Draw helper functions implemented, config now grouped by entities

This commit is contained in:
GreenComfyTea
2022-01-27 15:52:28 +02:00
parent f1ba13111f
commit d19382d42d

View File

@@ -1,125 +1,142 @@
--------------------CUSTOMIZATION SECTION--------------------
local monster_UI = {
local config = {
monster_UI = {
enabled = true,
spacing = 220,
orientation = "horizontal", -- "vertical" or "horizontal"
orientation = "horizontal",
sort_type = "health percentage", -- "normal" or "health" or "health percentage"
reverse_order = false,
visibility = {
health_bar = true,
monster_name = true,
current_health = true,
max_health = true,
health_percentage = true
},
shadows = {
monster_name = true,
health_values = true, --current_health and max_health
health_percentage = true
},
position = {
x = 525,
y = 27,
--Possible values: "top-left", "top-right", "bottom-left", "bottom-right"
y = 44,
anchor = "bottom-left"
},
offsets = {
health_bar = {
x = 0,
monster_name_label = {
visibility = true,
text = "%s",
offset = {
x = 5,
y = 0
},
monster_name = {
x = 5,
y = -17
},
health_values = {
x = 5,
y = 2
},
health_percentage = {
x = 150,
y = 2
}
},
health_bar = {
width = 200,
height = 20
},
shadow_offsets = {
monster_name = {
x = 1,
y = 1
},
health_values = {
x = 1,
y = 1
},
health_percentage = {
x = 1,
y = 1
}
},
colors = {
health_bar = {
remaining_health = 0xB952A674,
missing_health = 0xB9000000,
capture_health = 0xB933CCCC
},
monster_name = {
text = 0xFFE1F4CC,
shadow = 0xFF000000
},
health_values = {
text = 0xFFFFFFFF,
shadow = 0xFF000000
},
health_percentage = {
text = 0xFFFFFFFF,
shadow = 0xFF000000
}
}
};
local time_UI = {
enabled = true,
shadow = true,
position = {
x = 65,
y = 189,
--Possible values: "top-left", "top-right", "bottom-left", "bottom-right"
anchor = "top-left"
},
shadow_offset = {
x = 1,
y = 1
},
colors = {
text = 0xFFE1F4CC,
shadow = 0xFF000000
}
};
text_color = 0xFFE1F4CC,
shadow_color = 0xFF000000
},
local damage_meter_UI = {
health_label = {
visibility = false,
text = "HP:",
offset = {
x = -25,
y = 19
},
shadow = true,
shadow_offset = {
x = 1,
y = 1
},
text_color = 0xFFE1F4CC,
shadow_color = 0xFF000000
},
health_value_label = {
text = "%.0f/%.0f", -- current_health/max_health
visibility = true,
offset = {
x = 5,
y = 19
},
shadow = true,
shadow_offset = {
x = 1,
y = 1
},
text_color = 0xFFFFFFFF,
shadow_color = 0xFF000000
},
health_percentage_label = {
text = "%5.1f%%",
visibility = true,
offset = {
x = 150,
y = 19
},
shadow = true,
shadow_offset = {
x = 1,
y = 1
},
text_color = 0xFFFFFFFF,
shadow_color = 0xFF000000
},
health_bar = {
visibility = true,
offset = {
x = 0,
y = 17
},
size = {
width = 200,
height = 20
},
colors = {
foreground = 0xB952A674,
background = 0xB9000000,
capture_health = 0xB933CCCC
},
}
},
time_UI = {
enabled = true,
position = {
x = 65,
y = 189,
anchor = "top-left"
},
time_label = {
visibility = true,
text = "%02d:%06.3f",
offset = {
x = 0,
y = 0
},
shadow = true,
shadow_offset = {
x = 1,
y = 1
},
text_color = 0xFFE1F4CC,
shadow_color = 0xFF000000
}
},
damage_meter_UI = {
enabled = true,
include_small_monsters = true,
@@ -133,7 +150,7 @@ local damage_meter_UI = {
show_module_if_total_damage_is_zero = true,
show_player_if_player_damage_is_zero = true,
highlight_damade_bar_of_myself = true,
highlighted_bar = "me",
spacing = 24,
orientation = "vertical", -- "vertical" or "horizontal"
@@ -144,24 +161,6 @@ local damage_meter_UI = {
sort_type = "damage", -- "normal" or "damage"
reverse_order = false,
visibility = {
id = false,
name = true,
hunter_rank = true,
damage_bar = true,
player_damage = true,
player_damage_percentage = true,
total_damage = true
},
shadows = {
name = true,
hunter_rank = true,
player_damage = true,
player_damage_percentage = true,
total_damage = true
},
position = {
x = 525,
y = 225,
@@ -169,89 +168,130 @@ local damage_meter_UI = {
anchor = "bottom-left"
},
offsets = {
name = {
player_name_label = {
visibility = true,
text = "[%d] %d %s",
offset = {
x = 5,
y = 0
},
damage_bar = {
x = 0,
y = 17
shadow = true,
shadow_offset = {
x = 1,
y = 1
},
player_damage = {
text_color = 0xFFE1F4CC,
shadow_color = 0xFF000000
},
damage_value_label = {
visibility = true,
text = "%.0f",
offset = {
x = 145,
y = 0
},
player_damage_percentage = {
shadow = true,
shadow_offset = {
x = 1,
y = 1
},
text_color = 0xFFE1F4CC,
shadow_color = 0xFF000000
},
damage_percentage_label = {
visibility = true,
text = "%5.1f%%",
offset = {
x = 205,
y = 0
},
total_damage = {
shadow = true,
shadow_offset = {
x = 1,
y = 1
},
text_color = 0xFFE1F4CC,
shadow_color = 0xFF000000
},
total_damage_label = {
visibility = true,
text = "Total Damage",
offset = {
x = 5,
y = 0
},
shadow = true,
shadow_offset = {
x = 1,
y = 1
},
text_color = 0xFF7373FF,
shadow_color = 0xFF000000
},
total_damage_value_label = {
visibility = true,
text = "%.0f",
offset = {
x = 145,
y = 0
}
},
shadow = true,
shadow_offset = {
x = 1,
y = 1
},
text_color = 0xFF7373FF,
shadow_color = 0xFF000000
},
damage_bar = {
visibility = true,
offset = {
x = 0,
y = 17
},
size = {
width = 250,
height = 5
},
shadow_offsets = {
name = {
x = 1,
y = 1
colors = {
foreground = 0xA7F4A3CC,
background = 0xB9000000
},
},
player_damage = {
x = 1,
y = 1
highlighted_damage_bar = {
visibility = true,
offset = {
x = 0,
y = 17
},
player_damage_percentage = {
x = 1,
y = 1
},
total_damage = {
x = 1,
y = 1
}
size = {
width = 250,
height = 5
},
colors = {
name = {
text = 0xFFE1F4CC,
shadow = 0xFF000000
foreground = 0xA7A3D5F4,
background = 0xB9000000
},
damage_bar = {
player_damage = 0xA7F4A3CC,
others_damage = 0xA7000000
},
damage_bar_myself = {
player_damage = 0xA7A3D5F4,
others_damage = 0xA7000000
},
player_damage = {
text = 0xFFE1F4CC,
shadow = 0xFF000000
},
player_damage_percentage = {
text = 0xFFE1F4CC,
shadow = 0xFF000000
},
total_damage = {
text = 0xFF7373ff,
shadow = 0xFF000000
}
}
};
@@ -288,24 +328,24 @@ re.on_draw_ui(function()
imgui.text("[MHR_Overlay.lua] Status: " .. status_string);
end
_, monster_UI.enabled = imgui.checkbox("Enable monster health UI", monster_UI.enabled)
_, time_UI.enabled = imgui.checkbox("Enable quest time UI", time_UI.enabled)
_, damage_meter_UI.enabled = imgui.checkbox("Enable damage dealt UI", damage_meter_UI.enabled)
_, config.monster_UI.enabled = imgui.checkbox("Enable monster health UI", config.monster_UI.enabled)
_, config.time_UI.enabled = imgui.checkbox("Enable quest time UI", config.time_UI.enabled)
_, config.damage_meter_UI.enabled = imgui.checkbox("Enable damage dealt UI", config.damage_meter_UI.enabled)
end);
re.on_frame(function()
status = "OK";
get_window_size();
if monster_UI.enabled then
if config.monster_UI.enabled then
monster_health();
end
if time_UI.enabled then
if config.time_UI.enabled then
quest_time();
end
if damage_meter_UI.enabled then
if config.damage_meter_UI.enabled then
damage_meter();
end
@@ -356,13 +396,54 @@ function calculate_screen_coordinates(position)
return {x = position.x, y = position.y};
end
---------------------------GLOBAL----------------------------
------------------------DRAW HELPERS-------------------------
function draw_label(label, position, ...)
if label == nil then
return;
end
if not label.visibility then
return;
end
local text = string.format(label.text, table.unpack({...}));
if label.shadow then
draw.text(text, position.x + label.offset.x + label.shadow_offset.x, position.y + label.offset.y + label.shadow_offset.y, label.shadow_color);
end
draw.text(text, position.x + label.offset.x, position.y + label.offset.y, label.text_color);
end
function draw_bar(bar, position, percentage)
if bar == nil then
return;
end
if not bar.visibility then
return;
end
local foreground_width = bar.size.width * percentage;
local background_width = bar.size.width - foreground_width;
--foreground
draw.filled_rect(position.x + bar.offset.x, position.y + bar.offset.y, foreground_width, bar.size.height, bar.colors.foreground);
--background
draw.filled_rect(position.x + foreground_width + bar.offset.x, position.y + bar.offset.y, background_width,bar.size.height, bar.colors.background);
end
------------------------DRAW HELPERS-------------------------
-------------------------MONSTER UI--------------------------
local monster_table = {};
@@ -463,7 +544,7 @@ function monster_health()
end
--sort here
if monster_UI.sort_type == "normal" and monster_UI.reverse_order then
if config.monster_UI.sort_type == "normal" and config.monster_UI.reverse_order then
local reversed_monsters = {};
for i = #monsters, 1, -1 do
@@ -471,96 +552,53 @@ function monster_health()
end
monsters = reversed_monsters;
elseif monster_UI.sort_type == "health" then
elseif config.monster_UI.sort_type == "health" then
table.sort(monsters, function(left, right)
local result = left.health > right.health;
if monster_UI.reverse_order then
if config.monster_UI.reverse_order then
result = not result;
end
return result;
end);
elseif monster_UI.sort_type == "health percentage" then
elseif config.monster_UI.sort_type == "health percentage" then
table.sort(monsters, function(left, right)
local result = left.health_percentage < right.health_percentage;
if monster_UI.reverse_order then
if config.monster_UI.reverse_order then
result = not result;
end
return result;
end);
end
local i = 0;
for _, monster in ipairs(monsters) do
local screen_position = calculate_screen_coordinates(monster_UI.position);
local position_on_screen = calculate_screen_coordinates(config.monster_UI.position);
if monster_UI.orientation == "horizontal" then
screen_position.x = screen_position.x + monster_UI.spacing * i;
if config.monster_UI.orientation == "horizontal" then
position_on_screen.x = position_on_screen.x + config.monster_UI.spacing * i;
else
screen_position.y = screen_position.y + monster_UI.spacing * i;
position_on_screen.y = position_on_screen.y + config.monster_UI.spacing * i;
end
if monster_UI.visibility.health_bar then
local health_bar_remaining_health_width = monster_UI.health_bar.width * monster.health_percentage;
local health_bar_missing_health_width = monster_UI.health_bar.width - health_bar_remaining_health_width;
--remaining health
--[[
if monster.health <= monster.capture_health then
remaining_health_color = monster_UI.colors.health_bar.capture_health
else
remaining_health_color = monster_UI.colors.health_bar.remaining_health
end
--]]
draw.filled_rect(screen_position.x + monster_UI.offsets.health_bar.x, screen_position.y + monster_UI.offsets.health_bar.y, health_bar_remaining_health_width, monster_UI.health_bar.height, remaining_health_color);
--missing health
draw.filled_rect(screen_position.x + monster_UI.offsets.health_bar.x + health_bar_remaining_health_width, screen_position.y + monster_UI.offsets.health_bar.y, health_bar_missing_health_width, monster_UI.health_bar.height, monster_UI.colors.health_bar.missing_health);
end
draw_bar(config.monster_UI.health_bar, position_on_screen, monster.health_percentage);
if monster_UI.visibility.monster_name then
if monster_UI.shadows.monster_name then
--monster name shadow
draw.text(monster.name, screen_position.x + monster_UI.offsets.monster_name.x + monster_UI.shadow_offsets.monster_name.x, screen_position.y + monster_UI.offsets.monster_name.y + monster_UI.shadow_offsets.monster_name.y, monster_UI.colors.monster_name.shadow);
end
--monster name
draw.text(monster.name, screen_position.x + monster_UI.offsets.monster_name.x, screen_position.y + monster_UI.offsets.monster_name.y, monster_UI.colors.monster_name.text);
end
if monster_UI.visibility.current_health or monster_UI.visibility.max_health then
local health_values = "";
if monster_UI.visibility.current_health then
health_values = string.format("%.0f", monster.health);
end
if monster_UI.visibility.max_health then
if monster_UI.visibility.current_health then
health_values = health_values .. "/";
end
health_values = health_values .. string.format("%.0f", monster.max_health);
end
if monster_UI.shadows.health_values then
--health values shadow
draw.text(health_values, screen_position.x + monster_UI.offsets.health_values.x + monster_UI.shadow_offsets.health_values.x, screen_position.y + monster_UI.offsets.health_values.y + monster_UI.shadow_offsets.health_values.y, monster_UI.colors.health_values.shadow);
end
--health values
draw.text(health_values, screen_position.x + monster_UI.offsets.health_values.x, screen_position.y + monster_UI.offsets.health_values.y, monster_UI.colors.health_values.text);
end
if monster_UI.visibility.health_percentage then
local health_percentage_text = string.format("%5.1f%%", 100 * monster.health_percentage);
if monster_UI.shadows.health_percentage then
--health percentage shadow
draw.text(health_percentage_text, screen_position.x + monster_UI.offsets.health_percentage.x + monster_UI.shadow_offsets.health_percentage.x, screen_position.y + monster_UI.offsets.health_percentage.y + monster_UI.shadow_offsets.health_percentage.y, monster_UI.colors.health_percentage.shadow);
end
--health percentage
draw.text(health_percentage_text, screen_position.x + monster_UI.offsets.health_percentage.x, screen_position.y + monster_UI.offsets.health_percentage.y, monster_UI.colors.health_percentage.text);
end
draw_label(config.monster_UI.monster_name_label, position_on_screen, monster.name);
draw_label(config.monster_UI.health_label, position_on_screen);
draw_label(config.monster_UI.health_value_label, position_on_screen, monster.health, monster.max_health);
draw_label(config.monster_UI.health_percentage_label, position_on_screen, 100 * monster.health_percentage);
i = i + 1;
end
@@ -597,16 +635,9 @@ function quest_time()
local quest_time_elapsed_seconds = quest_time_total_elapsed_seconds - quest_time_elapsed_minutes * 60;
local elapsed_time_text = string.format("%02d:%06.3f", quest_time_elapsed_minutes, quest_time_elapsed_seconds);
local position_on_screen = calculate_screen_coordinates(config.time_UI.position);
local screen_position = calculate_screen_coordinates(time_UI.position);
if time_UI.shadow then
--shadow
draw.text(elapsed_time_text, screen_position.x + time_UI.shadow_offset.x, screen_position.y + time_UI.shadow_offset.y, time_UI.colors.shadow);
end
--text
draw.text(elapsed_time_text, screen_position.x, screen_position.y, time_UI.colors.text);
draw_label(config.time_UI.time_label, position_on_screen, quest_time_elapsed_minutes, quest_time_elapsed_seconds);
end
---------------------------TIME UI---------------------------
@@ -630,7 +661,7 @@ sdk.hook(enemy_character_base_after_calc_damage_damage_side, function(args)
return;
end
if not damage_meter_UI.include_small_monsters then
if not config.damage_meter_UI.include_small_monsters then
local is_boss_enemy = enemy:call("get_isBossEnemy");
if not is_boss_enemy then
return;
@@ -801,28 +832,28 @@ function update_player(player, damage_source_type, damage_object)
player.display.elemental_damage = 0;
player.display.ailment_damage = 0;
if damage_meter_UI.include_player_damage then
if config.damage_meter_UI.include_player_damage then
merge_damage(player.display, player);
end
if damage_meter_UI.include_bomb_damage then
if config.damage_meter_UI.include_bomb_damage then
merge_damage(player.display, player.bombs);
end
if damage_meter_UI.include_kunai_damage then
if config.damage_meter_UI.include_kunai_damage then
merge_damage(player.display, player.kunai);
end
if damage_meter_UI.include_installation_damage then
if config.damage_meter_UI.include_installation_damage then
merge_damage(player.display, player.installations);
end
if damage_meter_UI.include_otomo_damage then
if config.damage_meter_UI.include_otomo_damage then
merge_damage(player.display, player.otomo);
end
if damage_meter_UI.include_monster_damage then
if config.damage_meter_UI.include_monster_damage then
merge_damage(player.display, player.monster);
end
end
@@ -846,7 +877,7 @@ function damage_meter()
return;
end
if total.display.total_damage == 0 and not damage_meter_UI.show_module_if_total_damage_is_zero then
if total.display.total_damage == 0 and not config.damage_meter_UI.show_module_if_total_damage_is_zero then
return;
end
@@ -935,7 +966,7 @@ function damage_meter()
goto continue;
end
if player_id == myself_player_id and damage_meter_UI.myself_bar_place_in_order ~= "normal" then
if player_id == myself_player_id and config.damage_meter_UI.myself_bar_place_in_order ~= "normal" then
players[myself_player_id].hunter_rank = player_hunter_rank;
goto continue;
end
@@ -957,7 +988,7 @@ function damage_meter()
end
--sort here
if damage_meter_UI.sort_type == "normal" and damage_meter_UI.reverse_order then
if config.damage_meter_UI.sort_type == "normal" and config.damage_meter_UI.reverse_order then
local reversed_quest_players = {};
for i = #quest_players, 1, -1 do
@@ -965,10 +996,10 @@ function damage_meter()
end
quest_players = reversed_quest_players;
elseif damage_meter_UI.sort_type == "damage" then
elseif config.damage_meter_UI.sort_type == "damage" then
table.sort(quest_players, function(left, right)
local result = left.display.total_damage > right.display.total_damage;
if damage_meter_UI.reverse_order then
if config.damage_meter_UI.reverse_order then
result = not result;
end
@@ -976,11 +1007,11 @@ function damage_meter()
end);
end
if damage_meter_UI.myself_bar_place_in_order == "first" then
if config.damage_meter_UI.myself_bar_place_in_order == "first" then
table.insert(quest_players, 1, players[myself_player_id]);
end
if damage_meter_UI.myself_bar_place_in_order == "last" then
if config.damage_meter_UI.myself_bar_place_in_order == "last" then
table.insert(quest_players, #quest_players + 1, players[myself_player_id]);
end
@@ -994,122 +1025,45 @@ function damage_meter()
last_displayed_players = quest_players;
--draw
local i = 0;
local position_on_screen = calculate_screen_coordinates(config.damage_meter_UI.position);
for _, player in ipairs(quest_players) do
if player.display.total_damage == 0 and not damage_meter_UI.show_player_if_player_damage_is_zero then
if player.display.total_damage == 0 and not config.damage_meter_UI.show_player_if_player_damage_is_zero then
goto continue1;
end
local screen_position = calculate_screen_coordinates(damage_meter_UI.position);
if damage_meter_UI.orientation == "horizontal" then
screen_position.x = screen_position.x + damage_meter_UI.spacing * i;
else
screen_position.y = screen_position.y + damage_meter_UI.spacing * i;
end
local player_total_damage_percentage = 0;
local player_damage_percentage = 0;
if total.display.total_damage ~= 0 then
player_total_damage_percentage = player.display.total_damage / total.display.total_damage;
player_damage_percentage = player.display.total_damage / total.display.total_damage;
end
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
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);
if config.damage_meter_UI.highlighted_bar == "me" then
if player.id == myself_player_id then
draw_bar(config.damage_meter_UI.highlighted_damage_bar, position_on_screen, player_damage_percentage);
end
elseif config.damage_meter_UI.highlighted_bar == "top damage" then
if player.display.total_damage == top_damage then
draw_bar(config.damage_meter_UI.highlighted_damage_bar, position_on_screen, player_damage_percentage);
end
else
draw_bar(config.damage_meter_UI.damage_bar, position_on_screen, player_damage_percentage);
end
local damage_bar_others_damage_width = damage_meter_UI.damage_bar.width - damage_bar_player_damage_width;
draw_label(config.damage_meter_UI.player_name_label, position_on_screen, player.hunter_rank, player.id, player.name)
draw_label(config.damage_meter_UI.damage_value_label, position_on_screen, player.display.total_damage);
draw_label(config.damage_meter_UI.damage_percentage_label, position_on_screen, 100 * player_damage_percentage);
local damage_bar_color = damage_meter_UI.colors.damage_bar;
if damage_meter_UI.highlight_damade_bar_of_myself and player.id == myself_player_id then
damage_bar_color = damage_meter_UI.colors.damage_bar_myself;
if config.damage_meter_UI.orientation == "horizontal" then
position_on_screen.x = position_on_screen.x + config.damage_meter_UI.spacing;
else
position_on_screen.y = position_on_screen.y + config.damage_meter_UI.spacing;
end
--player damage
draw.filled_rect(screen_position.x + damage_meter_UI.offsets.damage_bar.x, screen_position.y + damage_meter_UI.offsets.damage_bar.y, damage_bar_player_damage_width, damage_meter_UI.damage_bar.height, damage_bar_color.player_damage);
--other damage
draw.filled_rect(screen_position.x + damage_meter_UI.offsets.damage_bar.x + damage_bar_player_damage_width, screen_position.y + damage_meter_UI.offsets.damage_bar.y, damage_bar_others_damage_width, damage_meter_UI.damage_bar.height, damage_bar_color.others_damage);
end
if damage_meter_UI.visibility.id or damage_meter_UI.visibility.name then
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
name_text = name_text .. string.format("%d", player.id);
end
if damage_meter_UI.visibility.name then
if damage_meter_UI.visibility.id then
name_text = name_text .. " ";
end
name_text = name_text .. player.name;
end
if damage_meter_UI.shadows.name then
--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(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
local player_damage = string.format("%.0f", player.display.total_damage);
if damage_meter_UI.shadows.player_damage then
--player_damage shadow
draw.text(player_damage, screen_position.x + damage_meter_UI.offsets.player_damage.x + damage_meter_UI.shadow_offsets.player_damage.x, screen_position.y + damage_meter_UI.offsets.player_damage.y + damage_meter_UI.shadow_offsets.player_damage.y, damage_meter_UI.colors.player_damage.shadow);
end
--player_damage
draw.text(player_damage, screen_position.x + damage_meter_UI.offsets.player_damage.x, screen_position.y + damage_meter_UI.offsets.player_damage.y, damage_meter_UI.colors.player_damage.text);
end
if damage_meter_UI.visibility.player_damage_percentage then
local player_damage_percentage_text = string.format("%5.1f%%", 100 * player_total_damage_percentage);
if damage_meter_UI.shadows.player_damage_percentage then
--player damage percentage shadow
draw.text(player_damage_percentage_text, screen_position.x + damage_meter_UI.offsets.player_damage_percentage.x + damage_meter_UI.shadow_offsets.player_damage_percentage.x, screen_position.y + damage_meter_UI.offsets.player_damage_percentage.y + damage_meter_UI.shadow_offsets.player_damage_percentage.y, damage_meter_UI.colors.player_damage_percentage.shadow);
end
--player damage percentage
draw.text(player_damage_percentage_text, screen_position.x + damage_meter_UI.offsets.player_damage_percentage.x, screen_position.y + damage_meter_UI.offsets.player_damage_percentage.y, damage_meter_UI.colors.player_damage_percentage.text);
end
i = i + 1;
::continue1::
end
--draw total damage
if damage_meter_UI.visibility.total_damage then
local total_damage_text = string.format("%.0f", total.display.total_damage);
draw_label(config.damage_meter_UI.total_damage_label, position_on_screen);
draw_label(config.damage_meter_UI.total_damage_value_label, position_on_screen, total.display.total_damage);
local screen_position = calculate_screen_coordinates(damage_meter_UI.position);
if damage_meter_UI.total_damage_offset_is_relative then
if damage_meter_UI.orientation == "horizontal" then
screen_position.x = screen_position.x + damage_meter_UI.spacing * i;
else
screen_position.y = screen_position.y + damage_meter_UI.spacing * i;
end
end
if damage_meter_UI.shadows.total_damage then
--total damage shadow
draw.text(total_damage_text, screen_position.x + damage_meter_UI.offsets.total_damage.x + damage_meter_UI.shadow_offsets.total_damage.x, screen_position.y + damage_meter_UI.offsets.total_damage.y + damage_meter_UI.shadow_offsets.total_damage.y, damage_meter_UI.colors.total_damage.shadow);
end
--total damage
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);
end
end
-----------------------DAMAGE METER UI-----------------------