xy = ""; local debug = require("MHR_Overlay.Misc.debug"); local keyboard = require("MHR_Overlay.Game_Handler.keyboard"); local quest_status = require("MHR_Overlay.Game_Handler.quest_status"); local screen = require("MHR_Overlay.Game_Handler.screen"); local singletons = require("MHR_Overlay.Game_Handler.singletons"); local time = require("MHR_Overlay.Game_Handler.time"); local config = require("MHR_Overlay.Misc.config"); local language = require("MHR_Overlay.Misc.language"); local table_helpers = require("MHR_Overlay.Misc.table_helpers"); local unicode_helpers = require("MHR_Overlay.Misc.unicode_helpers"); local part_names = require("MHR_Overlay.Misc.part_names"); local player = require("MHR_Overlay.Damage_Meter.player"); local damage_hook = require("MHR_Overlay.Damage_Meter.damage_hook"); local env_creature_hook = require("MHR_Overlay.Endemic_Life.env_creature_hook"); local env_creature = require("MHR_Overlay.Endemic_Life.env_creature"); local body_part = require("MHR_Overlay.Monsters.body_part"); local large_monster = require("MHR_Overlay.Monsters.large_monster"); local monster_hook = require("MHR_Overlay.Monsters.monster_hook"); local small_monster = require("MHR_Overlay.Monsters.small_monster"); local ailments = require("MHR_Overlay.Monsters.ailments"); local ailment_hook = require("MHR_Overlay.Monsters.ailment_hook"); local ailment_buildup = require("MHR_Overlay.Monsters.ailment_buildup"); local damage_meter_UI = require("MHR_Overlay.UI.Modules.damage_meter_UI"); local large_monster_UI = require("MHR_Overlay.UI.Modules.large_monster_UI"); local small_monster_UI = require("MHR_Overlay.UI.Modules.small_monster_UI"); local time_UI = require("MHR_Overlay.UI.Modules.time_UI"); local env_creature_UI = require("MHR_Overlay.UI.Modules.env_creature_UI"); local body_part_UI_entity = require("MHR_Overlay.UI.UI_Entities.body_part_UI_entity"); local damage_UI_entity = require("MHR_Overlay.UI.UI_Entities.damage_UI_entity"); local health_UI_entity = require("MHR_Overlay.UI.UI_Entities.health_UI_entity"); local stamina_UI_entity = require("MHR_Overlay.UI.UI_Entities.stamina_UI_entity"); local rage_UI_entity = require("MHR_Overlay.UI.UI_Entities.rage_UI_entity"); local ailment_UI_entity = require("MHR_Overlay.UI.UI_Entities.ailment_UI_entity"); local ailment_buildup_UI_entity = require("MHR_Overlay.UI.UI_Entities.ailment_buildup_UI_entity"); local customization_menu = require("MHR_Overlay.UI.customization_menu"); local label_customization = require("MHR_Overlay.UI.Customizations.label_customization"); local bar_customization = require("MHR_Overlay.UI.Customizations.bar_customization"); local line_customization = require("MHR_Overlay.UI.Customizations.line_customization"); local health_customization = require("MHR_Overlay.UI.Customizations.health_customization"); local stamina_customization = require("MHR_Overlay.UI.Customizations.stamina_customization"); local rage_customization = require("MHR_Overlay.UI.Customizations.rage_customization"); local body_parts_customization = require("MHR_Overlay.UI.Customizations.body_parts_customization"); local ailments_customization = require("MHR_Overlay.UI.Customizations.ailments_customization"); local ailment_buildups_customization = require("MHR_Overlay.UI.Customizations.ailment_buildups_customization"); local module_visibility_customization = require("MHR_Overlay.UI.Customizations.module_visibility_customization"); local large_monster_UI_customization = require("MHR_Overlay.UI.Customizations.large_monster_UI_customization"); local drawing = require("MHR_Overlay.UI.drawing"); ------------------------INIT MODULES------------------------- -- #region screen.init_module(); singletons.init_module(); table_helpers.init_module(); unicode_helpers.init_module(); time.init_module(); language.init_module(); config.init_module(); quest_status.init_module(); part_names.init_module(); damage_UI_entity.init_module(); health_UI_entity.init_module(); stamina_UI_entity.init_module(); rage_UI_entity.init_module(); ailment_UI_entity.init_module(); ailment_buildup_UI_entity.init_module(); body_part_UI_entity.init_module(); damage_hook.init_module(); player.init_module(); env_creature_hook.init_module(); env_creature.init_module(); body_part.init_module(); ailments.init_module(); large_monster.init_module(); monster_hook.init_module(); small_monster.init_module(); ailment_hook.init_module(); ailment_buildup.init_module(); customization_menu.init_module(); label_customization.init_module(); bar_customization.init_module(); line_customization.init_module(); large_monster_UI_customization.init_module(); label_customization.init_module(); bar_customization.init_module(); health_customization.init_module(); stamina_customization.init_module(); rage_customization.init_module(); body_parts_customization.init_module(); ailments_customization.init_module(); ailment_buildups_customization.init_module(); module_visibility_customization.init_module(); drawing.init_module(); damage_meter_UI.init_module(); large_monster_UI.init_module(); small_monster_UI.init_module(); time_UI.init_module(); env_creature_UI.init_module(); keyboard.init_module(); log.info("[MHR Overlay] Loaded."); -- #endregion ------------------------INIT MODULES------------------------- ----------------------------LOOP----------------------------- -- #region local function draw_modules(module_visibility_config, flow_state_name) if module_visibility_config.small_monster_UI and config.current_config.small_monster_UI.enabled then local success = pcall(small_monster_UI.draw); if not success then customization_menu.status = string.format("[%s] Small monster drawing function threw an exception", flow_state_name); end end local large_monster_UI_config = config.current_config.large_monster_UI; local dynamic_enabled = large_monster_UI_config.dynamic.enabled and module_visibility_config.large_monster_dynamic_UI; local static_enabled = large_monster_UI_config.static.enabled and module_visibility_config.large_monster_static_UI; local highlighted_enabled = large_monster_UI_config.highlighted.enabled and module_visibility_config.large_monster_highlighted_UI; if dynamic_enabled or static_enabled or highlighted_enabled then local success = pcall(large_monster_UI.draw, dynamic_enabled, static_enabled, highlighted_enabled); if not success then customization_menu.status = string.format("[%s] Large Monster drawing function threw an exception", flow_state_name); end end if config.current_config.time_UI.enabled and module_visibility_config.time_UI then local success = pcall(time_UI.draw); if not success then customization_menu.status = string.format("[%s] Time Drawing function threw an exception", flow_state_name); end end if config.current_config.damage_meter_UI.enabled and module_visibility_config.damage_meter_UI then local success = pcall(damage_meter_UI.draw); if not success then customization_menu.status = string.format("[%s] Damage Meter drawing function threw an exception", flow_state_name); end end if config.current_config.endemic_life_UI.enabled and module_visibility_config.endemic_life_UI then local success = pcall(env_creature_UI.draw); if not success then customization_menu.status = string.format("[%s] Endemic Life drawing function threw an exception", flow_state_name); end end end local function main_loop() customization_menu.status = "OK"; singletons.init(); screen.update_window_size(); player.update_myself_position(); quest_status.update_is_online(); quest_status.update_is_quest_host(); time.tick(); --xy = xy .. quest_status.get_flow_state(quest_status.flow_state, true); player.update_player_list(quest_status.index >= 2); if quest_status.flow_state == quest_status.flow_states.IN_LOBBY then if config.current_config.endemic_life_UI.enabled and config.current_config.global_settings.module_visibility.in_lobby.endemic_life_UI then local success = pcall(env_creature_UI.draw); if not success then customization_menu.status = "[In Lobby] Endemic life drawing function threw an exception"; end end elseif quest_status.flow_state == quest_status.flow_states.IN_TRAINING_AREA then local large_monster_UI_config = config.current_config.large_monster_UI; local module_visibility_config = config.current_config.global_settings.module_visibility.in_training_area; local dynamic_enabled = large_monster_UI_config.dynamic.enabled and module_visibility_config.large_monster_dynamic_UI; local static_enabled = large_monster_UI_config.static.enabled and module_visibility_config.large_monster_static_UI; local highlighted_enabled = large_monster_UI_config.highlighted.enabled and module_visibility_config.large_monster_highlighted_UI; if dynamic_enabled or static_enabled or highlighted_enabled then local success = pcall(large_monster_UI.draw, dynamic_enabled, static_enabled, highlighted_enabled); if not success then customization_menu.status = "[In Training Area] Large monster drawing function threw an exception"; end end if config.current_config.damage_meter_UI.enabled and module_visibility_config.damage_meter_UI then local success = pcall(damage_meter_UI.draw); if not success then customization_menu.status = "[In Training Area] Damage meter drawing function threw an exception"; end end if config.current_config.endemic_life_UI.enabled and module_visibility_config.endemic_life_UI then local success = pcall(env_creature_UI.draw); if not success then customization_menu.status = "[In Training Area] Endemic life drawing function threw an exception"; end end elseif quest_status.flow_state == quest_status.flow_states.CUTSCENE then draw_modules(config.current_config.global_settings.module_visibility.cutscene, "Cutscene"); elseif quest_status.flow_state == quest_status.flow_states.LOADING_QUEST then draw_modules(config.current_config.global_settings.module_visibility.loading_quest, "Loading Quest"); elseif quest_status.flow_state == quest_status.flow_states.QUEST_START_ANIMATION then draw_modules(config.current_config.global_settings.module_visibility.quest_start_animation, "Quest Start Animation"); elseif quest_status.flow_state >= quest_status.flow_states.PLAYING_QUEST and quest_status.flow_state <= quest_status.flow_states.WYVERN_RIDING_START_ANIMATION then draw_modules(config.current_config.global_settings.module_visibility.playing_quest, "Playing Quest"); elseif quest_status.flow_state == quest_status.flow_states.KILLCAM then draw_modules(config.current_config.global_settings.module_visibility.killcam, "Killcam"); elseif quest_status.flow_state == quest_status.flow_states.QUEST_END_TIMER then draw_modules(config.current_config.global_settings.module_visibility.quest_end_timer, "Quest End Timer"); elseif quest_status.flow_state == quest_status.flow_states.QUEST_END_ANIMATION then draw_modules(config.current_config.global_settings.module_visibility.quest_end_animation, "Quest End Animation"); elseif quest_status.flow_state == quest_status.flow_states.QUEST_END_SCREEN then draw_modules(config.current_config.global_settings.module_visibility.quest_end_screen, "Quest End Screen"); elseif quest_status.flow_state == quest_status.flow_states.REWARD_SCREEN then draw_modules(config.current_config.global_settings.module_visibility.reward_screen, "Reward Screen"); elseif quest_status.flow_state == quest_status.flow_states.SUMMARY_SCREEN then draw_modules(config.current_config.global_settings.module_visibility.summary_screen, "Summary Screen"); end end -- #endregion ----------------------------LOOP----------------------------- --------------------------RE_IMGUI--------------------------- -- #region re.on_draw_ui(function() if imgui.button(language.current_language.customization_menu.mod_name .. " v" .. config.current_config.version) then customization_menu.is_opened = not customization_menu.is_opened; end end); re.on_frame(function() if not reframework:is_drawing_ui() then customization_menu.is_opened = false; end if customization_menu.is_opened then pcall(customization_menu.draw); end keyboard.update(); end); -- #endregion --------------------------RE_IMGUI--------------------------- ----------------------------D2D------------------------------ -- #region if d2d ~= nil then d2d.register(function() drawing.init_font(); end, main_loop); else re.on_frame(main_loop); end -- #endregion ----------------------------D2D------------------------------ if debug.enabled then if d2d ~= nil then d2d.register(function() end, function() local is_ready_quest = singletons.quest_manager:call("isReadyQuest"); local is_ready_play_quest = singletons.quest_manager:call("isReadyPlayQuest"); local is_play_quest = singletons.quest_manager:call("isPlayQuest"); local is_stay_quest = singletons.quest_manager:call("isStayQuest"); local is_end_wait = singletons.quest_manager:call("isEndWait"); local is_active_quest = singletons.quest_manager:call("isActiveQuest"); local quest_clear = singletons.quest_manager:call("checkQuestClear"); local is_result_demo_play_start = singletons.quest_manager:call("isResultDemoPlayStart"); local isResultGuestDrawOff = singletons.quest_manager:call("isResultGuestDrawOff"); local game_manager = sdk.get_managed_singleton("snow.SnowGameManager"); local current_status = game_manager:get_field("_CurrentStatus"); local demo_camera = sdk.get_managed_singleton("snow.camera.DemoCamera"); local is_play_demo = demo_camera:call("IsPlayDemo"); --[[xy = "\nquest_status.index: " .. tostring(quest_status.index); xy = xy .. "\nis_ready_quest: " .. tostring(is_ready_quest); xy = xy .. "\nis_ready_play_quest: " .. tostring(is_ready_play_quest); xy = xy .. "\nis_play_quest: " .. tostring(is_play_quest); xy = xy .. "\nis_stay_quest: " .. tostring(is_stay_quest); xy = xy .. "\nis_end_wait: " .. tostring(is_end_wait); xy = xy .. "\nis_active_quest: " .. tostring(is_active_quest); xy = xy .. "\nquest_clear: " .. tostring(quest_clear); xy = xy .. "\nis_result_demo_play_start: " .. tostring(is_result_demo_play_start); xy = xy .. "\nisResultGuestDrawOff: " .. tostring(isResultGuestDrawOff); xy = xy .. "\ncurrent_status: " .. tostring(current_status); xy = xy .. "\nis_play_demo: " .. tostring(is_play_demo);--]] if xy ~= "" then d2d.text(drawing.font, "xy:\n" .. tostring(xy), 551, 11, 0xFF000000); d2d.text(drawing.font, "xy:\n" .. tostring(xy), 550, 10, 0xFFFFFFFF); end end); else re.on_frame(function() if xy ~= "" then draw.text("xy:\n" .. tostring(xy), 550, 10, 0xFFFFFFFF); draw.text("xy:\n" .. tostring(xy), 551, 11, 0xFF000000); end end); end end if imgui.begin_table == nil then re.msg(language.current_language.customization_menu.reframework_outdated); end