Merge branch 'main' into feat/capture_health

This commit is contained in:
GreenComfyTea
2022-01-24 22:37:38 +02:00
committed by GitHub

View File

@@ -138,13 +138,13 @@ local damage_meter_UI = {
orientation = "vertical", -- "vertical" or "horizontal"
total_damage_offset_is_relative = true,
damage_bar_relative_to = "top_damage", -- "total_damage" or "top_damage"
damage_bar_relative_to = "top damage", -- "total damage" or "top damage"
myself_bar_place_in_order = "first", --"normal" or "first" or "last"
sort_type = "damage", -- "normal" or "damage"
reverse_order = false,
visibility = {
id = true,
id = false,
name = true,
hunter_rank = true,
damage_bar = true,
@@ -174,34 +174,29 @@ local damage_meter_UI = {
y = 0
},
hunter_rank = {
x = -50,
y = 0
},
damage_bar = {
x = 0,
y = 17
},
player_damage = {
x = 120,
x = 145,
y = 0
},
player_damage_percentage = {
x = 180,
x = 205,
y = 0
},
total_damage = {
x = 120,
x = 145,
y = 0
}
},
damage_bar = {
width = 225,
width = 250,
height = 5
},
@@ -211,11 +206,6 @@ local damage_meter_UI = {
y = 1
},
hunter_rank = {
x = 1,
y = 1
},
player_damage = {
x = 1,
y = 1
@@ -238,11 +228,6 @@ local damage_meter_UI = {
shadow = 0xFF000000
},
hunter_rank = {
text = 0xFFE1F4CC,
shadow = 0xFF000000
},
damage_bar = {
player_damage = 0xA7F4A3CC,
others_damage = 0xA7000000
@@ -322,6 +307,8 @@ re.on_frame(function()
damage_meter();
end
--draw.text("x:\n" .. tostring(x), 500, 800, 0xFFFFFFFF);
end);
function get_window_size()
@@ -758,7 +745,7 @@ function merge_damage(first, second)
first.ailment_damage = first.ailment_damage + second.ailment_damage;
end
total = init_player(0, "Total");
total = init_player(0, "Total", 0);
function get_player(player_id)
if players[player_id] == nil then
@@ -999,7 +986,7 @@ function damage_meter()
if damage_meter_UI.visibility.damage_bar then
local damage_bar_player_damage_width = 0;
if damage_meter_UI.damage_bar_relative_to == "total_damage" then
if damage_meter_UI.damage_bar_relative_to == "total damage" then
damage_bar_player_damage_width = damage_meter_UI.damage_bar.width * player_total_damage_percentage;
elseif top_damage ~= 0 then
damage_bar_player_damage_width = damage_meter_UI.damage_bar.width * (player.display.total_damage / top_damage);
@@ -1020,38 +1007,30 @@ function damage_meter()
end
if damage_meter_UI.visibility.id or damage_meter_UI.visibility.name then
local id_name_text = "";
local name_text = "";
if damage_meter_UI.visibility.hunter_rank then
name_text = string.format("[%d] ", player.hunter_rank);
end
if damage_meter_UI.visibility.id then
id_name_text = player.id;
name_text = name_text .. string.format("%d", player.id);
end
if damage_meter_UI.visibility.name then
if damage_meter_UI.visibility.id then
id_name_text = id_name_text .. " ";
name_text = name_text .. " ";
end
id_name_text = id_name_text .. player.name;
name_text = name_text .. player.name;
end
if damage_meter_UI.shadows.name then
--name shadow
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);
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);
end
--name
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);
end
if damage_meter_UI.visibility.hunter_rank and player.hunter_rank ~= 0 then
local hunter_rank_text = "HR" .. player.hunter_rank;
if damage_meter_UI.shadows.hunter_rank then
--hunter rank shadow
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);
end
--hunter rank
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);
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);
end
if damage_meter_UI.visibility.player_damage then