mirror of
https://github.com/GreenComfyTea/MHR-Overlay.git
synced 2026-01-23 20:08:05 -08:00
Skills: +Peak Performance, Dragonheart, Resentment
This commit is contained in:
@@ -67,18 +67,21 @@ this.list = {
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resuscitate = nil,
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maximum_might = nil,
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bloodlust = nil,
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frenzied_bloodlust = nil
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frenzied_bloodlust = nil,
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peak_performance = nil,
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dragonheart = nil,
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resentment = nil
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};
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local skill_data_list = {
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peak_performance = { id = 3, is_equipped = false },
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resentment = { id = 4, is_equipped = false },
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resuscitate = { id = 5, is_equipped = false },
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maximum_might = { id = 10, is_equipped = false },
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heroics = { id = 91, is_equipped = false },
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dragonheart = { id = 103, is_equipped = false },
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bloodlust = { id = 117, is_equipped = false },
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dereliction = { id = 113, is_equipped = false }
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peak_performance = { id = 3, level = 0, is_equipped = false },
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resentment = { id = 4, level = 0, is_equipped = false },
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resuscitate = { id = 5, level = 0, is_equipped = false },
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maximum_might = { id = 10, level = 0, is_equipped = false },
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heroics = { id = 91, level = 0, is_equipped = false },
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dragonheart = { id = 103, level = 0, is_equipped = false },
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bloodlust = { id = 117, level = 0, is_equipped = false },
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dereliction = { id = 113, level = 0, is_equipped = false }
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}
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local burst_breakpoint = 5;
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@@ -92,6 +95,8 @@ local maximum_might_previous_timer_value = 0;
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local frenzied_bloodlust_duration = 0;
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local frenzied_bloodlust_sheathed_duration = 0;
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local dragonheart_breakpoints = {0.5, 0.5, 0.7, 0.7, 0.8};
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local wind_mantle_duration = 15;
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local wind_mantle_breakpoints = { 20, 10 }; -- Sword & Shield, Lance, Hammer, Switch Axe, Insect Glaive, Long Sword, Hunting Horn
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local wind_mantle_special_breakpoints = {
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@@ -109,7 +114,6 @@ local get_player_data_method = player_manager_type_def:get_method("get_PlayerDat
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local get_ref_item_parameter_method = player_manager_type_def:get_method("get_RefItemParameter");
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local player_user_data_item_parameter_type_def = get_ref_item_parameter_method:get_return_type();
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local demondrug_atk_up_field = player_user_data_item_parameter_type_def:get_field("_DemondrugAtkUp");
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local player_data_type_def = sdk.find_type_definition("snow.player.PlayerData");
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-- Burst
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@@ -147,7 +151,8 @@ local whole_body_timer_field = player_data_type_def:get_field("_WholeBodyTimer")
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-- Frenzied Bloodlust
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local equip_skill_231_wire_num_timer_field = player_data_type_def:get_field("_EquipSkill231_WireNumTimer");
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local equip_skill_231_wp_off_timer_field = player_data_type_def:get_field("_EquipSkill231_WpOffTimer");
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-- Resentment
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local r_vital_field = player_data_type_def:get_field("_r_Vital");
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@@ -166,7 +171,10 @@ local is_debuff_state_method = player_base_type_def:get_method("isDebuffState");
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local player_skill_list_type_def = get_player_skill_list_method:get_return_type();
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local has_skill_method = player_skill_list_type_def:get_method("hasSkill");
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local get_skill_data_method = player_skill_list_type_def:get_method("getSkillData");
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local skill_data_type_def = get_skill_data_method:get_return_type();
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local skill_lv_field = skill_data_type_def:get_field("SkillLv");
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local player_quest_base_type_def = sdk.find_type_definition("snow.player.PlayerQuestBase");
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-- Wind Mantle
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@@ -188,7 +196,7 @@ function this.update(player, player_data)
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-- local fields = player_quest_base_type_def:get_fields();
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-- xy = ""
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-- xy = "Player:\n";
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-- for i = 1, 999 do
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-- local field = fields[i];
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-- if field == nil then
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@@ -206,6 +214,28 @@ function this.update(player, player_data)
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-- end
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-- end
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-- fields = player_data_type_def:get_fields();
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-- xy = xy .. "Player Data:\n";
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-- for i = 1, 999 do
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-- local field = fields[i];
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-- if field == nil then
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-- break;
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-- end
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-- local value = field:get_data(player_data);
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-- if qeree[field] == nil then
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-- qeree[field] = value;
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-- end
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-- if qeree[field] ~= value then
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-- xy = string.format("%s%d %s = %s\n", xy, i, field:get_name(), tostring(value));
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-- end
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-- end
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xy = player_data._BeastRoarOtomoTimer;
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this.update_equipped_skill_data(player);
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this.update_dereliction(player_data);
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@@ -213,6 +243,9 @@ function this.update(player, player_data)
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this.update_maximum_might(player_data);
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this.update_bloodlust();
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this.update_frenzied_bloodlust(player, player_data);
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this.update_peak_performance();
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this.update_dragonheart();
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this.update_resentment(player_data);
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this.update_generic_number_value_field("burst", player_data,
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rengeki_power_up_count_field, rengeki_power_up_timer_field, false, nil, burst_breakpoint);
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@@ -255,13 +288,26 @@ function this.update_equipped_skill_data(player)
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-- end
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for skill_key, skill_data in pairs(skill_data_list) do
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local has_skill = has_skill_method:call(player_skill_list, skill_data.id, 1);
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if has_skill == nil then
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error_handler.report("skills.update_equipped_skill_data", string.format("Failed to access Data: %s -> has_skill", skill_key));
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local re_skill_data = get_skill_data_method:call(player_skill_list, skill_data.id);
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if re_skill_data == nil then
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goto continue;
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end
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skill_data.is_equipped = has_skill;
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local skill_level = skill_lv_field:get_data(re_skill_data);
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if skill_level == nil then
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error_handler.report("skills.update_equipped_skill_data", string.format("Failed to access Data: %s -> skill_level", skill_key));
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goto continue;
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end
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if skill_level <= 0 then
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skill_data.is_equipped = false;
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skill_data.level = 0;
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goto continue;
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end
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skill_data.is_equipped = true;
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skill_data.level = skill_level;
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::continue::
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end
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@@ -299,9 +345,9 @@ function this.update_generic_timer(skill_key, timer_owner, timer_field, is_infin
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this.update_generic(skill_key, 1, timer);
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end
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function this.update_generic_number_value_field(skill_key, timer_owner, value_field, timer_field, is_infinite, minimal_value, breakpoint)
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function this.update_generic_number_value_field(skill_key, timer_owner, value_field, timer_field, is_infinite, minimal_value, level_breakpoint)
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if minimal_value == nil then minimal_value = 1; end
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breakpoint = breakpoint or 1000000;
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level_breakpoint = level_breakpoint or 1000000;
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if is_infinite == nil then is_infinite = false; end
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local skill_data = skill_data_list[skill_key];
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@@ -325,7 +371,7 @@ function this.update_generic_number_value_field(skill_key, timer_owner, value_fi
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return;
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end
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if value >= breakpoint then
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if value >= level_breakpoint then
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level = 2;
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end
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end
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@@ -400,9 +446,9 @@ function this.update_generic_boolean_value_field(skill_key, timer_owner, value_f
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this.update_generic(skill_key, 1, timer);
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end
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function this.update_generic_number_value_method(skill_key, timer_owner, value_method, timer_field, is_infinite, minimal_value, breakpoint)
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function this.update_generic_number_value_method(skill_key, timer_owner, value_method, timer_field, is_infinite, minimal_value, level_breakpoint)
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if minimal_value == nil then minimal_value = 1; end
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breakpoint = breakpoint or 1000000;
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level_breakpoint = level_breakpoint or 1000000;
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if is_infinite == nil then is_infinite = false; end
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local skill_data = skill_data_list[skill_key];
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@@ -426,7 +472,7 @@ function this.update_generic_number_value_method(skill_key, timer_owner, value_m
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return;
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end
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if value >= breakpoint then
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if value >= level_breakpoint then
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level = 2;
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end
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end
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@@ -507,8 +553,8 @@ function this.update_generic(skill_key, level, timer, duration)
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local skill = this.list[skill_key];
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if skill == nil then
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local name = language.current_language.skills[skill_key];
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skill = buffs.new(buffs.types.skill, skill_key, name, level, timer, duration);
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skill = buffs.new(buffs.types.skill, skill_key, name, level, duration);
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this.list[skill_key] = skill;
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else
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skill.level = level;
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@@ -731,6 +777,63 @@ function this.update_frenzied_bloodlust(player, player_data)
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end
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end
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function this.update_peak_performance()
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if not skill_data_list.peak_performance.is_equipped then
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this.list.peak_performance = nil;
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return;
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end
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if player_info.list.health ~= player_info.list.max_health then
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this.list.peak_performance = nil;
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return;
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end
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this.update_generic("peak_performance", 1);
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end
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function this.update_dragonheart()
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if not skill_data_list.dragonheart.is_equipped then
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this.list.dragonheart = nil;
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return;
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end
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local breakpoint = dragonheart_breakpoints[skill_data_list.dragonheart.level];
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local health_percentage = 1;
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local max_health = player_info.list.max_health;
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if max_health ~= 0 then
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health_percentage = player_info.list.health / max_health;
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end
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if health_percentage > breakpoint then
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this.list.dragonheart = nil;
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return;
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end
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this.update_generic("dragonheart", 1);
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end
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function this.update_resentment(player_data)
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if not skill_data_list.resentment.is_equipped then
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this.list.resentment = nil;
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return;
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end
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local r_vital = r_vital_field:get_data(player_data);
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if r_vital == nil then
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error_handler.report("skills.update_resentment", "Failed to access Data: r_vital");
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return;
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end
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if player_info.list.health >= r_vital then
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this.list.resentment = nil;
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return;
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end
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this.update_generic("resentment", 1);
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end
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function this.init_names()
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for skill_key, skill in pairs(this.list) do
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local name = language.current_language.skills[skill_key];
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