Add Buff Filters

This commit is contained in:
GreenComfyTea
2023-09-26 11:31:00 +03:00
parent cbaa537a0b
commit 480bc9c9b7
22 changed files with 1960 additions and 581 deletions

View File

@@ -56,110 +56,78 @@ function this.update()
local _displayed_buffs = {};
for key, item_buff in pairs(item_buffs.list) do
if not item_buff.is_active then
goto continue;
for key, abnormal_status in pairs(abnormal_statuses.list) do
if abnormal_status.is_visible then
table.insert(_displayed_buffs, abnormal_status);
end
end
table.insert(_displayed_buffs, item_buff);
for key, item_buff in pairs(item_buffs.list) do
::continue::
if item_buff.is_visible then
table.insert(_displayed_buffs, item_buff);
end
end
for key, endemic_life_buff in pairs(endemic_life_buff.list) do
if endemic_life_buff.is_visible then
table.insert(_displayed_buffs, endemic_life_buff);
end
end
for _, melody_effect in pairs(melody_effects.list) do
if not melody_effect.is_active then
goto continue2;
if melody_effect.is_visible then
table.insert(_displayed_buffs, melody_effect);
end
table.insert(_displayed_buffs, melody_effect);
::continue2::
end
for key, endemic_life_buff in pairs(endemic_life_buff.list) do
if not endemic_life_buff.is_active then
goto continue3;
end
table.insert(_displayed_buffs, endemic_life_buff);
::continue3::
end
for key, skill in pairs(skills.list) do
if not skill.is_active then
goto continue4;
end
table.insert(_displayed_buffs, skill);
::continue4::
end
for key, dango_skill in pairs(dango_skills.list) do
if not dango_skill.is_active then
goto continue5;
if dango_skill.is_visible then
table.insert(_displayed_buffs, dango_skill);
end
table.insert(_displayed_buffs, dango_skill);
::continue5::
end
for key, abnormal_status in pairs(abnormal_statuses.list) do
if not abnormal_status.is_active then
goto continue6;
end
table.insert(_displayed_buffs, abnormal_status);
::continue6::
end
for key, otomo_move in pairs(otomo_moves.list) do
if not otomo_move.is_active then
goto continue7;
end
table.insert(_displayed_buffs, otomo_move);
::continue7::
end
for key, weapon_skill in pairs(weapon_skills.list) do
if not weapon_skill.is_active then
goto continue8;
end
table.insert(_displayed_buffs, weapon_skill);
::continue8::
end
for key, rampage_skill in pairs(rampage_skills.list) do
if not rampage_skill.is_active then
goto continue9;
if rampage_skill.is_visible then
table.insert(_displayed_buffs, rampage_skill);
end
end
table.insert(_displayed_buffs, rampage_skill);
for key, skill in pairs(skills.list) do
::continue9::
if skill.is_visible then
table.insert(_displayed_buffs, skill);
end
end
for key, weapon_skill in pairs(weapon_skills.list) do
if weapon_skill.is_visible then
table.insert(_displayed_buffs, weapon_skill);
end
end
for key, otomo_move in pairs(otomo_moves.list) do
if otomo_move.is_visible then
table.insert(_displayed_buffs, otomo_move);
end
end
for key, misc_buffs in pairs(misc_buffs.list) do
if not misc_buffs.is_active then
goto continue10;
if misc_buffs.is_visible then
table.insert(_displayed_buffs, misc_buffs);
end
table.insert(_displayed_buffs, misc_buffs);
::continue10::
end
displayed_buffs = this.sort_buffs(_displayed_buffs, cached_config);
end
function this.sort_buffs(_displayed_buffs, cached_config)