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https://github.com/GreenComfyTea/MHR-Overlay.git
synced 2026-01-23 20:08:05 -08:00
Merge branch 'main' into feat/capture_health
This commit is contained in:
@@ -138,13 +138,13 @@ local damage_meter_UI = {
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orientation = "vertical", -- "vertical" or "horizontal"
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total_damage_offset_is_relative = true,
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damage_bar_relative_to = "top_damage", -- "total_damage" or "top_damage"
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damage_bar_relative_to = "top damage", -- "total damage" or "top damage"
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myself_bar_place_in_order = "first", --"normal" or "first" or "last"
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sort_type = "damage", -- "normal" or "damage"
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reverse_order = false,
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visibility = {
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id = true,
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id = false,
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name = true,
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hunter_rank = true,
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damage_bar = true,
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@@ -174,34 +174,29 @@ 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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},
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player_damage = {
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x = 120,
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x = 145,
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y = 0
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},
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player_damage_percentage = {
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x = 180,
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x = 205,
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y = 0
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},
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total_damage = {
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x = 120,
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x = 145,
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y = 0
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}
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},
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damage_bar = {
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width = 225,
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width = 250,
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height = 5
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},
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@@ -211,11 +206,6 @@ 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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@@ -238,11 +228,6 @@ 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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@@ -322,6 +307,8 @@ re.on_frame(function()
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damage_meter();
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end
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--draw.text("x:\n" .. tostring(x), 500, 800, 0xFFFFFFFF);
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end);
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function get_window_size()
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@@ -758,7 +745,7 @@ function merge_damage(first, second)
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first.ailment_damage = first.ailment_damage + second.ailment_damage;
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end
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total = init_player(0, "Total");
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total = init_player(0, "Total", 0);
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function get_player(player_id)
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if players[player_id] == nil then
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@@ -999,7 +986,7 @@ function damage_meter()
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if damage_meter_UI.visibility.damage_bar then
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local damage_bar_player_damage_width = 0;
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if damage_meter_UI.damage_bar_relative_to == "total_damage" then
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if damage_meter_UI.damage_bar_relative_to == "total damage" then
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damage_bar_player_damage_width = damage_meter_UI.damage_bar.width * player_total_damage_percentage;
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elseif top_damage ~= 0 then
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damage_bar_player_damage_width = damage_meter_UI.damage_bar.width * (player.display.total_damage / top_damage);
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@@ -1020,38 +1007,30 @@ function damage_meter()
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end
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if damage_meter_UI.visibility.id or damage_meter_UI.visibility.name then
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local id_name_text = "";
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local name_text = "";
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if damage_meter_UI.visibility.hunter_rank then
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name_text = string.format("[%d] ", player.hunter_rank);
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end
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if damage_meter_UI.visibility.id then
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id_name_text = player.id;
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name_text = name_text .. string.format("%d", player.id);
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end
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if damage_meter_UI.visibility.name then
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if damage_meter_UI.visibility.id then
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id_name_text = id_name_text .. " ";
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name_text = name_text .. " ";
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end
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id_name_text = id_name_text .. player.name;
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name_text = name_text .. player.name;
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end
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if damage_meter_UI.shadows.name then
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--name shadow
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draw.text(id_name_text, screen_position.x + damage_meter_UI.offsets.name.x + damage_meter_UI.shadow_offsets.name.x, screen_position.y + damage_meter_UI.offsets.name.y + damage_meter_UI.shadow_offsets.name.y, damage_meter_UI.colors.name.shadow);
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draw.text(name_text, screen_position.x + damage_meter_UI.offsets.name.x + damage_meter_UI.shadow_offsets.name.x, screen_position.y + damage_meter_UI.offsets.name.y + damage_meter_UI.shadow_offsets.name.y, damage_meter_UI.colors.name.shadow);
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end
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--name
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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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draw.text(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.player_damage then
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