port manifests behind the ported monsters.

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EXAMPLE-MODS

MHFU ModKit — example mods

Archived. This code now lives in MHFU-ModKit/modkit, at framework/lua/examples (the Lua examples) and ports (the port manifests). Open issues and pull requests there.

Lua mods for the MHFU framework, and the port manifests behind the ported monsters. Each .lua in mods/ goes on the memory stick as is:

<memstick>/PSP/PLUGINS/mhfu_framework/mods/<name>.lua

and is hot-reloaded while the game runs — edit, save, it applies. Everything here was run in-game.

The mods

File What it shows
mods/tigrex_aggro.lua, tigrex_hunt.lua, tigrex_ontop.lua, tigrex_section1.lua, tigrex_invest.lua the entity API on a native Tigrex: aggro, following the hunter, teleporting into his section, reading his state
mods/megatigrex.lua ten Tigrex at once — entity cloning, the ~2 damaging-monster cap in practice
mods/dup_test.lua a second fighting big monster through the quest-target path (quest_add_monster)
mods/brute_tigrex.lua, brute_showcase.lua, brute_dmg.lua a fully ported Brute Tigrex: model injection, its own moveset, damage on the ported rig
mods/zinogre_lunge.lua a ported Zinogre's first declared move — the port library, native seams, distance rules, the run budget
mods/zinogre_fx.lua, zinogre_clips.lua, zinogre_show.lua, zinogre_test.lua effects on the ported rig, clip playback, a showcase loop, the test bench
mods/zinogre_hit.lua generated by the monster editor from ports/zinogre.toml — the hurtboxes and attack volumes as the runtime eats them
mods/clip_probe.lua, relocate_test.lua reading the clip-state block; the relocate-source injection path

The port library they build on (mhfu_port.lua) ships embedded in the framework; its API is docs/MOD_PORTED_MONSTER.md.

The ports

ports/<name>.toml is a ported monster as data: source model, clip labels, moves with their host (main, sub) pairs, claims and rules, hurtboxes, parts and attack volumes. They are authored in the monster-editor and deployed by it; the PAC each one builds is produced from your own game files with the formats tools.

No game data is included

This repository contains no game files, no extracted assets, no artwork — not the ISO, not decrypted archives, not models or textures, not dumped tables. All of it is gitignored and is reproduced from your own legally obtained copy of the game (see the formats repo's docs/ASSETS.md). Everything targets MHFU EU (ULES01213); addresses will not line up with a JP or NA build.

About this repository

example-mods is one of the MHFU-ModKit repositories. They are cut from one upstream research repository and re-published from it, so they move in lockstep — a file that appears in two of them is the same file at the same commit. Pull requests are welcome here; an accepted one is applied upstream and comes back in the next export, which is why main only takes changes through PRs. Issues are welcome for bugs, questions and findings alike.

The siblings:

  • framework — the runtime mod framework: one PRX, many mods, hot-reloaded Lua
  • monster-editor — the desktop editor for ported monsters
  • hud — a live read-only HUD and AI editor over the PPSSPP debugger
  • blender-addon — import, edit and export big monsters in Blender
  • formats — the file-format library, ISO extraction and the MHP3rd→MHFU porter

License

MIT. Not affiliated with or endorsed by Capcom. Monster Hunter is a trademark of Capcom Co., Ltd.

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Example mods for the MHFU framework: Lua scripts that go on the memory stick, and the port manifests behind the ported monsters.

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