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Studio part 0 is the head; rig hold, aim and cull - #58
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Landing on a part-0 hurtbox selects part 0, PARTS_UNNAMED counts it, and it draws in its own colour. HURTBOX_NO_PART says a part-less hurtbox ships as part 0. For sp00ktober/MHFU-ModKit#113 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- hold: SCRIPT_WAIT at its maximum; the monster waits in a hub, reactions still play and the first ends the hold - aim: the player before a bone, facing it; the monster is turned so the bone is on the player's side (a teleport keeps the player's facing) - cull: no small monster in the player's section (Guard cull_small, pin_hp(cull=), rig pin/walk --cull) Live, lane 5, a native Tigrex: its tail cut through these alone. For sp00ktober/MHFU-ModKit#114 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Part 0 is the head in the studio, and the rig can drive a hit on a chosen bone. For sp00ktober/MHFU-ModKit#113 and #114.
PARTS_UNNAMEDcounts it, it draws in its own colour, andHURTBOX_NO_PARTsays a part-less hurtbox ships as part 0.mhfu rig hold:SCRIPT_WAITis set to its maximum. The monster finishes its move and waits in a hub. Reactions still play, and the first one ends the hold.mhfu rig aim BONE: puts the player before a bone, facing it. The monster is turned so the bone faces the player, then the player is teleported, which keeps the facing.--cullonrig pin/walk, andGuard(cull_small=): sets small monsters' HP to 0 in the player's section.Live in lane 5, on a native Tigrex in Sinking Feeling, using only these helpers:
tail_cutfired one AI frame afterSEVERED.Offscreen, the Zinogre's head hurtbox (part 0) draws pink, raises no part findings, and landing on it selects part 0.
Tests: the full suite passes with both games' data, the touched tests pass in a Linux container, and pre-commit is clean.
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