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https://github.com/GreenComfyTea/MHR-Overlay.git
synced 2026-01-24 12:28:03 -08:00
Added option in include/exclude small monsters from damage meter
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@@ -122,6 +122,7 @@ local time_UI = {
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local damage_meter_UI = {
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local damage_meter_UI = {
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enabled = true,
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enabled = true,
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include_small_monsters = true,
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include_player_damage = true,
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include_player_damage = true,
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include_bomb_damage = true,
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include_bomb_damage = true,
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include_kunai_damage = true,
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include_kunai_damage = true,
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@@ -308,7 +309,7 @@ re.on_frame(function()
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damage_meter();
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damage_meter();
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end
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end
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--draw.text("x:\n" .. tostring(x), 500, 800, 0xFFFFFFFF);
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--draw.text("x:\n" .. tostring(x), 500, 800, 0xFFFFFFFF);
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end);
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end);
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@@ -629,6 +630,13 @@ sdk.hook(enemy_character_base_after_calc_damage_damage_side, function(args)
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return;
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return;
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end
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end
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if not damage_meter_UI.include_small_monsters then
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local is_boss_enemy = enemy:call("get_isBossEnemy");
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if not is_boss_enemy then
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return;
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end
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end
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local enemy_calc_damage_info = sdk.to_managed_object(args[3]); -- snow.hit.EnemyCalcDamageInfo.AfterCalcInfo_DamageSide
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local enemy_calc_damage_info = sdk.to_managed_object(args[3]); -- snow.hit.EnemyCalcDamageInfo.AfterCalcInfo_DamageSide
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local attacker_id = enemy_calc_damage_info:call("get_AttackerID");
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local attacker_id = enemy_calc_damage_info:call("get_AttackerID");
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local attacker_type = enemy_calc_damage_info:call("get_DamageAttackerType");
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local attacker_type = enemy_calc_damage_info:call("get_DamageAttackerType");
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@@ -683,7 +691,7 @@ sdk.hook(enemy_character_base_after_calc_damage_damage_side, function(args)
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return;
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return;
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end
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end
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x = string.format("[id-name] %d [type] %s [dmg] %d", attacker_id, damage_source_type, damage_object.total_damage);
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--x = x.. string.format("[attacker] %d [type] %s [dmg] %d", attacker_id, damage_source_type, damage_object.total_damage);
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update_player(total, damage_source_type, damage_object);
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update_player(total, damage_source_type, damage_object);
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update_player(player, damage_source_type, damage_object);
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update_player(player, damage_source_type, damage_object);
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