diff --git a/monster-hunter-rise-overlay.lua b/monster-hunter-rise-overlay.lua new file mode 100644 index 0000000..e63c814 --- /dev/null +++ b/monster-hunter-rise-overlay.lua @@ -0,0 +1,597 @@ +--------------------CUSTOMIZATION SECTION-------------------- +local monster_UI = { + enabled = true, + + visibility = { + health_bar = true, + monster_name = true, + current_health = true, + max_health = true, + health_percentage = true + }, + + shadows = { + monster_name = true, + health_values = true, --current_health and max_health + health_percentage = true + }, + + position = { + x = 450, + y = 27, + --Possible values: "top_left", "top_right", "bottom_left", "bottom_right" + anchor = "bottom_left" + }, + + spacing = 220, + + offsets = { + health_bar = { + x = 0, + y = 0 + }, + + monster_name = { + x = 5, + y = -17 + }, + + health_values = { + x = 5, + y = 2 + }, + + health_percentage = { + x = 150, + y = 2 + } + }, + + health_bar = { + width = 200, + height = 20 + }, + + shadow_offsets = { + monster_name = { + x = 1, + y = 1 + }, + + health_values = { + x = 1, + y = 1 + }, + + health_percentage = { + x = 1, + y = 1 + } + }, + + colors = { + health_bar = { + remaining_health = 0xB952A674, + missing_health = 0xB9000000 + }, + + monster_name = { + text = 0xFFE1F4CC, + shadow = 0xFF000000 + }, + + health_values = { + text = 0xFFFFFFFF, + shadow = 0xFF000000 + }, + + health_percentage = { + text = 0xFFFFFFFF, + shadow = 0xFF000000 + } + } +}; + +local time_UI = { + enabled = true, + shadow = true, + + position = { + x = 65, + y = 189, + --Possible values: "top_left", "top_right", "bottom_left", "bottom_right" + anchor = "top_left" + }, + + shadow_offset = { + x = 1, + y = 1 + }, + + colors = { + text = 0xFFE1F4CC, + shadow = 0xFF000000 + } +}; + +local damage_meter_UI = { + enabled = true, + + visibility = { + damage_bar = true, + player_damage = true, + total_damage = true, + damage_percentage = true + + }, + + shadows = { + damage_values = true, + damage_percentage = true + }, + + position = { + x = 450, + y = 75, + --Possible values: "top_left", "top_right", "bottom_left", "bottom_right" + anchor = "bottom_left" + }, + + offsets = { + damage_bar = { + x = 0, + y = 17 + }, + + damage_values = { + x = 5, + y = 0 + }, + + damage_percentage = { + x = 155, + y = 0 + } + }, + + damage_bar = { + width = 200, + height = 3 + }, + + shadow_offsets = { + damage_values = { + x = 1, + y = 1 + }, + + damage_percentage = { + x = 1, + y = 1 + } + }, + + colors = { + damage_bar = { + player_damage = 0xA7F4A3CC, + others_damage = 0xA7000000 + }, + + damage_values = { + text = 0xFFE1F4CC, + shadow = 0xFF000000 + }, + + damage_percentage = { + text = 0xFFE1F4CC, + shadow = 0xFF000000 + }, + } +}; +----------------------CUSTOMIZATION END---------------------- + +log.info("[monster_has_hp_bar.lua] loaded"); + +local status = ""; +local monster_table = {}; + +local missing_monster_health = 0; +local previous_missing_monster_health = 0; +local memorized_missing_monster_health = 0; + +local scene_manager = sdk.get_native_singleton("via.SceneManager"); +if not scene_manager then + log.error("[monster_has_hp_bar.lua] No scene manager"); + return +end + +local scene_view = sdk.call_native_func(scene_manager, sdk.find_type_definition("via.SceneManager"), "get_MainView"); +if not scene_view then + log.error("[monster_has_hp_bar.lua] No main view"); + return +end + +local screen_width; +local screen_height; + +function record_health(enemy) + if not enemy then + return; + end + + local physical_param = enemy:get_field("k__BackingField"); + if not physical_param then + status = "No physical param"; + return; + end + + local vital_param = physical_param:call("getVital", 0, 0); + if not vital_param then + status = "No vital param"; + return; + end + + local health = vital_param:call("get_Current"); + local max_health = vital_param:call("get_Max"); + local missing_health = max_health - health; + + local health_percentage = 1; + if max_health ~= 0 then + health_percentage = health / max_health; + end + + local monster = monster_table[enemy]; + + if not hp_entry then + monster = {}; + monster_table[enemy] = monster; + + -- Grab enemy name. + local message_manager = sdk.get_managed_singleton("snow.gui.MessageManager"); + if not message_manager then + status = "No message manager"; + return; + end + + local enemy_type = enemy:get_field("k__BackingField"); + if not enemy_type then + status = "No enemy type"; + return; + end + + local enemy_name = message_manager:call("getEnemyNameMessage", enemy_type); + monster.name = enemy_name; + end + + monster.health = health; + monster.max_health = max_health; + monster.health_percentage = health_percentage; + monster.missing_health = missing_health; +end + +function get_window_size() + local size = scene_view:call("get_Size"); + if not size then + log.error("[monster_has_hp_bar.lua] No scene view size"); + return + end + + screen_width = size:get_field("w"); + if not screen_width then + log.error("[monster_has_hp_bar.lua] No screen width"); + return + end + + screen_height = size:get_field("h"); + if not screen_height then + log.error("[monster_has_hp_bar.lua] No screen height"); + return + end +end + +function calculate_screen_coordinates(position) + if position.anchor == "top_left" then + return {x = position.x, y = position.y}; + end + + if position.anchor == "top_right" then + local screen_x = screen_width - position.x; + return {x = screen_x, y = position.y}; + end + + if position.anchor == "bottom_left" then + local screen_y = screen_height - position.y; + return {x = position.x, y = screen_y}; + end + + if position.anchor == "bottom_right" then + local screen_x = screen_width - position.x; + local screen_y = screen_height - position.y; + return {x = screen_x, y = screen_y}; + end + + return {x = position.x, y = position.y}; +end + +function disappearing_monster_fix() + if missing_monster_health < previous_missing_monster_health then + memorized_missing_monster_health = memorized_missing_monster_health + previous_missing_monster_health - missing_monster_health; + end + previous_missing_monster_health = missing_monster_health; +end + +local enemy_character_base_type_def = sdk.find_type_definition("snow.enemy.EnemyCharacterBase"); +local enemy_character_base_type_def_update_method = enemy_character_base_type_def:get_method("update"); + +sdk.hook(enemy_character_base_type_def_update_method, function(args) + record_health(sdk.to_managed_object(args[2])); +end, function(retval) end); + +re.on_draw_ui(function() + if string.len(status) > 0 then + imgui.text("[monster_has_hp_bar.lua] Status: " .. status); + end +end); + +re.on_frame(function() + get_window_size(); + + if monster_UI.enabled then + monster_health(); + end + + if time_UI.enabled then + quest_time(); + end + + if damage_meter_UI.enabled then + damage_meter(); + + end +end) + +function monster_health() + local enemy_manager = sdk.get_managed_singleton("snow.enemy.EnemyManager"); + if not enemy_manager then + status = "No enemy manager"; + return; + end + + for i = 0, 4 do + local enemy = enemy_manager:call("getBossEnemy", i); + if not enemy then + break; + end + + local monster = monster_table[enemy]; + if not monster then + status = "No hp entry"; + break; + end + + local screen_position = calculate_screen_coordinates(monster_UI.position); + screen_position.x = screen_position.x + monster_UI.spacing * i; + + if monster_UI.visibility.health_bar then + local health_bar_remaining_health_width = monster_UI.health_bar.width * monster.health_percentage; + local health_bar_missing_health_width = monster_UI.health_bar.width - health_bar_remaining_health_width; + + --remaining health + draw.filled_rect(screen_position.x + monster_UI.offsets.health_bar.x, screen_position.y + monster_UI.offsets.health_bar.y, health_bar_remaining_health_width, monster_UI.health_bar.height, monster_UI.colors.health_bar.remaining_health); + --missing health + draw.filled_rect(screen_position.x + monster_UI.offsets.health_bar.x + health_bar_remaining_health_width, screen_position.y + monster_UI.offsets.health_bar.y, health_bar_missing_health_width, monster_UI.health_bar.height, monster_UI.colors.health_bar.missing_health); + end + + if monster_UI.visibility.monster_name then + if monster_UI.shadows.monster_name then + --monster name shadow + draw.text(monster.name, screen_position.x + monster_UI.offsets.monster_name.x + monster_UI.shadow_offsets.monster_name.x, screen_position.y + monster_UI.offsets.monster_name.y + monster_UI.shadow_offsets.monster_name.y, monster_UI.colors.monster_name.shadow); + end + + --monster name + draw.text(monster.name, screen_position.x + monster_UI.offsets.monster_name.x, screen_position.y + monster_UI.offsets.monster_name.y, monster_UI.colors.monster_name.text); + end + + if monster_UI.visibility.current_health or monster_UI.visibility.max_health then + local health_values = ""; + if monster_UI.visibility.current_health then + health_values = string.format("%d", monster.health); + end + + if monster_UI.visibility.max_health then + if monster_UI.visibility.current_health then + health_values = health_values .. "/"; + end + + health_values = health_values .. string.format("%d", monster.max_health); + end + + if monster_UI.shadows.health_values then + --health values shadow + draw.text(health_values, screen_position.x + monster_UI.offsets.health_values.x + monster_UI.shadow_offsets.health_values.x, screen_position.y + monster_UI.offsets.health_values.y + monster_UI.shadow_offsets.health_values.y, monster_UI.colors.health_values.shadow); + end + --health values + draw.text(health_values, screen_position.x + monster_UI.offsets.health_values.x, screen_position.y + monster_UI.offsets.health_values.y, monster_UI.colors.health_values.text); + end + + if monster_UI.visibility.health_percentage then + local health_percentage_text = string.format("%3.1f%%", 100 * monster.health_percentage); + + if monster_UI.shadows.health_percentage then + --health percentage shadow + draw.text(health_percentage_text, screen_position.x + monster_UI.offsets.health_percentage.x + monster_UI.shadow_offsets.health_percentage.x, screen_position.y + monster_UI.offsets.health_percentage.y + monster_UI.shadow_offsets.health_percentage.y, monster_UI.colors.health_percentage.shadow); + end + --health percentage + draw.text(health_percentage_text, screen_position.x + monster_UI.offsets.health_percentage.x, screen_position.y + monster_UI.offsets.health_percentage.y, monster_UI.colors.health_percentage.text); + end + end + + disappearing_monster_fix(); +end + +function quest_time() + local quest_manager = sdk.get_managed_singleton("snow.QuestManager"); + if not quest_manager then + status = "No quest manager"; + return; + end + + local quest_time_elapsed_minutes = quest_manager:call("getQuestElapsedTimeMin"); + if not quest_time_elapsed_minutes then + status = "No quest time elapsed minutes"; + return; + end + + local quest_time_total_elapsed_seconds = quest_manager:call("getQuestElapsedTimeSec"); + if not quest_time_total_elapsed_seconds then + status = "No quest time total elapsed seconds"; + return; + end + + if quest_time_total_elapsed_seconds == 0 then + return; + end + + local quest_time_elapsed_seconds = quest_time_total_elapsed_seconds - quest_time_elapsed_minutes * 60; + + local elapsed_time_text = string.format("%02d:%06.3f", quest_time_elapsed_minutes, quest_time_elapsed_seconds); + + local screen_position = calculate_screen_coordinates(time_UI.position); + + if time_UI.shadow then + --shadow + draw.text(elapsed_time_text, screen_position.x + time_UI.shadow_offset.x, screen_position.y + time_UI.shadow_offset.y, time_UI.colors.shadow); + end + --text + draw.text(elapsed_time_text, screen_position.x, screen_position.y, time_UI.colors.text); +end + +function damage_meter() + local quest_manager = sdk.get_managed_singleton("snow.QuestManager"); + if not quest_manager then + status = "No quest manager"; + return; + end + + local quest_status = quest_manager:call("getStatus"); + if not quest_status then + status = "No quest status"; + return; + end + + if quest_status == 0 then + memorized_missing_monster_health = 0; + previous_missing_monster_health = 0; + return; + end + + missing_monster_health = 0; + + local enemy_manager = sdk.get_managed_singleton("snow.enemy.EnemyManager"); + if not enemy_manager then + status = "No enemy manager"; + return; + end + + for i = 0, 4 do + local enemy = enemy_manager:call("getBossEnemy", i); + if not enemy then + break; + end + + local monster = monster_table[enemy]; + if not monster then + status = "No health entry"; + break; + end + + missing_monster_health = missing_monster_health + monster.missing_health; + + end + disappearing_monster_fix(); + + if missing_monster_health == 0 then + return; + end + + local quest_manager = sdk.get_managed_singleton("snow.QuestManager"); + if not quest_manager then + status = "No quest manager"; + return; + end + + local kpi_data = quest_manager:call("get_KpiData"); + if not kpi_data then + status = "No kpi data"; + return; + end + + local player_total_attack_damage = kpi_data:call("get_PlayerTotalAttackDamage"); + if not player_total_attack_damage then + status = "No player total attack damage"; + return; + end + + local player_total_elemental_attack_damage = kpi_data:call("get_PlayerTotalElementalAttackDamage"); + if not player_total_elemental_attack_damage then + status = "No player total elemental attack damage"; + return; + end + + local player_total_status_ailments_damage = kpi_data:call("get_PlayerTotalStatusAilmentsDamage"); + if not player_total_status_ailments_damage then + status = "No player total status ailments damage"; + return; + end + + local player_total_damage = player_total_attack_damage + player_total_elemental_attack_damage + player_total_status_ailments_damage; + local total_missing_monster_health = missing_monster_health + memorized_missing_monster_health; + local player_damage_percentage = player_total_damage / total_missing_monster_health ; + + local screen_position = calculate_screen_coordinates(damage_meter_UI.position); + + if damage_meter_UI.visibility.damage_bar then + local damage_bar_player_damage_width = damage_meter_UI.damage_bar.width * player_damage_percentage; + local damage_bar_others_damage_width = damage_meter_UI.damage_bar.width - damage_bar_player_damage_width; + + --player damage + draw.filled_rect(screen_position.x + damage_meter_UI.offsets.damage_bar.x, screen_position.y + damage_meter_UI.offsets.damage_bar.y, damage_bar_player_damage_width, damage_meter_UI.damage_bar.height, damage_meter_UI.colors.damage_bar.player_damage); + --others damage + draw.filled_rect(screen_position.x + damage_meter_UI.offsets.damage_bar.x + damage_bar_player_damage_width, screen_position.y + damage_meter_UI.offsets.damage_bar.y, damage_bar_others_damage_width, damage_meter_UI.damage_bar.height, damage_meter_UI.colors.damage_bar.others_damage); + end + + if damage_meter_UI.visibility.player_damage or damage_meter_UI.visibility.total_damage then + local damage_values = ""; + if damage_meter_UI.visibility.player_damage then + damage_values = string.format("%d", player_total_damage); + end + + if damage_meter_UI.visibility.total_damage then + if damage_meter_UI.visibility.player_damage then + damage_values = damage_values .. "/"; + end + + damage_values = damage_values .. string.format("%d", total_missing_monster_health); + end + + if damage_meter_UI.shadows.damage_values then + --health values shadow + draw.text(damage_values, screen_position.x + damage_meter_UI.offsets.damage_values.x + damage_meter_UI.shadow_offsets.damage_values.x, screen_position.y + damage_meter_UI.offsets.damage_values.y + damage_meter_UI.shadow_offsets.damage_values.y, damage_meter_UI.colors.damage_values.shadow); + end + --health values + draw.text(damage_values, screen_position.x + damage_meter_UI.offsets.damage_values.x, screen_position.y + damage_meter_UI.offsets.damage_values.y, damage_meter_UI.colors.damage_values.text); + end + + + + if damage_meter_UI.visibility.damage_percentage then + local damage_percentage_text = string.format("%3.1f%%", 100 * player_damage_percentage); + + if damage_meter_UI.shadows.damage_percentage then + --health percentage shadow + draw.text(damage_percentage_text, screen_position.x + damage_meter_UI.offsets.damage_percentage.x + damage_meter_UI.shadow_offsets.damage_percentage.x, screen_position.y + damage_meter_UI.offsets.damage_percentage.y + damage_meter_UI.shadow_offsets.damage_percentage.y, damage_meter_UI.colors.damage_percentage.shadow); + end + --health percentage + draw.text(damage_percentage_text, screen_position.x + damage_meter_UI.offsets.damage_percentage.x, screen_position.y + damage_meter_UI.offsets.damage_percentage.y, damage_meter_UI.colors.damage_percentage.text); + end +end \ No newline at end of file