The current display string for "Special Offensive Collision" nodes does not include the values for rehit or special flags. I believe changing the string on line 700 of /ResourceNodes/Moveset/MoveDefNode.cs from
\\name(): Id=\\unhex(\\half2(\\value(0))), Bone=\\bone(\\half1(\\value(0))), Damage=\\unhex(\\value(1)), ShieldDamage=\\unhex(\\half1(\\value(4))), Direction=\\unhex(\\value(2)), BaseKnockback=\\unhex(\\half2(\\value(4))), WeightKnockback=\\unhex(\\half1(\\value(3))), KnockbackGrowth=\\unhex(\\half2(\\value(3))), Size=\\value(5), Z Offset=\\value(6), Y Offset=\\value(7), X Offset=\\value(8), TripRate=\\value(9)%, HitlagMultiplier=x\\value(10), SDIMultiplier=x\\value(11), Flags=\\hex8(\\unhex(\\value(12)))
to
\\name(): Id=\\unhex(\\half2(\\value(0))), Bone=\\bone(\\half1(\\value(0))), Damage=\\unhex(\\value(1)), ShieldDamage=\\unhex(\\half1(\\value(4))), Direction=\\unhex(\\value(2)), BaseKnockback=\\unhex(\\half2(\\value(4))), WeightKnockback=\\unhex(\\half1(\\value(3))), KnockbackGrowth=\\unhex(\\half2(\\value(3))), Size=\\value(5), Z Offset=\\value(6), Y Offset=\\value(7), X Offset=\\value(8), TripRate=\\value(9)%, HitlagMultiplier=x\\value(10), SDIMultiplier=x\\value(11), Rehit=\\unhex(\\value(13)), Flags=\\hex8(\\unhex(\\value(12))), SpecialFlags=\\hex8(\\unhex(\\value(14)))
would be the way to fix it reasonably. I placed "Rehit" out of order as I feel putting the flags together would be easier to interpret. A similar change may be needed for "Character Specific Special Offensive Collision" nodes.
The current display string for "Special Offensive Collision" nodes does not include the values for rehit or special flags. I believe changing the string on line 700 of /ResourceNodes/Moveset/MoveDefNode.cs from
\\name(): Id=\\unhex(\\half2(\\value(0))), Bone=\\bone(\\half1(\\value(0))), Damage=\\unhex(\\value(1)), ShieldDamage=\\unhex(\\half1(\\value(4))), Direction=\\unhex(\\value(2)), BaseKnockback=\\unhex(\\half2(\\value(4))), WeightKnockback=\\unhex(\\half1(\\value(3))), KnockbackGrowth=\\unhex(\\half2(\\value(3))), Size=\\value(5), Z Offset=\\value(6), Y Offset=\\value(7), X Offset=\\value(8), TripRate=\\value(9)%, HitlagMultiplier=x\\value(10), SDIMultiplier=x\\value(11), Flags=\\hex8(\\unhex(\\value(12)))to
\\name(): Id=\\unhex(\\half2(\\value(0))), Bone=\\bone(\\half1(\\value(0))), Damage=\\unhex(\\value(1)), ShieldDamage=\\unhex(\\half1(\\value(4))), Direction=\\unhex(\\value(2)), BaseKnockback=\\unhex(\\half2(\\value(4))), WeightKnockback=\\unhex(\\half1(\\value(3))), KnockbackGrowth=\\unhex(\\half2(\\value(3))), Size=\\value(5), Z Offset=\\value(6), Y Offset=\\value(7), X Offset=\\value(8), TripRate=\\value(9)%, HitlagMultiplier=x\\value(10), SDIMultiplier=x\\value(11), Rehit=\\unhex(\\value(13)), Flags=\\hex8(\\unhex(\\value(12))), SpecialFlags=\\hex8(\\unhex(\\value(14)))would be the way to fix it reasonably. I placed "Rehit" out of order as I feel putting the flags together would be easier to interpret. A similar change may be needed for "Character Specific Special Offensive Collision" nodes.