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https://github.com/GreenComfyTea/MHR-Overlay.git
synced 2026-01-24 20:38:03 -08:00
Added DPS, missing offsets and additional options.
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@@ -5,13 +5,14 @@ local config;
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local player;
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local language;
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function damage_UI_entity.new(bar, highlighted_bar, player_name_label, hunter_rank_label, value_label, percentage_label)
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function damage_UI_entity.new(bar, highlighted_bar, player_name_label, dps_label, hunter_rank_label, value_label, percentage_label)
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local entity = {};
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--entity.visibility = visibility;
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entity.bar = table_helpers.deep_copy(bar);
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entity.highlighted_bar = table_helpers.deep_copy(highlighted_bar);
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entity.player_name_label = table_helpers.deep_copy(player_name_label);
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entity.dps_label = table_helpers.deep_copy(dps_label);
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entity.hunter_rank_label = table_helpers.deep_copy(hunter_rank_label);
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entity.value_label = table_helpers.deep_copy(value_label);
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entity.percentage_label = table_helpers.deep_copy(percentage_label);
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@@ -19,7 +20,7 @@ function damage_UI_entity.new(bar, highlighted_bar, player_name_label, hunter_ra
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return entity;
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end
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function damage_UI_entity.draw(_player, position_on_screen, opacity_scale, top_damage)
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function damage_UI_entity.draw(_player, position_on_screen, opacity_scale, top_damage, top_dps)
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local player_include = config.current_config.damage_meter_UI.player_name_label.include.others;
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if _player.id == _player.myself_id then
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@@ -56,10 +57,14 @@ function damage_UI_entity.draw(_player, position_on_screen, opacity_scale, top_d
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end
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end
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x = string.format("%s / %s", tostring(_player.dps), tostring(top_dps));
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if _player.id == player.myself_id and config.current_config.damage_meter_UI.settings.highlighted_bar == "Me" then
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drawing.draw_bar(_player.damage_UI.highlighted_bar, position_on_screen, opacity_scale, player_damage_bar_percentage);
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elseif config.current_config.damage_meter_UI.settings.highlighted_bar == "Top Damage" and _player.display.total_damage == top_damage then
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drawing.draw_bar(_player.damage_UI.highlighted_bar, position_on_screen, opacity_scale, player_damage_bar_percentage);
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elseif config.current_config.damage_meter_UI.settings.highlighted_bar == "Top DPS" and _player.dps == top_dps then
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drawing.draw_bar(_player.damage_UI.highlighted_bar, position_on_screen, opacity_scale, player_damage_bar_percentage);
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else
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drawing.draw_bar(_player.damage_UI.bar, position_on_screen, opacity_scale, player_damage_bar_percentage);
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end
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@@ -75,6 +80,7 @@ function damage_UI_entity.draw(_player, position_on_screen, opacity_scale, top_d
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drawing.draw_label(_player.damage_UI.player_name_label, position_on_screen, opacity_scale, player_name_text);
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drawing.draw_label(_player.damage_UI.value_label, position_on_screen, opacity_scale, _player.display.total_damage);
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drawing.draw_label(_player.damage_UI.percentage_label, position_on_screen, opacity_scale, 100 * player_damage_percentage);
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drawing.draw_label(_player.damage_UI.dps_label, position_on_screen, opacity_scale, _player.dps);
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end
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function damage_UI_entity.init_module()
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