local ailments = {}; local players; local language; local config; local ailment_UI_entity; local ailment_buildup_UI_entity; local time; local small_monster; local large_monster; local table_helpers; local non_players; local sdk = sdk; local tostring = tostring; local pairs = pairs; local ipairs = ipairs; local tonumber = tonumber; local require = require; local pcall = pcall; local table = table; local string = string; local Vector3f = Vector3f; local d2d = d2d; local math = math; local json = json; local log = log; local fs = fs; local next = next; local type = type; local setmetatable = setmetatable; local getmetatable = getmetatable; local assert = assert; local select = select; local coroutine = coroutine; local utf8 = utf8; local re = re; local imgui = imgui; local draw = draw; local Vector2f = Vector2f; local reframework = reframework; --0 Paralyze --1 Sleep --2 Stun --3 Flash --4 Poison --5 Blast --6 Stamina --7 MarionetteStart --8 Water --9 Fire --10 Ice --11 Thunder --12 FallTrap --13 ShockTrap --14 Capture --15 Koyashi --16 SteelFang ailments.paralyze_id = 0; ailments.sleep_id = 1; ailments.stun_id = 2; ailments.flash_id = 3; ailments.poison_id = 4; ailments.blast_id = 5; ailments.exhaust_id = 6; ailments.ride_id = 7; ailments.water_id = 8; ailments.fire_id = 9; ailments.ice_id = 10; ailments.thunder_id = 11; ailments.fall_trap_id = 12; ailments.shock_trap_id = 13; ailments.capture_id = 14 --tranq bomb ailments.koyashi_id = 15; --dung bomb ailments.steel_fang_id = 16; ailments.fall_quick_sand_id = 17; ailments.fall_otomo_trap_id = 18; ailments.shock_otomo_trap_id = 19; function ailments.new(_ailments, ailment_id) local new_ailment = {} new_ailment = {}; new_ailment.is_enable = true; new_ailment.id = ailment_id; new_ailment.total_buildup = 0; new_ailment.buildup_limit = 0; new_ailment.buildup_percentage = 0; new_ailment.timer = 0; new_ailment.duration = 100000; new_ailment.timer_percentage = 0; new_ailment.minutes_left = 0; new_ailment.seconds_left = 0; new_ailment.is_active = false; new_ailment.activate_count = 0; new_ailment.last_change_time = time.total_elapsed_script_seconds; if ailment_id == ailments.paralyze_id then new_ailment.name = language.current_language.ailments.paralysis; elseif ailment_id == ailments.sleep_id then new_ailment.name = language.current_language.ailments.sleep; elseif ailment_id == ailments.stun_id then new_ailment.name = language.current_language.ailments.stun; elseif ailment_id == ailments.flash_id then new_ailment.name = language.current_language.ailments.flash; elseif ailment_id == ailments.poison_id then new_ailment.name = language.current_language.ailments.poison; elseif ailment_id == ailments.blast_id then new_ailment.name = language.current_language.ailments.blast; elseif ailment_id == ailments.exhaust_id then new_ailment.name = language.current_language.ailments.exhaust; elseif ailment_id == ailments.ride_id then new_ailment.name = language.current_language.ailments.ride; elseif ailment_id == ailments.water_id then new_ailment.name = language.current_language.ailments.waterblight; elseif ailment_id == ailments.fire_id then new_ailment.name = language.current_language.ailments.fireblight; elseif ailment_id == ailments.ice_id then new_ailment.name = language.current_language.ailments.iceblight; elseif ailment_id == ailments.thunder_id then new_ailment.name = language.current_language.ailments.thunderblight; elseif ailment_id == ailments.fall_trap_id then new_ailment.name = language.current_language.ailments.fall_trap; elseif ailment_id == ailments.shock_trap_id then new_ailment.name = language.current_language.ailments.shock_trap; elseif ailment_id == ailments.capture_id then new_ailment.name = language.current_language.ailments.tranq_bomb; elseif ailment_id == ailments.koyashi_id then new_ailment.name = language.current_language.ailments.dung_bomb; elseif ailment_id == ailments.steel_fang_id then new_ailment.name = language.current_language.ailments.steel_fang; elseif ailment_id == ailments.fall_quick_sand_id then new_ailment.name = language.current_language.ailments.quick_sand; elseif ailment_id == ailments.fall_otomo_trap_id then new_ailment.name = language.current_language.ailments.fall_otomo_trap; elseif ailment_id == ailments.shock_otomo_trap_id then new_ailment.name = language.current_language.ailments.shock_otomo_trap; end _ailments[ailment_id] = new_ailment; end function ailments.init_ailments() local _ailments = {}; ailments.new(_ailments, ailments.paralyze_id); ailments.new(_ailments, ailments.sleep_id); ailments.new(_ailments, ailments.stun_id); ailments.new(_ailments, ailments.flash_id); ailments.new(_ailments, ailments.poison_id); ailments.new(_ailments, ailments.blast_id); ailments.new(_ailments, ailments.exhaust_id); ailments.new(_ailments, ailments.ride_id); ailments.new(_ailments, ailments.water_id); ailments.new(_ailments, ailments.fire_id); ailments.new(_ailments, ailments.ice_id); ailments.new(_ailments, ailments.thunder_id); ailments.new(_ailments, ailments.fall_trap_id); ailments.new(_ailments, ailments.shock_trap_id); ailments.new(_ailments, ailments.capture_id); --tranq bomb ailments.new(_ailments, ailments.koyashi_id); --dung bomb ailments.new(_ailments, ailments.steel_fang_id); --ailments.new(_ailments, ailments.fall_quick_sand_id); --ailments.new(_ailments, ailments.fall_otomo_trap_id); --ailments.new(_ailments, ailments.shock_otomo_trap_id); _ailments[ailments.poison_id].buildup = {}; _ailments[ailments.poison_id].buildup_share = {}; _ailments[ailments.poison_id].cached_buildup_share = {}; _ailments[ailments.blast_id].buildup = {}; _ailments[ailments.blast_id].buildup_share = {}; _ailments[ailments.stun_id].buildup = {}; _ailments[ailments.stun_id].buildup_share = {}; _ailments[ailments.poison_id].otomo_buildup = {}; _ailments[ailments.poison_id].otomo_buildup_share = {}; _ailments[ailments.poison_id].cached_otomo_buildup_share = {}; _ailments[ailments.blast_id].otomo_buildup = {}; _ailments[ailments.blast_id].otomo_buildup_share = {}; _ailments[ailments.stun_id].otomo_buildup = {}; _ailments[ailments.stun_id].otomo_buildup_share = {}; return _ailments; end function ailments.init_ailment_names(_ailments) for ailment_id, ailment in pairs(_ailments) do if ailment_id == ailments.paralyze_id then ailment.name = language.current_language.ailments.paralysis; elseif ailment_id == ailments.sleep_id then ailment.name = language.current_language.ailments.sleep; elseif ailment_id == ailments.stun_id then ailment.name = language.current_language.ailments.stun; elseif ailment_id == ailments.flash_id then ailment.name = language.current_language.ailments.flash; elseif ailment_id == ailments.poison_id then ailment.name = language.current_language.ailments.poison; elseif ailment_id == ailments.blast_id then ailment.name = language.current_language.ailments.blast; elseif ailment_id == ailments.exhaust_id then ailment.name = language.current_language.ailments.exhaust; elseif ailment_id == ailments.ride_id then ailment.name = language.current_language.ailments.ride; elseif ailment_id == ailments.water_id then ailment.name = language.current_language.ailments.waterblight; elseif ailment_id == ailments.fire_id then ailment.name = language.current_language.ailments.fireblight; elseif ailment_id == ailments.ice_id then ailment.name = language.current_language.ailments.iceblight; elseif ailment_id == ailments.thunder_id then ailment.name = language.current_language.ailments.thunderblight; elseif ailment_id == ailments.fall_trap_id then ailment.name = language.current_language.ailments.fall_trap; elseif ailment_id == ailments.shock_trap_id then ailment.name = language.current_language.ailments.shock_trap; elseif ailment_id == ailments.capture_id then ailment.name = language.current_language.ailments.tranq_bomb; elseif ailment_id == ailments.koyashi_id then ailment.name = language.current_language.ailments.dung_bomb; elseif ailment_id == ailments.steel_fang_id then ailment.name = language.current_language.ailments.steel_fang; elseif ailment_id == ailments.fall_quick_sand_id then ailment.name = language.current_language.ailments.quick_sand; elseif ailment_id == ailments.fall_otomo_trap_id then ailment.name = language.current_language.ailments.fall_otomo_trap; elseif ailment_id == ailments.shock_otomo_trap_id then ailment.name = language.current_language.ailments.shock_otomo_trap; end end end local enemy_character_base_type_def = sdk.find_type_definition("snow.enemy.EnemyCharacterBase"); local enemy_condition_damage_param_base_type_def = sdk.find_type_definition("snow.enemy.EnemyConditionDamageParamBase"); local damage_param_field = enemy_character_base_type_def:get_field("k__BackingField"); local damage_param_type = damage_param_field:get_type(); local get_condition_param_method = damage_param_type:get_method("get_ConditionParam"); local stun_param_field = damage_param_type:get_field("_StunParam"); local poison_param_field = damage_param_type:get_field("_PoisonParam"); local blast_param_field = damage_param_type:get_field("_BlastParam"); local poison_param_type = poison_param_field:get_type(); local blast_param_type = blast_param_field:get_type(); local get_is_enable_method = enemy_condition_damage_param_base_type_def:get_method("get_IsEnable"); local get_is_active_method = enemy_condition_damage_param_base_type_def:get_method("get_IsActive"); local get_activate_count_method = enemy_condition_damage_param_base_type_def:get_method("get_ActivateCount"); local get_stock_method = enemy_condition_damage_param_base_type_def:get_method("get_Stock"); local get_limit_method = enemy_condition_damage_param_base_type_def:get_method("get_Limit"); local get_active_time_method = enemy_condition_damage_param_base_type_def:get_method("get_ActiveTime"); local get_active_timer_method = enemy_condition_damage_param_base_type_def:get_method("get_ActiveTimer"); local poison_damage_field = poison_param_type:get_field("k__BackingField"); local poison_get_is_damage_method = poison_param_type:get_method("get_IsDamage"); local system_array_type_def = sdk.find_type_definition("System.Array"); local length_method = system_array_type_def:get_method("get_Length"); local get_value_method = system_array_type_def:get_method("GetValue(System.Int32)"); function ailments.update_ailments(enemy, monster) if enemy == nil then return; end local damage_param = damage_param_field:get_data(enemy); if damage_param == nil then return; end ailments.update_stun_poison_blast_ailments(monster, damage_param); if not config.current_config.large_monster_UI.dynamic.ailments.visibility and not config.current_config.large_monster_UI.static.ailments.visibility and not config.current_config.large_monster_UI.highlighted.ailments.visibility and not config.current_config.small_monster_UI.ailments.visibility and not config.current_config.large_monster_UI.dynamic.ailment_buildups.visibility and not config.current_config.large_monster_UI.static.ailment_buildups.visibility and not config.current_config.small_monster_UI.ailment_buildups.visibility then return; end local condition_param_array = get_condition_param_method:call(damage_param); if condition_param_array == nil then return; end local condition_param_array_length = length_method:call(condition_param_array); if condition_param_array_length == nil then return; end for id = 0, condition_param_array_length - 1 do if id == ailments.stun_id or id == ailments.poison_id or id == ailments.blast_id then goto continue end local ailment_param = get_value_method:call(condition_param_array, id); if ailment_param == nil then goto continue end ailments.update_ailment(monster, ailment_param, id); ::continue:: end end function ailments.update_stun_poison_blast_ailments(monster, damage_param) local stun_param = stun_param_field:get_data(damage_param); if stun_param ~= nil then ailments.update_ailment(monster, stun_param, ailments.stun_id); end local poison_param = poison_param_field:get_data(damage_param); if poison_param ~= nil then ailments.update_ailment(monster, poison_param, ailments.poison_id); end local blast_param = blast_param_field:get_data(damage_param); if blast_param ~= nil then ailments.update_ailment(monster, blast_param, ailments.blast_id); end end function ailments.update_ailment(monster, ailment_param, id) local is_enable = get_is_enable_method:call(ailment_param); local activate_count_array = get_activate_count_method:call(ailment_param); local buildup_array = get_stock_method:call(ailment_param); local buildup_limit_array = get_limit_method:call(ailment_param); local timer = get_active_timer_method:call(ailment_param); local duration = get_active_time_method:call(ailment_param); local is_active = get_is_active_method:call(ailment_param); local activate_count = -999; local buildup = -999; local buildup_limit = 9999; if activate_count_array ~= nil then local activate_count_array_length = length_method:call(activate_count_array); if activate_count_array_length ~= nil then if activate_count_array_length > 0 then local activate_count_valuetype = get_value_method:call(activate_count_array, 0); if activate_count_valuetype ~= nil then local _activate_count = activate_count_valuetype:get_field("mValue"); if _activate_count ~= nil then activate_count = _activate_count; end end end end end if buildup_array ~= nil then local buildup_array_length = length_method:call(buildup_array); if buildup_array_length ~= nil then if buildup_array_length > 0 then local buildup_valuetype = get_value_method:call(buildup_array, 0); if buildup_valuetype ~= nil then local _buildup = buildup_valuetype:get_field("mValue"); if _buildup ~= nil then buildup = _buildup; end end end end end if buildup_limit_array ~= nil then local buildup_limit_array_length = length_method:call(buildup_limit_array); if buildup_limit_array_length ~= nil then if buildup_limit_array_length > 0 then local buildup_limit_valuetype = get_value_method:call(buildup_limit_array, 0); if buildup_limit_valuetype ~= nil then local _buildup_limit = buildup_limit_valuetype:get_field("mValue"); if _buildup_limit ~= nil then buildup_limit = _buildup_limit; end end end end end if is_enable == nil then is_enable = true; end if is_enable ~= monster.ailments[id].is_enable then ailments.update_last_change_time(monster, id); end monster.ailments[id].is_enable = is_enable; if activate_count ~= nil then if activate_count ~= monster.ailments[id].activate_count then ailments.update_last_change_time(monster, id); if id == ailments.stun_id then ailments.clear_ailment_contribution(monster, ailments.stun_id); end end monster.ailments[id].activate_count = activate_count; end if buildup ~= nil then if buildup ~= monster.ailments[id].total_buildup then ailments.update_last_change_time(monster, id); end monster.ailments[id].total_buildup = buildup; end if buildup_limit ~= nil then if buildup_limit ~= monster.ailments[id].buildup_limit then ailments.update_last_change_time(monster, id); end monster.ailments[id].buildup_limit = buildup_limit; end if buildup ~= nil and buildup_limit ~= nil and buildup_limit ~= 0 then monster.ailments[id].buildup_percentage = buildup / buildup_limit; end if timer ~= nil then if timer ~= monster.ailments[id].timer then ailments.update_last_change_time(monster, id); end monster.ailments[id].timer = timer; end if is_active ~= nil then if is_active ~= monster.ailments[id].is_active then ailments.update_last_change_time(monster, id); end monster.ailments[id].is_active = is_active; end if duration ~= nil and not monster.ailments[id].is_active then if duration ~= monster.ailments[id].duration then ailments.update_last_change_time(monster, id); end monster.ailments[id].duration = duration; end if duration ~= 0 and duration ~= nil then monster.ailments[id].timer_percentage = timer / monster.ailments[id].duration; end if is_active then if timer < 0 then timer = 0; end local minutes_left = math.floor(timer / 60); local seconds_left = timer - 60 * minutes_left; if duration ~= 0 then monster.ailments[id].timer_percentage = timer / monster.ailments[id].duration; end monster.ailments[id].minutes_left = minutes_left; monster.ailments[id].seconds_left = seconds_left; end end function ailments.update_last_change_time(monster, id) monster.ailments[id].last_change_time = time.total_elapsed_script_seconds; end -- Code by coavins function ailments.update_poison(monster, poison_param) if monster == nil then return; end if poison_param ~= nil then --if poison tick, apply damage local is_damage = poison_get_is_damage_method:call(poison_param); if is_damage then local poison_damage = poison_damage_field:get_data(poison_param); ailments.apply_ailment_damage(monster, ailments.poison_id, poison_damage); end end end function ailments.draw(monster, ailment_UI, cached_config, ailments_position_on_screen, opacity_scale) local cached_config = cached_config.ailments; local global_scale_modifier = config.current_config.global_settings.modifiers.global_scale_modifier; --sort parts here local displayed_ailments = {}; for id, ailment in pairs(monster.ailments) do if id == ailments.paralyze_id then if not cached_config.filter.paralysis then goto continue end elseif id == ailments.sleep_id then if not cached_config.filter.sleep then goto continue end elseif id == ailments.stun_id then if not cached_config.filter.stun then goto continue end elseif id == ailments.flash_id then if not cached_config.filter.flash then goto continue end elseif id == ailments.poison_id then if not cached_config.filter.poison then goto continue end elseif id == ailments.blast_id then if not cached_config.filter.blast then goto continue end elseif id == ailments.exhaust_id then if not cached_config.filter.exhaust then goto continue end elseif id == ailments.ride_id then if not cached_config.filter.ride then goto continue end elseif id == ailments.water_id then if not cached_config.filter.waterblight then goto continue end elseif id == ailments.fire_id then if not cached_config.filter.fireblight then goto continue end elseif id == ailments.ice_id then if not cached_config.filter.iceblight then goto continue end elseif id == ailments.thunder_id then if not cached_config.filter.thunderblight then goto continue end elseif id == ailments.fall_trap_id then if not cached_config.filter.fall_trap then goto continue end elseif id == ailments.shock_trap_id then if not cached_config.filter.shock_trap then goto continue end elseif id == ailments.capture_id then if not cached_config.filter.tranq_bomb then goto continue end elseif id == ailments.koyashi_id then if not cached_config.filter.dung_bomb then goto continue end elseif id == ailments.steel_fang_id then if not cached_config.filter.steel_fang then goto continue end elseif id == ailments.fall_quick_sand_id then if not cached_config.filter.quick_sand then goto continue end elseif id == ailments.fall_otomo_trap_id then if not cached_config.filter.fall_otomo_trap then goto continue end elseif id == ailments.shock_otomo_trap_id then if not cached_config.filter.shock_otomo_trap then goto continue end else goto continue end if cached_config.settings.hide_ailments_with_zero_buildup and ailment.total_buildup == 0 and ailment.buildup_limit ~= 0 and ailment.activate_count == 0 and not ailment.is_active then goto continue end if cached_config.settings.hide_inactive_ailments_with_no_buildup_support and ailment.buildup_limit == 0 and not ailment.is_active then goto continue end if cached_config.settings.hide_all_inactive_ailments and not ailment.is_active then goto continue end if cached_config.settings.hide_all_active_ailments and ailment.is_active then goto continue end if cached_config.settings.hide_disabled_ailments and not ailment.is_enable then goto continue end if cached_config.settings.time_limit ~= 0 and time.total_elapsed_script_seconds - ailment.last_change_time > cached_config.settings.time_limit and not ailment.is_active then goto continue end table.insert(displayed_ailments, ailment); ::continue:: end if cached_config.sorting.type == "Normal" then if cached_config.sorting.reversed_order then table.sort(displayed_ailments, function(left, right) return left.id > right.id; end); else table.sort(displayed_ailments, function(left, right) return left.id < right.id; end); end elseif cached_config.sorting.type == "Buildup" then if cached_config.sorting.reversed_order then table.sort(displayed_ailments, function(left, right) return left.total_buildup > right.total_buildup; end); else table.sort(displayed_ailments, function(left, right) return left.total_buildup < right.total_buildup; end); end elseif cached_config.sorting.type == "Buildup Percentage" then if cached_config.sorting.reversed_order then table.sort(displayed_ailments, function(left, right) return left.buildup_percentage > right.buildup_percentage; end); else table.sort(displayed_ailments, function(left, right) return left.buildup_percentage < right.buildup_percentage; end); end end for j, ailment in ipairs(displayed_ailments) do local ailment_position_on_screen = { x = ailments_position_on_screen.x + cached_config.spacing.x * (j - 1) * global_scale_modifier, y = ailments_position_on_screen.y + cached_config.spacing.y * (j - 1) * global_scale_modifier; } ailment_UI_entity.draw(ailment, ailment_UI, cached_config, ailment_position_on_screen, opacity_scale); end end function ailments.apply_ailment_buildup(monster, player, otomo, ailment_type, ailment_buildup) if monster == nil or (ailment_type ~= ailments.poison_id and ailment_type ~= ailments.blast_id and ailment_type ~= ailments.stun_id) or (ailment_buildup == 0 or ailment_buildup == nil) then return; end -- get the buildup accumulator for this type if monster.ailments[ailment_type].buildup == nil then monster.ailments[ailment_type].buildup = {}; end -- get the otomo buildup accumulator for this type if monster.ailments[ailment_type].otomo_buildup == nil then monster.ailments[ailment_type].otomo_buildup = {}; end if otomo == nil then monster.ailments[ailment_type].buildup[player] = (monster.ailments[ailment_type].buildup[player] or 0) + ailment_buildup; else monster.ailments[ailment_type].otomo_buildup[otomo] = (monster.ailments[ailment_type].otomo_buildup[otomo] or 0) + ailment_buildup; end ailments.calculate_ailment_contribution(monster, ailment_type); end -- Code by coavins function ailments.calculate_ailment_contribution(monster, ailment_type) -- get total local total = 0; for player, player_buildup in pairs(monster.ailments[ailment_type].buildup) do total = total + player_buildup; end for otomo, otomo_buildup in pairs(monster.ailments[ailment_type].otomo_buildup) do total = total + otomo_buildup; end for player, player_buildup in pairs(monster.ailments[ailment_type].buildup) do -- update ratio for this player monster.ailments[ailment_type].buildup_share[player] = player_buildup / total; end for otomo, otomo_buildup in pairs(monster.ailments[ailment_type].otomo_buildup) do -- update ratio for this otomo monster.ailments[ailment_type].otomo_buildup_share[otomo] = otomo_buildup / total; end end function ailments.clear_ailment_contribution(monster, ailment_type) for player, player_buildup in pairs(monster.ailments[ailment_type].buildup) do monster.ailments[ailment_type].buildup_share[player] = 0; monster.ailments[ailment_type].buildup[player] = 0; end for aotomo, otomo_buildup in pairs(monster.ailments[ailment_type].otomo_buildup) do monster.ailments[ailment_type].otomo_buildup_share[aotomo] = 0; monster.ailments[ailment_type].otomo_buildup[aotomo] = 0; end end -- Code by coavins function ailments.apply_ailment_damage(monster, ailment_type, ailment_damage) -- we only track poison and blast for now if ailment_type == nil or ailment_damage == nil then return; end local damage_source_type = ""; local otomo_damage_source_type = ""; local buildup_share = monster.ailments[ailment_type].buildup_share; local otomo_buildup_share = monster.ailments[ailment_type].otomo_buildup_share; if ailment_type == ailments.poison_id then damage_source_type = "poison"; otomo_damage_source_type = "otomo poison"; buildup_share = monster.ailments[ailment_type].cached_buildup_share; otomo_buildup_share = monster.ailments[ailment_type].cached_otomo_buildup_share; elseif ailment_type == ailments.blast_id then damage_source_type = "blast"; otomo_damage_source_type = "otomo blast"; else return; end -- split up damage according to ratio of buildup on boss for this type for player, percentage in pairs(buildup_share) do local damage_portion = ailment_damage * percentage; local damage_object = {}; damage_object.total_damage = damage_portion; damage_object.physical_damage = 0; damage_object.elemental_damage = 0; damage_object.ailment_damage = damage_portion; players.update_damage(player, damage_source_type, true, damage_object); end -- split up damage according to ratio of buildup on boss for this type for otomo, percentage in pairs(otomo_buildup_share) do local damage_portion = ailment_damage * percentage; local damage_object = {}; damage_object.total_damage = damage_portion; damage_object.physical_damage = 0; damage_object.elemental_damage = 0; damage_object.ailment_damage = damage_portion; local player = players.get_player(otomo.id); if player ~= nil then players.update_damage(player, otomo_damage_source_type, true, damage_object); end players.update_damage(otomo, otomo_damage_source_type, true, damage_object); end local damage_object = {}; damage_object.total_damage = ailment_damage; damage_object.physical_damage = 0; damage_object.elemental_damage = 0; damage_object.ailment_damage = ailment_damage; players.update_damage(players.total, damage_source_type, true, damage_object); end function ailments.init_module() players = require("MHR_Overlay.Damage_Meter.players"); non_players = require("MHR_Overlay.Damage_Meter.non_players"); language = require("MHR_Overlay.Misc.language"); config = require("MHR_Overlay.Misc.config"); ailment_UI_entity = require("MHR_Overlay.UI.UI_Entities.ailment_UI_entity"); ailment_buildup_UI_entity = require("MHR_Overlay.UI.UI_Entities.ailment_buildup_UI_entity"); time = require("MHR_Overlay.Game_Handler.time"); small_monster = require("MHR_Overlay.Monsters.small_monster"); large_monster = require("MHR_Overlay.Monsters.large_monster"); table_helpers = require("MHR_Overlay.Misc.table_helpers"); end return ailments;