mirror of
https://github.com/GreenComfyTea/MHR-Overlay.git
synced 2026-01-23 20:08:05 -08:00
@@ -145,6 +145,7 @@ local damage_meter_UI = {
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visibility = {
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id = true,
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name = true,
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hunter_rank = true,
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damage_bar = true,
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player_damage = true,
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player_damage_percentage = true,
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@@ -153,6 +154,7 @@ local damage_meter_UI = {
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shadows = {
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name = true,
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hunter_rank = true,
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player_damage = true,
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player_damage_percentage = true,
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total_damage = true
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@@ -171,6 +173,11 @@ local damage_meter_UI = {
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y = 0
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},
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hunter_rank = {
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x = -50,
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y = 0
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},
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damage_bar = {
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x = 0,
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y = 17
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@@ -203,6 +210,11 @@ local damage_meter_UI = {
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y = 1
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},
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hunter_rank = {
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x = 1,
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y = 1
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},
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player_damage = {
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x = 1,
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y = 1
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@@ -225,6 +237,11 @@ local damage_meter_UI = {
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shadow = 0xFF000000
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},
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hunter_rank = {
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text = 0xFFE1F4CC,
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shadow = 0xFF000000
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},
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damage_bar = {
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player_damage = 0xA7F4A3CC,
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others_damage = 0xA7000000
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@@ -609,7 +626,7 @@ myself_player_id = 0;
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local enemy_character_base_type_def = sdk.find_type_definition("snow.enemy.EnemyCharacterBase");
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local enemy_character_base_after_calc_damage_damage_side = enemy_character_base_type_def:get_method("afterCalcDamage_DamageSide");
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sdk.hook(enemy_character_base_after_calc_damage_damage_side, function(args)
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sdk.hook(enemy_character_base_after_calc_damage_damage_side, function(args)
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local enemy = sdk.to_managed_object(args[2]);
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if enemy == nil then
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return;
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@@ -675,10 +692,11 @@ sdk.hook(enemy_character_base_after_calc_damage_damage_side, function(args)
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update_player(player, damage_source_type, damage_object);
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end, function(retval) return retval; end);
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function init_player(player_id, player_name)
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function init_player(player_id, player_name, player_hunter_rank)
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player = {};
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player.id = player_id;
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player.name = player_name;
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player.hunter_rank = player_hunter_rank;
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player.total_damage = 0;
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player.physical_damage = 0;
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@@ -860,7 +878,7 @@ function damage_meter()
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end
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if players[myself_player_id] == nil then
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players[myself_player_id] = init_player(myself_player_id, myself_player_name);
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players[myself_player_id] = init_player(myself_player_id, myself_player_name, 0);
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end
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local quest_players = {};
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@@ -887,7 +905,13 @@ function damage_meter()
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goto continue;
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end
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local player_hunter_rank = player_info:get_field("_hunterRank");
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if player_hunter_rank == nil then
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goto continue;
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end
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if player_id == myself_player_id and damage_meter_UI.myself_bar_place_in_order ~= "normal" then
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players[myself_player_id].hunter_rank = player_hunter_rank;
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goto continue;
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end
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@@ -897,9 +921,9 @@ function damage_meter()
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end
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if players[player_id] == nil then
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players[player_id] = init_player(player_id, player_name);
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players[player_id] = init_player(player_id, player_name, player_hunter_rank);
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elseif players[player_id].name ~= player_name then
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players[player_id] = init_player(player_id, player_name);
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players[player_id] = init_player(player_id, player_name, player_hunter_rank);
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end
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table.insert(quest_players, players[player_id]);
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@@ -1009,6 +1033,18 @@ function damage_meter()
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draw.text(id_name_text, screen_position.x + damage_meter_UI.offsets.name.x, screen_position.y + damage_meter_UI.offsets.name.y, damage_meter_UI.colors.name.text);
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end
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if damage_meter_UI.visibility.hunter_rank and player.hunter_rank ~= 0 then
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local hunter_rank_text = "HR" .. player.hunter_rank;
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if damage_meter_UI.shadows.hunter_rank then
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--hunter rank shadow
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draw.text(hunter_rank_text, screen_position.x + damage_meter_UI.offsets.hunter_rank.x + damage_meter_UI.shadow_offsets.hunter_rank.x, screen_position.y + damage_meter_UI.offsets.hunter_rank.y + damage_meter_UI.shadow_offsets.hunter_rank.y, damage_meter_UI.colors.hunter_rank.shadow);
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end
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--hunter rank
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draw.text(hunter_rank_text, screen_position.x + damage_meter_UI.offsets.hunter_rank.x, screen_position.y + damage_meter_UI.offsets.hunter_rank.y, damage_meter_UI.colors.hunter_rank.text);
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end
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if damage_meter_UI.visibility.player_damage then
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local player_damage = string.format("%d", player.display.total_damage);
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@@ -1059,4 +1095,4 @@ function damage_meter()
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draw.text(total_damage_text, screen_position.x + damage_meter_UI.offsets.total_damage.x, screen_position.y + damage_meter_UI.offsets.total_damage.y, damage_meter_UI.colors.total_damage.text);
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end
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end
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-----------------------DAMAGE METER UI-----------------------
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-----------------------DAMAGE METER UI-----------------------
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