local small_monster = {}; local singletons; local customization_menu; local config; local table_helpers; local health_UI_entity; local stamina_UI_entity; local screen; local drawing; small_monster.list = {}; function small_monster.new(enemy) local monster = {}; monster.is_large = false; monster.health = 0; monster.max_health = 999999; monster.health_percentage = 0; monster.missing_health = 0; monster.capture_health = 0; monster.stamina = 0; monster.max_stamina = 1000; monster.stamina_percentage = 0; monster.missing_stamina = 0; monster.game_object = nil monster.transform = nil monster.position = Vector3f.new(0, 0, 0); monster.name = "Small Monster"; small_monster.init(monster, enemy); small_monster.init_UI(monster); if small_monster.list[enemy] == nil then small_monster.list[enemy] = monster; end return monster; end function small_monster.get_monster(enemy) if small_monster.list[enemy] == nil then small_monster.list[enemy] = small_monster.new(enemy); end return small_monster.list[enemy]; end function small_monster.init(monster, enemy) local enemy_type = enemy:get_field("k__BackingField"); if enemy_type == nil then customization_menu.status = "No enemy type"; return; end local enemy_name = singletons.message_manager:call("getEnemyNameMessage", enemy_type); if enemy_name ~= nil then monster.name = enemy_name; end end function small_monster.init_UI(monster) monster.name_label = table_helpers.deep_copy(config.current_config.small_monster_UI.monster_name_label); monster.health_UI = health_UI_entity.new( config.current_config.small_monster_UI.health.bar, config.current_config.small_monster_UI.health.text_label, config.current_config.small_monster_UI.health.value_label, config.current_config.small_monster_UI.health.percentage_label ); monster.stamina_UI = stamina_UI_entity.new( config.current_config.small_monster_UI.stamina.bar, config.current_config.small_monster_UI.stamina.text_label, config.current_config.small_monster_UI.stamina.value_label, config.current_config.small_monster_UI.stamina.percentage_label ); end local enemy_character_base_type = sdk.find_type_definition("snow.enemy.EnemyCharacterBase") local physical_param_field = enemy_character_base_type:get_field("k__BackingField"); local status_param_field = enemy_character_base_type:get_field("k__BackingField") local stamina_param_field = enemy_character_base_type:get_field("k__BackingField") local physical_param_type = physical_param_field:get_type() local get_vital_method = physical_param_type:get_method("getVital") local get_capture_hp_vital_method = physical_param_type:get_method("get_CaptureHpVital") local vital_param_type = get_vital_method:get_return_type() local get_current_method = vital_param_type:get_method("get_Current") local get_max_method = vital_param_type:get_method("get_Max") local stamina_param_type = stamina_param_field:get_type() local get_stamina_method = stamina_param_type:get_method("getStamina") local get_max_stamina_method = stamina_param_type:get_method("getMaxStamina") local get_gameobject_method = sdk.find_type_definition("via.Component"):get_method("get_GameObject") local get_transform_method = sdk.find_type_definition("via.GameObject"):get_method("get_Transform") local get_position_method = sdk.find_type_definition("via.Transform"):get_method("get_Position") function small_monster.update_position(enemy) if not config.current_config.small_monster_UI.enabled then return; end local monster = small_monster.get_monster(enemy); if not monster then return end -- cache off the game object and transform -- as these are pretty much guaranteed to stay constant -- as long as the enemy is alive if monster.game_object == nil then monster.game_object = get_gameobject_method:call(enemy) if monster.game_object == nil then customization_menu.status = "No enemy game object"; return; end end if monster.transform == nil then monster.transform = get_transform_method:call(monster.game_object) if monster.transform == nil then customization_menu.status = "No enemy transform"; return; end end local position = get_position_method:call(monster.transform) if not position then customization_menu.status = "No enemy position"; return; end if position ~= nil then monster.position = position; end end function small_monster.update(enemy) if enemy == nil then return; end if not config.current_config.small_monster_UI.enabled then return; end local physical_param = physical_param_field:get_data(enemy) if physical_param == nil then customization_menu.status = "No physical param"; return; end local status_param = status_param_field:get_data(enemy) if status_param == nil then customization_menu.status = "No status param"; return; end local stamina_param = stamina_param_field:get_data(enemy) if stamina_param == nil then customization_menu.status = "No stamina param"; return; end local vital_param = get_vital_method:call(physical_param, 0, 0); if vital_param == nil then customization_menu.status = "No vital param"; return; end local health = get_current_method:call(vital_param) local max_health = get_max_method:call(vital_param) local capture_health = get_capture_hp_vital_method:call(physical_param) local stamina = get_stamina_method:call(stamina_param) local max_stamina = get_max_stamina_method:call(stamina_param) small_monster.update_position(enemy) local monster = small_monster.get_monster(enemy); if health ~= nil then monster.health = health; end if max_health ~= nil then monster.max_health = max_health; end if capture_health ~= nil then monster.capture_health = capture_health; end if max_health ~= nil and health ~= nil then monster.missing_health = max_health - health; if max_health ~= 0 then monster.health_percentage = health / max_health; end end if stamina ~= nil then monster.stamina = stamina; end if max_stamina ~= nil then monster.max_stamina = max_stamina; end if max_stamina ~= nil and stamina ~= nil then monster.missing_stamina = max_stamina - stamina; if max_stamina ~= 0 then monster.stamina_percentage = stamina / max_stamina; end end end function small_monster.draw(monster, position_on_screen, opacity_scale) drawing.draw_label(monster.name_label, position_on_screen, opacity_scale, monster.name); health_UI_entity.draw(monster, monster.health_UI, position_on_screen, opacity_scale); stamina_UI_entity.draw(monster, monster.stamina_UI, position_on_screen, opacity_scale); end function small_monster.init_list() small_monster.list = {}; end function small_monster.init_module() singletons = require("MHR_Overlay.Game_Handler.singletons"); customization_menu = require("MHR_Overlay.UI.customization_menu"); config = require("MHR_Overlay.Misc.config"); table_helpers = require("MHR_Overlay.Misc.table_helpers"); health_UI_entity = require("MHR_Overlay.UI.UI_Entities.health_UI_entity"); stamina_UI_entity = require("MHR_Overlay.UI.UI_Entities.stamina_UI_entity"); screen = require("MHR_Overlay.Game_Handler.screen"); drawing = require("MHR_Overlay.UI.drawing"); end return small_monster;