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https://github.com/GreenComfyTea/MHR-Overlay.git
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@@ -93,6 +93,8 @@ end)
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local shadow_shift_x = 1
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local shadow_shift_x = 1
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local shadow_shift_y = 1
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local shadow_shift_y = 1
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local missing_monster_hp = 0;
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re.on_frame(function()
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re.on_frame(function()
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monster_hp();
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monster_hp();
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quest_time();
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quest_time();
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@@ -143,6 +145,8 @@ function monster_hp()
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--local closest_enemy = nil
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--local closest_enemy = nil
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--local closest_dist = 999999
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--local closest_dist = 999999
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missing_monster_hp = 0
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for i = 0, 4 do
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for i = 0, 4 do
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local enemy = enemy_manager:call("getBossEnemy", i)
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local enemy = enemy_manager:call("getBossEnemy", i)
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if not enemy then
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if not enemy then
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@@ -190,6 +194,8 @@ function monster_hp()
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local x = 450 + width * i + spacing * i
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local x = 450 + width * i + spacing * i
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local y = screen_height - 27
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local y = screen_height - 27
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missing_monster_hp = missing_monster_hp + (hp_entry.max_hp - hp_entry.hp)
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local hp_percent = hp_entry.hp / hp_entry.max_hp
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local hp_percent = hp_entry.hp / hp_entry.max_hp
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local hp_width = width * hp_percent
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local hp_width = width * hp_percent
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local missing_hp_width = width - hp_width
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local missing_hp_width = width - hp_width
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@@ -200,9 +206,9 @@ function monster_hp()
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--border
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--border
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--draw.filled_rect(x - 1, y - 1, width + 2, height + 2, 0xAA000000)
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--draw.filled_rect(x - 1, y - 1, width + 2, height + 2, 0xAA000000)
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--missing hp
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--missing hp
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draw.filled_rect(x + hp_width, y, missing_hp_width, height, 0xAA000000)
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draw.filled_rect(x + hp_width, y, missing_hp_width, height, 0xB9000000)
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--remaining hp
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--remaining hp
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draw.filled_rect(x, y, hp_width, height, 0xFF52A674)
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draw.filled_rect(x, y, hp_width, height, 0xB952A674)
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--text shadow
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--text shadow
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draw.text(text_name, x + 5 + shadow_shift_x, y - height + shadow_shift_y + 2, 0xFF000000)
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draw.text(text_name, x + 5 + shadow_shift_x, y - height + shadow_shift_y + 2, 0xFF000000)
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@@ -323,10 +329,41 @@ function dps_meter()
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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 missing_monster_hp == 0 then
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return
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end
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local player_total_damage = player_total_attack_damage + player_total_elemental_attack_damage + player_total_status_ailments_damage
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local player_total_damage = player_total_attack_damage + player_total_elemental_attack_damage + player_total_status_ailments_damage
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local x = 450
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local y = screen_height - 75
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local width = 200
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local height = 3
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local bar_shift = 17
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local dealt_damage_percent = player_total_damage / missing_monster_hp
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local dealt_damage_bar_width = width * dealt_damage_percent
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local rest_bar_width = width - dealt_damage_bar_width
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local damage_text = string.format("%d/%d\t", player_total_damage, missing_monster_hp);
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local damage_percent_text = string.format("%5.1f%%", 100 * dealt_damage_percent);
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--rest of the bar
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draw.filled_rect(x + dealt_damage_bar_width, y + bar_shift, rest_bar_width, height, 0xA7000000)
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--dealt_damage
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draw.filled_rect(x, y + bar_shift, dealt_damage_bar_width, height, 0xA7F4A3CC)
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--Damage
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--shadow
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--shadow
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draw.text("Damage: " .. player_total_damage, 450 + shadow_shift_x, screen_height - 75 + shadow_shift_y, 0xFF000000)
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draw.text(damage_text, x + 5 + shadow_shift_x, y + shadow_shift_y, 0xFF000000)
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--text
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--text
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draw.text("Damage: " .. player_total_damage, 450, screen_height - 75, 0xFFE1F4CC)
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draw.text(damage_text, x + 5, y, 0xFFE1F4CC)
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--Percent
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--shadow
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draw.text(damage_percent_text , x - 45 + width + shadow_shift_x, y + shadow_shift_y, 0xFF000000)
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--text
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draw.text(damage_percent_text, x - 45 + width, y, 0xFFE1F4CC)
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end
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end
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