mirror of
https://github.com/GreenComfyTea/MHR-Overlay.git
synced 2026-01-24 12:28:03 -08:00
Add Buff Filters
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@@ -56,110 +56,78 @@ function this.update()
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local _displayed_buffs = {};
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for key, item_buff in pairs(item_buffs.list) do
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if not item_buff.is_active then
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goto continue;
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for key, abnormal_status in pairs(abnormal_statuses.list) do
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if abnormal_status.is_visible then
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table.insert(_displayed_buffs, abnormal_status);
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end
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end
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table.insert(_displayed_buffs, item_buff);
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for key, item_buff in pairs(item_buffs.list) do
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::continue::
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if item_buff.is_visible then
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table.insert(_displayed_buffs, item_buff);
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end
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end
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for key, endemic_life_buff in pairs(endemic_life_buff.list) do
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if endemic_life_buff.is_visible then
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table.insert(_displayed_buffs, endemic_life_buff);
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end
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end
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for _, melody_effect in pairs(melody_effects.list) do
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if not melody_effect.is_active then
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goto continue2;
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if melody_effect.is_visible then
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table.insert(_displayed_buffs, melody_effect);
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end
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table.insert(_displayed_buffs, melody_effect);
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::continue2::
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end
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for key, endemic_life_buff in pairs(endemic_life_buff.list) do
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if not endemic_life_buff.is_active then
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goto continue3;
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end
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table.insert(_displayed_buffs, endemic_life_buff);
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::continue3::
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end
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for key, skill in pairs(skills.list) do
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if not skill.is_active then
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goto continue4;
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end
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table.insert(_displayed_buffs, skill);
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::continue4::
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end
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for key, dango_skill in pairs(dango_skills.list) do
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if not dango_skill.is_active then
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goto continue5;
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if dango_skill.is_visible then
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table.insert(_displayed_buffs, dango_skill);
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end
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table.insert(_displayed_buffs, dango_skill);
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::continue5::
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end
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for key, abnormal_status in pairs(abnormal_statuses.list) do
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if not abnormal_status.is_active then
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goto continue6;
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end
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table.insert(_displayed_buffs, abnormal_status);
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::continue6::
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end
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for key, otomo_move in pairs(otomo_moves.list) do
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if not otomo_move.is_active then
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goto continue7;
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end
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table.insert(_displayed_buffs, otomo_move);
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::continue7::
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end
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for key, weapon_skill in pairs(weapon_skills.list) do
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if not weapon_skill.is_active then
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goto continue8;
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end
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table.insert(_displayed_buffs, weapon_skill);
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::continue8::
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end
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for key, rampage_skill in pairs(rampage_skills.list) do
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if not rampage_skill.is_active then
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goto continue9;
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if rampage_skill.is_visible then
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table.insert(_displayed_buffs, rampage_skill);
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end
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end
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table.insert(_displayed_buffs, rampage_skill);
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for key, skill in pairs(skills.list) do
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::continue9::
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if skill.is_visible then
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table.insert(_displayed_buffs, skill);
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end
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end
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for key, weapon_skill in pairs(weapon_skills.list) do
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if weapon_skill.is_visible then
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table.insert(_displayed_buffs, weapon_skill);
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end
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end
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for key, otomo_move in pairs(otomo_moves.list) do
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if otomo_move.is_visible then
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table.insert(_displayed_buffs, otomo_move);
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end
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end
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for key, misc_buffs in pairs(misc_buffs.list) do
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if not misc_buffs.is_active then
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goto continue10;
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if misc_buffs.is_visible then
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table.insert(_displayed_buffs, misc_buffs);
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end
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table.insert(_displayed_buffs, misc_buffs);
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::continue10::
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end
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displayed_buffs = this.sort_buffs(_displayed_buffs, cached_config);
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end
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function this.sort_buffs(_displayed_buffs, cached_config)
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