Files
MHR-Overlay/reframework/autorun/MHR_Overlay/Buffs/skills.lua
2023-08-20 13:27:24 +03:00

867 lines
26 KiB
Lua

local this = {};
local buffs;
local buff_UI_entity;
local config;
local singletons;
local players;
local utils;
local language;
local error_handler;
local env_creature;
local player_info;
local time;
local abnormal_statuses;
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;
local os = os;
local ValueType = ValueType;
local package = package;
this.list = {
burst = nil,
kushala_daora_soul = nil,
intrepid_heart = nil,
dereliction = nil,
latent_power = nil,
wind_mantle = nil,
grinder_s = nil,
counterstrike = nil,
affinity_sliding = nil,
coalescence = nil,
adrenaline_rush = nil,
wall_runner = nil,
offensive_guard = nil,
hellfire_cloak = nil,
agitator = nil,
furious = nil,
heaven_sent = nil,
heroics = nil,
resuscitate = nil,
maximum_might = nil,
bloodlust = nil,
frenzied_bloodlust = nil,
peak_performance = nil,
dragonheart = nil,
resentment = nil
};
local skill_data_list = {
peak_performance = { id = 3, level = 0, is_equipped = false },
resentment = { id = 4, level = 0, is_equipped = false },
resuscitate = { id = 5, level = 0, is_equipped = false },
maximum_might = { id = 10, level = 0, is_equipped = false },
heroics = { id = 91, level = 0, is_equipped = false },
dragonheart = { id = 103, level = 0, is_equipped = false },
bloodlust = { id = 117, level = 0, is_equipped = false },
dereliction = { id = 113, level = 0, is_equipped = false }
}
local burst_breakpoint = 5;
local kushara_daora_soul_breakpoint = 5;
local intrepid_heart_minimal_value = 400;
local dereliction_breakpoints = {100, 50};
local maximum_might_delay_timer = nil;
local maximum_might_previous_timer_value = 0;
local frenzied_bloodlust_duration = 0;
local frenzied_bloodlust_sheathed_duration = 0;
local dragonheart_breakpoints = {0.5, 0.5, 0.7, 0.7, 0.8};
local wind_mantle_duration = 15;
local wind_mantle_breakpoints = { 20, 10 }; -- Sword & Shield, Lance, Hammer, Switch Axe, Insect Glaive, Long Sword, Hunting Horn
local wind_mantle_special_breakpoints = {
[0] = { 10, 5 }, -- Great Sword
[3] = { 60, 30 }, -- Light Bowgun
[4] = { 60, 30 }, -- Heavy Bowgun
[6] = { 30, 15 }, -- Gunlance
[9] = { 40, 20 }, -- Dual Blades
[11] = { 30, 15 }, -- Charge Blade
[13] = { 60, 30 }, -- Bow
}
local player_manager_type_def = sdk.find_type_definition("snow.player.PlayerManager");
local get_player_data_method = player_manager_type_def:get_method("get_PlayerData");
local get_ref_item_parameter_method = player_manager_type_def:get_method("get_RefItemParameter");
local player_user_data_item_parameter_type_def = get_ref_item_parameter_method:get_return_type();
local player_data_type_def = sdk.find_type_definition("snow.player.PlayerData");
-- Burst
local rengeki_power_up_count_field = player_data_type_def:get_field("_RengekiPowerUpCnt");
local rengeki_power_up_timer_field = player_data_type_def:get_field("_RengekiPowerUpTimer");
-- Kushala Daora Soul
local hyakuryu_dragon_power_up_count_field = player_data_type_def:get_field("_HyakuryuDragonPowerUpCnt");
local hyakuryu_dragon_power_up_timer_field = player_data_type_def:get_field("_HyakuryuDragonPowerUpTimer");
-- Intrepid Heart
local equip_skill_223_accumulator_field = player_data_type_def:get_field("_EquipSkill223Accumulator");
-- Derelection
local symbiosis_skill_lost_vital_field = player_data_type_def:get_field("_SymbiosisSkillLostVital");
-- Grinder (S)
local brand_new_sharpness_adjust_up_timer_field = player_data_type_def:get_field("_BrandNewSharpnessAdjustUpTimer");
-- Counterstrike
local counterattack_powerup_timer_field = player_data_type_def:get_field("_CounterattackPowerupTimer");
-- Affinity Sliding
local sliding_powerup_timer_field = player_data_type_def:get_field("_SlidingPowerupTimer");
-- Coalescence
local disaster_turn_powerup_timer_field = player_data_type_def:get_field("_DisasterTurnPowerUpTimer");
-- Adrenaline Rush
local equip_skill_208_atk_up_field = player_data_type_def:get_field("_EquipSkill208_AtkUpTimer");
-- Wall Runner
local wall_run_powerup_timer_field = player_data_type_def:get_field("_WallRunPowerupTimer");
-- Offensive Guard
local equip_skill_036_timer_field = player_data_type_def:get_field("_EquipSkill_036_Timer");
-- Hellfire Cloak
local onibi_powerup_timer_field = player_data_type_def:get_field("_OnibiPowerUpTiemr");
-- Agitator
local challenge_timer_field = player_data_type_def:get_field("_ChallengeTimer");
-- Furious
local furious_skill_stamina_buff_second_timer_field = player_data_type_def:get_field("_FuriousSkillStaminaBuffSecondTimer");
-- Maximum Might
local whole_body_timer_field = player_data_type_def:get_field("_WholeBodyTimer");
-- Frenzied Bloodlust
local equip_skill_231_wire_num_timer_field = player_data_type_def:get_field("_EquipSkill231_WireNumTimer");
local equip_skill_231_wp_off_timer_field = player_data_type_def:get_field("_EquipSkill231_WpOffTimer");
-- Resentment
local r_vital_field = player_data_type_def:get_field("_r_Vital");
local player_base_type_def = sdk.find_type_definition("snow.player.PlayerBase");
local player_weapon_type_field = player_base_type_def:get_field("_playerWeaponType");
local get_player_skill_list_method = player_base_type_def:get_method("get_PlayerSkillList");
-- Latent Power
local power_freedom_timer_field = player_base_type_def:get_field("_PowerFreedomTimer");
-- Protective Polish
local sharpness_gauge_boost_timer_field = player_base_type_def:get_field("_SharpnessGaugeBoostTimer");
-- Heroics
local is_predicament_power_up_method = player_base_type_def:get_method("isPredicamentPowerUp");
-- Resuscitate
local is_debuff_state_method = player_base_type_def:get_method("isDebuffState");
local player_skill_list_type_def = get_player_skill_list_method:get_return_type();
local get_skill_data_method = player_skill_list_type_def:get_method("getSkillData");
local skill_data_type_def = get_skill_data_method:get_return_type();
local skill_lv_field = skill_data_type_def:get_field("SkillLv");
local player_quest_base_type_def = sdk.find_type_definition("snow.player.PlayerQuestBase");
-- Wind Mantle
local equip_skill_226_attack_count_field = player_quest_base_type_def:get_field("_EquipSkill226AttackCount");
local equip_skill_226_attack_off_timer_field = player_quest_base_type_def:get_field("_EquipSkill226AttackOffTimer");
-- Heaven-Sent
local is_active_equip_skill_230_method = player_quest_base_type_def:get_method("isActiveEquipSkill230");
-- Frenzied Bloodlust
local get_hunter_wire_skill_231_num_method = player_quest_base_type_def:get_method("get_HunterWireSkill231Num");
local qeree = {};
function this.update(player, player_data)
--local item_parameter = get_ref_item_parameter_method:call(singletons.player_manager);
--if item_parameter == nil then
-- error_handler.report("skills.update", "Failed to access Data: item_parameter");
-- return;
--end
-- local fields = player_quest_base_type_def:get_fields();
-- xy = "Player:\n";
-- for i = 1, 999 do
-- local field = fields[i];
-- if field == nil then
-- break;
-- end
-- local value = field:get_data(player);
-- if qeree[field] == nil then
-- qeree[field] = value;
-- end
-- if qeree[field] ~= value then
-- xy = string.format("%s%d %s = %s\n", xy, i, field:get_name(), tostring(value));
-- end
-- end
-- fields = player_data_type_def:get_fields();
-- xy = xy .. "Player Data:\n";
-- for i = 1, 999 do
-- local field = fields[i];
-- if field == nil then
-- break;
-- end
-- local value = field:get_data(player_data);
-- if qeree[field] == nil then
-- qeree[field] = value;
-- end
-- if qeree[field] ~= value then
-- xy = string.format("%s%d %s = %s\n", xy, i, field:get_name(), tostring(value));
-- end
-- end
xy = player_data._BeastRoarOtomoTimer;
this.update_equipped_skill_data(player);
this.update_dereliction(player_data);
this.update_wind_mantle(player);
this.update_maximum_might(player_data);
this.update_bloodlust();
this.update_frenzied_bloodlust(player, player_data);
this.update_peak_performance();
this.update_dragonheart();
this.update_resentment(player_data);
this.update_generic_number_value_field("burst", player_data,
rengeki_power_up_count_field, rengeki_power_up_timer_field, false, nil, burst_breakpoint);
this.update_generic_number_value_field("kushala_daora_soul", player_data,
hyakuryu_dragon_power_up_count_field, hyakuryu_dragon_power_up_timer_field, false, nil, kushara_daora_soul_breakpoint);
this.update_generic_number_value_field("intrepid_heart", player_data, equip_skill_223_accumulator_field, nil, true, intrepid_heart_minimal_value);
this.update_generic_timer("latent_power", player, power_freedom_timer_field);
this.update_generic_timer("protective_polish", player, sharpness_gauge_boost_timer_field);
this.update_generic_timer("grinder_s", player_data, brand_new_sharpness_adjust_up_timer_field);
this.update_generic_timer("counterstrike", player_data, counterattack_powerup_timer_field);
this.update_generic_timer("affinity_sliding", player_data, sliding_powerup_timer_field);
this.update_generic_timer("coalescence", player_data, disaster_turn_powerup_timer_field);
this.update_generic_timer("adrenaline_rush", player_data, equip_skill_208_atk_up_field);
this.update_generic_timer("wall_runner", player_data, wall_run_powerup_timer_field);
this.update_generic_timer("offensive_guard", player_data, equip_skill_036_timer_field);
this.update_generic_timer("hellfire_cloak", player_data, onibi_powerup_timer_field);
this.update_generic_timer("agitator", player_data, challenge_timer_field, true);
this.update_generic_timer("furious", player_data, furious_skill_stamina_buff_second_timer_field);
this.update_generic_boolean_value_method("heaven_sent", player, is_active_equip_skill_230_method);
this.update_generic_boolean_value_method("heroics", player, is_predicament_power_up_method);
this.update_generic_boolean_value_method("resuscitate", player, is_debuff_state_method);
end
function this.update_equipped_skill_data(player)
local player_skill_list = get_player_skill_list_method:call(player);
if player_skill_list == nil then
error_handler.report("skills.update_equipped_skill_data", "Failed to access Data: player_skill_list");
return;
end
-- xy = ""
-- for i = 0, 999 do
-- local has_skill = has_skill_method:call(player_skill_list, i, 1);
-- if has_skill then
-- xy = string.format("%s%d = %s\n", xy, i, tostring(has_skill));
-- end
-- end
for skill_key, skill_data in pairs(skill_data_list) do
local re_skill_data = get_skill_data_method:call(player_skill_list, skill_data.id);
if re_skill_data == nil then
goto continue;
end
local skill_level = skill_lv_field:get_data(re_skill_data);
if skill_level == nil then
error_handler.report("skills.update_equipped_skill_data", string.format("Failed to access Data: %s -> skill_level", skill_key));
goto continue;
end
if skill_level <= 0 then
skill_data.is_equipped = false;
skill_data.level = 0;
goto continue;
end
skill_data.is_equipped = true;
skill_data.level = skill_level;
::continue::
end
end
function this.update_generic_timer(skill_key, timer_owner, timer_field, is_infinite)
if is_infinite == nil then is_infinite = false; end
local skill_data = skill_data_list[skill_key];
if skill_data ~= nil and not skill_data.is_equipped then
this.list[skill_key] = nil;
return;
end
local timer = nil;
if timer_field ~= nil then
timer = timer_field:get_data(timer_owner);
if timer == nil then
error_handler.report("skills.update_generic_timer", string.format("Failed to access Data: %s_timer", skill_key));
return;
end
if utils.number.is_equal(timer, 0) then
this.list[skill_key] = nil;
return;
end
if is_infinite then
timer = nil;
else
timer = timer / 60;
end
end
this.update_generic(skill_key, 1, timer);
end
function this.update_generic_number_value_field(skill_key, timer_owner, value_field, timer_field, is_infinite, minimal_value, level_breakpoint)
if minimal_value == nil then minimal_value = 1; end
level_breakpoint = level_breakpoint or 1000000;
if is_infinite == nil then is_infinite = false; end
local skill_data = skill_data_list[skill_key];
if skill_data ~= nil and not skill_data.is_equipped then
this.list[skill_key] = nil;
return;
end
local level = 1;
if value_field ~= nil then
local value = value_field:get_data(timer_owner);
if value == nil then
error_handler.report("skills.update_generic_number_value_field", string.format("Failed to access Data: %s_value", skill_key));
return;
end
if value < minimal_value then
this.list[skill_key] = nil;
return;
end
if value >= level_breakpoint then
level = 2;
end
end
local timer = nil;
if timer_field ~= nil then
timer = timer_field:get_data(timer_owner);
if timer == nil then
error_handler.report("skills.update_generic_number_value_field", string.format("Failed to access Data: %s_timer", skill_key));
return;
end
if value_field == nil and utils.number.is_equal(timer, 0) then
this.list[skill_key] = nil;
return;
end
if is_infinite then
timer = nil;
else
timer = timer / 60;
end
end
this.update_generic(skill_key, level, timer);
end
function this.update_generic_boolean_value_field(skill_key, timer_owner, value_field, timer_field, is_infinite, minimal_value)
if minimal_value == nil then minimal_value = true; end
if is_infinite == nil then is_infinite = false; end
local skill_data = skill_data_list[skill_key];
if skill_data ~= nil and not skill_data.is_equipped then
this.list[skill_key] = nil;
return;
end
if value_field ~= nil then
local value = value_field:get_data(timer_owner);
if value == nil then
error_handler.report("skills.update_generic_boolean_value_field", string.format("Failed to access Data: %s_value", skill_key));
return;
end
if value < minimal_value then
this.list[skill_key] = nil;
return;
end
end
local timer = nil;
if timer_field ~= nil then
timer = timer_field:get_data(timer_owner);
if timer == nil then
error_handler.report("skills.update_generic_boolean_value_field", string.format("Failed to access Data: %s_timer", skill_key));
return;
end
if value_field == nil and utils.number.is_equal(timer, 0) then
this.list[skill_key] = nil;
return;
end
if is_infinite then
timer = nil;
else
timer = timer / 60;
end
end
this.update_generic(skill_key, 1, timer);
end
function this.update_generic_number_value_method(skill_key, timer_owner, value_method, timer_field, is_infinite, minimal_value, level_breakpoint)
if minimal_value == nil then minimal_value = 1; end
level_breakpoint = level_breakpoint or 1000000;
if is_infinite == nil then is_infinite = false; end
local skill_data = skill_data_list[skill_key];
if skill_data ~= nil and not skill_data.is_equipped then
this.list[skill_key] = nil;
return;
end
local level = 1;
if value_method ~= nil then
local value = value_method:call(timer_owner);
if value == nil then
error_handler.report("skills.update_generic_number_value_method", string.format("Failed to access Data: %s_value", skill_key));
return;
end
if value < minimal_value then
this.list[skill_key] = nil;
return;
end
if value >= level_breakpoint then
level = 2;
end
end
local timer = nil;
if timer_field ~= nil then
timer = timer_field:get_data(timer_owner);
if timer == nil then
error_handler.report("skills.update_generic_number_value_method", string.format("Failed to access Data: %s_timer", skill_key));
return;
end
if value_method == nil and utils.number.is_equal(timer, 0) then
this.list[skill_key] = nil;
return;
end
if is_infinite then
timer = nil;
else
timer = timer / 60;
end
end
this.update_generic(skill_key, level, timer);
end
function this.update_generic_boolean_value_method(skill_key, timer_owner, value_method, timer_field, is_infinite, minimal_value)
if minimal_value == nil then minimal_value = true; end
if is_infinite == nil then is_infinite = false; end
local skill_data = skill_data_list[skill_key];
if skill_data ~= nil and not skill_data.is_equipped then
this.list[skill_key] = nil;
return;
end
if value_method ~= nil then
local value = value_method:call(timer_owner);
if value == nil then
error_handler.report("skills.update_generic_boolean_value_method", string.format("Failed to access Data: %s_value", skill_key));
return;
end
if value ~= minimal_value then
this.list[skill_key] = nil;
return;
end
end
local timer = nil;
if timer_field ~= nil then
timer = timer_field:get_data(timer_owner);
if timer == nil then
error_handler.report("skills.update_generic_boolean_value_method", string.format("Failed to access Data: %s_timer", skill_key));
return;
end
if value_method == nil and utils.number.is_equal(timer, 0) then
this.list[skill_key] = nil;
return;
end
if is_infinite then
timer = nil;
else
timer = timer / 60;
end
end
this.update_generic(skill_key, 1, timer);
end
function this.update_generic(skill_key, level, timer, duration)
duration = duration or timer;
local skill = this.list[skill_key];
if skill == nil then
local name = language.current_language.skills[skill_key];
skill = buffs.new(buffs.types.skill, skill_key, name, level, duration);
this.list[skill_key] = skill;
else
skill.level = level;
if timer ~= nil then
buffs.update_timer(skill, timer);
end
end
end
function this.update_dereliction(player_data)
if not skill_data_list.dereliction.is_equipped then
this.list.dereliction = nil;
return;
end
local dereliction_value = symbiosis_skill_lost_vital_field:get_data(player_data);
if dereliction_value == nil then
error_handler.report("skills.update_derelection", "Failed to access Data: dereliction_value");
return;
end
if dereliction_value == 0 then
this.list.dereliction = nil;
return;
end
local level = 1;
for index, breakpoint in ipairs(dereliction_breakpoints) do
if dereliction_value >= breakpoint then
level = 4 - index;
break;
end
end
local skill = this.list.dereliction;
if skill == nil then
local name = language.current_language.skills.dereliction;
skill = buffs.new(buffs.types.skill, "dereliction", name, level);
this.list.dereliction = skill;
else
skill.level = level;
end
end
function this.update_wind_mantle(player)
local wind_mantle_timer = equip_skill_226_attack_off_timer_field:get_data(player);
if wind_mantle_timer == nil then
error_handler.report("skills.update_wind_mantle", "Failed to access Data: wind_mantle_timer");
return;
end
if utils.number.is_equal(wind_mantle_timer, 0) then
this.list.wind_mantle = nil;
return;
end
local wind_mantle_value = equip_skill_226_attack_count_field:get_data(player);
if wind_mantle_value == nil then
error_handler.report("skills.update_wind_mantle", "Failed to access Data: wind_mantle_value");
return;
end
local weapon_type = player_weapon_type_field:get_data(player);
if player == nil then
error_handler.report("skills.update_wind_mantle", "Failed to access Data: weapon_type");
return;
end
local breakpoints = wind_mantle_breakpoints;
for weapon_type_index, special_breakpoints in pairs(wind_mantle_special_breakpoints) do
if weapon_type == weapon_type_index then
breakpoints = special_breakpoints;
break;
end
end
local level = 1;
for index, breakpoint in ipairs(breakpoints) do
if wind_mantle_value >= breakpoint then
level = 4 - index;
break;
end
end
local skill = this.list.wind_mantle;
if skill == nil then
local name = language.current_language.skills.wind_mantle;
skill = buffs.new(buffs.types.skill, "wind_mantle", name, level, wind_mantle_duration);
this.list.wind_mantle = skill;
else
skill.level = level;
buffs.update_timer(skill, wind_mantle_duration - (wind_mantle_timer / 60));
end
end
function this.update_maximum_might(player_data)
if not skill_data_list.maximum_might.is_equipped then
this.list.maximum_might = nil;
return;
end
local whole_body_timer = whole_body_timer_field:get_data(player_data);
if whole_body_timer == nil then
error_handler.report("skills.update_maximum_might", "Failed to access Data: whole_body_timer");
return;
end
if player_info.list.max_stamina == -1 then
return;
end
local skill = this.list.maximum_might;
local is_timer_zero = utils.number.is_equal(whole_body_timer, 0);
if player_info.list.stamina ~= player_info.list.max_stamina then
if skill ~= nil and whole_body_timer < maximum_might_previous_timer_value then
this.list.maximum_might = nil;
end
elseif skill == nil then
local name = language.current_language.skills.maximum_might;
if whole_body_timer < maximum_might_previous_timer_value then
skill = buffs.new(type, "maximum_might", name, 1);
this.list.maximum_might = skill;
elseif is_timer_zero then
if maximum_might_delay_timer == nil then
maximum_might_delay_timer = time.new_delay_timer(function()
maximum_might_delay_timer = nil;
skill = buffs.new(type, "maximum_might", name, 1);
this.list.maximum_might = skill;
end, 3.5);
end
else
time.remove_delay_timer(maximum_might_delay_timer);
end
end
maximum_might_previous_timer_value = whole_body_timer;
end
function this.update_bloodlust()
if not skill_data_list.bloodlust.is_equipped then
this.list.bloodlust = nil;
return;
end
if not abnormal_statuses.list.frenzy_infection
and not abnormal_statuses.list.frenzy_overcome then
this.list.bloodlust = nil;
return;
end
if this.list.bloodlust == nil then
local name = language.current_language.skills.bloodlust;
this.list.bloodlust = buffs.new(buffs.types.skill, "bloodlust", name, 0);
end
end
function this.update_frenzied_bloodlust(player, player_data)
local hunter_wire_skill_231_num = get_hunter_wire_skill_231_num_method:call(player);
if hunter_wire_skill_231_num == nil then
error_handler.report("skills.update_frenzied_bloodlust", "Failed to access Data: hunter_wire_skill_231_num");
return;
end
if hunter_wire_skill_231_num == 0 then
this.list.frenzied_bloodlust = nil;
frenzied_bloodlust_duration = 0;
frenzied_bloodlust_sheathed_duration = 0;
return;
end
local equip_skill_231_wire_num_timer = equip_skill_231_wire_num_timer_field:get_data(player_data);
if equip_skill_231_wire_num_timer == nil then
error_handler.report("skills.update_frenzied_bloodlust", "Failed to access Data: equip_skill_231_wire_num_timer");
return;
end
local equip_skill_231_wp_off_timer = equip_skill_231_wp_off_timer_field:get_data(player_data);
if equip_skill_231_wp_off_timer == nil then
error_handler.report("skills.update_frenzied_bloodlust", "Failed to access Data: equip_skill_231_wp_off_timer");
return;
end
local is_wire_num_timer_zero = utils.number.is_equal(equip_skill_231_wire_num_timer, 0);
if is_wire_num_timer_zero then
this.list.frenzied_bloodlust = nil;
return;
end
if equip_skill_231_wire_num_timer > frenzied_bloodlust_duration then
frenzied_bloodlust_duration = equip_skill_231_wire_num_timer;
end
if equip_skill_231_wp_off_timer > frenzied_bloodlust_sheathed_duration then
frenzied_bloodlust_sheathed_duration = equip_skill_231_wp_off_timer;
end
local is_wp_off_timer_max = utils.number.is_equal(equip_skill_231_wp_off_timer, frenzied_bloodlust_sheathed_duration);
local timer = equip_skill_231_wire_num_timer;
if not is_wp_off_timer_max then
timer = equip_skill_231_wp_off_timer;
end
this.update_generic("frenzied_bloodlust", 1, timer / 60);
local skill = this.list.frenzied_bloodlust;
if is_wp_off_timer_max then
skill.duration = frenzied_bloodlust_duration / 60;
else
skill.duration = frenzied_bloodlust_sheathed_duration / 60;
end
end
function this.update_peak_performance()
if not skill_data_list.peak_performance.is_equipped then
this.list.peak_performance = nil;
return;
end
if player_info.list.health ~= player_info.list.max_health then
this.list.peak_performance = nil;
return;
end
this.update_generic("peak_performance", 1);
end
function this.update_dragonheart()
if not skill_data_list.dragonheart.is_equipped then
this.list.dragonheart = nil;
return;
end
local breakpoint = dragonheart_breakpoints[skill_data_list.dragonheart.level];
local health_percentage = 1;
local max_health = player_info.list.max_health;
if max_health ~= 0 then
health_percentage = player_info.list.health / max_health;
end
if health_percentage > breakpoint then
this.list.dragonheart = nil;
return;
end
this.update_generic("dragonheart", 1);
end
function this.update_resentment(player_data)
if not skill_data_list.resentment.is_equipped then
this.list.resentment = nil;
return;
end
local r_vital = r_vital_field:get_data(player_data);
if r_vital == nil then
error_handler.report("skills.update_resentment", "Failed to access Data: r_vital");
return;
end
if player_info.list.health >= r_vital then
this.list.resentment = nil;
return;
end
this.update_generic("resentment", 1);
end
function this.init_names()
for skill_key, skill in pairs(this.list) do
local name = language.current_language.skills[skill_key];
if name == nil then
name = skill_key;
end
skill.name = name;
end
end
function this.init_dependencies()
buffs = require("MHR_Overlay.Buffs.buffs");
config = require("MHR_Overlay.Misc.config");
utils = require("MHR_Overlay.Misc.utils");
buff_UI_entity = require("MHR_Overlay.UI.UI_Entities.buff_UI_entity");
singletons = require("MHR_Overlay.Game_Handler.singletons");
players = require("MHR_Overlay.Damage_Meter.players");
language = require("MHR_Overlay.Misc.language");
error_handler = require("MHR_Overlay.Misc.error_handler");
env_creature = require("MHR_Overlay.Endemic_Life.env_creature");
player_info = require("MHR_Overlay.Misc.player_info");
time = require("MHR_Overlay.Game_Handler.time");
abnormal_statuses = require("MHR_Overlay.Buffs.abnormal_statuses");
end
function this.init_module()
end
return this;