mirror of
https://github.com/GreenComfyTea/MHR-Overlay.git
synced 2026-01-24 04:18:11 -08:00
1098 lines
32 KiB
Lua
1098 lines
32 KiB
Lua
--------------------CUSTOMIZATION SECTION--------------------
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local monster_UI = {
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enabled = true,
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spacing = 220,
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orientation = "horizontal", -- "vertical" or "horizontal"
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sort_type = "health percentage", -- "normal" or "health" or "health percentage"
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reverse_order = false,
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visibility = {
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health_bar = true,
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monster_name = true,
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current_health = true,
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max_health = true,
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health_percentage = true
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},
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shadows = {
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monster_name = true,
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health_values = true, --current_health and max_health
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health_percentage = true
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},
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position = {
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x = 525,
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y = 27,
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--Possible values: "top-left", "top-right", "bottom-left", "bottom-right"
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anchor = "bottom-left"
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},
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offsets = {
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health_bar = {
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x = 0,
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y = 0
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},
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monster_name = {
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x = 5,
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y = -17
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},
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health_values = {
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x = 5,
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y = 2
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},
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health_percentage = {
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x = 150,
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y = 2
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}
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},
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health_bar = {
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width = 200,
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height = 20
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},
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shadow_offsets = {
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monster_name = {
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x = 1,
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y = 1
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},
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health_values = {
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x = 1,
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y = 1
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},
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health_percentage = {
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x = 1,
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y = 1
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}
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},
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colors = {
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health_bar = {
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remaining_health = 0xB952A674,
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missing_health = 0xB9000000,
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capture_health = 0xB933CCCC
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},
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monster_name = {
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text = 0xFFE1F4CC,
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shadow = 0xFF000000
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},
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health_values = {
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text = 0xFFFFFFFF,
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shadow = 0xFF000000
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},
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health_percentage = {
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text = 0xFFFFFFFF,
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shadow = 0xFF000000
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}
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}
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};
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local time_UI = {
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enabled = true,
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shadow = true,
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position = {
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x = 65,
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y = 189,
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--Possible values: "top-left", "top-right", "bottom-left", "bottom-right"
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anchor = "top-left"
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},
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shadow_offset = {
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x = 1,
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y = 1
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},
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colors = {
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text = 0xFFE1F4CC,
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shadow = 0xFF000000
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}
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};
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local damage_meter_UI = {
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enabled = true,
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include_player_damage = true,
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include_bomb_damage = true,
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include_kunai_damage = true,
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include_installation_damage = true, -- hunting_installations like ballista, cannon, etc.
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include_otomo_damage = true,
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include_monster_damage = true, -- note that installations during narwa fight are counted as monster damage
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show_module_if_total_damage_is_zero = true,
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show_player_if_player_damage_is_zero = true,
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highlight_damade_bar_of_myself = true,
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spacing = 24,
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orientation = "vertical", -- "vertical" or "horizontal"
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total_damage_offset_is_relative = true,
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damage_bar_relative_to = "top damage", -- "total damage" or "top damage"
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myself_bar_place_in_order = "first", --"normal" or "first" or "last"
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sort_type = "damage", -- "normal" or "damage"
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reverse_order = false,
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visibility = {
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id = false,
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name = true,
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hunter_rank = true,
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damage_bar = true,
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player_damage = true,
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player_damage_percentage = true,
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total_damage = true
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},
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shadows = {
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name = true,
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hunter_rank = true,
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player_damage = true,
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player_damage_percentage = true,
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total_damage = true
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},
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position = {
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x = 525,
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y = 225,
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--Possible values: "top-left", "top-right", "bottom-left", "bottom-right"
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anchor = "bottom-left"
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},
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offsets = {
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name = {
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x = 5,
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y = 0
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},
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damage_bar = {
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x = 0,
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y = 17
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},
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player_damage = {
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x = 145,
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y = 0
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},
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player_damage_percentage = {
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x = 205,
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y = 0
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},
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total_damage = {
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x = 145,
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y = 0
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}
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},
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damage_bar = {
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width = 250,
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height = 5
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},
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shadow_offsets = {
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name = {
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x = 1,
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y = 1
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},
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player_damage = {
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x = 1,
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y = 1
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},
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player_damage_percentage = {
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x = 1,
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y = 1
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},
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total_damage = {
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x = 1,
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y = 1
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}
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},
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colors = {
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name = {
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text = 0xFFE1F4CC,
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shadow = 0xFF000000
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},
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damage_bar = {
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player_damage = 0xA7F4A3CC,
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others_damage = 0xA7000000
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},
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damage_bar_myself = {
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player_damage = 0xA7A3D5F4,
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others_damage = 0xA7000000
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},
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player_damage = {
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text = 0xFFE1F4CC,
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shadow = 0xFF000000
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},
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player_damage_percentage = {
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text = 0xFFE1F4CC,
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shadow = 0xFF000000
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},
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total_damage = {
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text = 0xFF7373ff,
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shadow = 0xFF000000
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}
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}
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};
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----------------------CUSTOMIZATION END----------------------
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---------------------------GLOBAL----------------------------
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log.info("[MHR_Overlay.lua] loaded");
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local status = "OK";
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local x = "";
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local screen_width = 0;
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local screen_height = 0;
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local scene_manager = sdk.get_native_singleton("via.SceneManager");
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if scene_manager == nil then
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log.error("[MHR_Overlay.lua] No scene manager");
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return
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end
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local scene_view = sdk.call_native_func(scene_manager, sdk.find_type_definition("via.SceneManager"), "get_MainView");
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if scene_view == nil then
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log.error("[MHR_Overlay.lua] No main view");
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return
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end
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re.on_draw_ui(function()
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local status_string = tostring(status);
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if string.len(status_string) > 0 then
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imgui.text("[MHR_Overlay.lua] Status: " .. status_string);
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end
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_, monster_UI.enabled = imgui.checkbox("Enable monster health UI", monster_UI.enabled)
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_, time_UI.enabled = imgui.checkbox("Enable quest time UI", time_UI.enabled)
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_, damage_meter_UI.enabled = imgui.checkbox("Enable damage dealt UI", damage_meter_UI.enabled)
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end);
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re.on_frame(function()
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status = "OK";
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get_window_size();
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if monster_UI.enabled then
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monster_health();
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end
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if time_UI.enabled then
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quest_time();
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end
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if damage_meter_UI.enabled then
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damage_meter();
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end
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--draw.text("x:\n" .. tostring(x), 500, 800, 0xFFFFFFFF);
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end);
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function get_window_size()
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local size = scene_view:call("get_Size");
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if size == nil then
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log.error("[MHR_Overlay.lua] No scene view size");
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return
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end
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screen_width = size:get_field("w");
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if screen_width == nil then
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log.error("[MHR_Overlay.lua] No screen width");
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return
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end
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screen_height = size:get_field("h");
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if screen_height == nil then
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log.error("[MHR_Overlay.lua] No screen height");
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return
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end
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end
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function calculate_screen_coordinates(position)
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if position.anchor == "top-left" then
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return {x = position.x, y = position.y};
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end
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if position.anchor == "top-right" then
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local screen_x = screen_width - position.x;
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return {x = screen_x, y = position.y};
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end
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if position.anchor == "bottom-left" then
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local screen_y = screen_height - position.y;
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return {x = position.x, y = screen_y};
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end
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if position.anchor == "bottom-right" then
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local screen_x = screen_width - position.x;
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local screen_y = screen_height - position.y;
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return {x = screen_x, y = screen_y};
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end
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return {x = position.x, y = position.y};
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end
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---------------------------GLOBAL----------------------------
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-------------------------MONSTER UI--------------------------
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local monster_table = {};
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local enemy_character_base_type_def = sdk.find_type_definition("snow.enemy.EnemyCharacterBase");
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local enemy_character_base_type_def_update_method = enemy_character_base_type_def:get_method("update");
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sdk.hook(enemy_character_base_type_def_update_method, function(args)
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record_health(sdk.to_managed_object(args[2]));
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end, function(retval) return retval; end);
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function record_health(enemy)
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if enemy == nil then
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return;
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end
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local physical_param = enemy:get_field("<PhysicalParam>k__BackingField");
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if physical_param == nil then
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status = "No physical param";
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return;
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end
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local vital_param = physical_param:call("getVital", 0, 0);
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if vital_param == nil then
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status = "No vital param";
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return;
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end
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local health = vital_param:call("get_Current");
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local max_health = vital_param:call("get_Max");
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local missing_health = max_health - health;
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local capture_health = physical_param:call("get_CaptureHpVital");
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local health_percentage = 1;
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if max_health ~= 0 then
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health_percentage = health / max_health;
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end
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local monster = monster_table[enemy];
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if monster == nil then
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monster = {};
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monster_table[enemy] = monster;
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-- Grab enemy name.
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local message_manager = sdk.get_managed_singleton("snow.gui.MessageManager");
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if message_manager == nil then
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status = "No message manager";
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return;
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end
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local enemy_type = enemy:get_field("<EnemyType>k__BackingField");
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if enemy_type == nil then
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status = "No enemy type";
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return;
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end
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local enemy_name = message_manager:call("getEnemyNameMessage", enemy_type);
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monster.name = enemy_name;
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end
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monster.health = health;
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monster.max_health = max_health;
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monster.health_percentage = health_percentage;
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monster.missing_health = missing_health;
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monster.capture_health = capture_health;
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end
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function monster_health()
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local enemy_manager = sdk.get_managed_singleton("snow.enemy.EnemyManager");
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if enemy_manager == nil then
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status = "No enemy manager";
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return;
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end
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local monsters = {};
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local enemy_count = enemy_manager:call("getBossEnemyCount");
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if enemy_count == nil then
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status = "No enemy count";
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return;
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end
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for i = 0, enemy_count - 1 do
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local enemy = enemy_manager:call("getBossEnemy", i);
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if enemy == nil then
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status = "No enemy";
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break;
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end
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local monster = monster_table[enemy];
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if monster == nil then
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status = "No monster hp entry";
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break;
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end
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table.insert(monsters, monster);
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end
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--sort here
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if monster_UI.sort_type == "normal" and monster_UI.reverse_order then
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local reversed_monsters = {};
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for i = #monsters, 1, -1 do
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table.insert(reversed_monsters, monsters[i]);
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end
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monsters = reversed_monsters;
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elseif monster_UI.sort_type == "health" then
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table.sort(monsters, function(left, right)
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local result = left.health > right.health;
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if monster_UI.reverse_order then
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result = not result;
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end
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return result;
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end);
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elseif monster_UI.sort_type == "health percentage" then
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table.sort(monsters, function(left, right)
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local result = left.health_percentage < right.health_percentage;
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if monster_UI.reverse_order then
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result = not result;
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end
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return result;
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end);
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end
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local i = 0;
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for _, monster in ipairs(monsters) do
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local screen_position = calculate_screen_coordinates(monster_UI.position);
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if monster_UI.orientation == "horizontal" then
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screen_position.x = screen_position.x + monster_UI.spacing * i;
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else
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screen_position.y = screen_position.y + monster_UI.spacing * i;
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end
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if monster_UI.visibility.health_bar then
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local health_bar_remaining_health_width = monster_UI.health_bar.width * monster.health_percentage;
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local health_bar_missing_health_width = monster_UI.health_bar.width - health_bar_remaining_health_width;
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--remaining health
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if monster.health <= monster.capture_health then
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remaining_health_color = monster_UI.colors.health_bar.capture_health
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else
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remaining_health_color = monster_UI.colors.health_bar.remaining_health
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end
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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);
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--missing health
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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);
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end
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if monster_UI.visibility.monster_name then
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if monster_UI.shadows.monster_name then
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--monster name shadow
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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);
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end
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--monster name
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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);
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end
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if monster_UI.visibility.current_health or monster_UI.visibility.max_health then
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local health_values = "";
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if monster_UI.visibility.current_health then
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health_values = string.format("%.0f", monster.health);
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end
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if monster_UI.visibility.max_health then
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if monster_UI.visibility.current_health then
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health_values = health_values .. "/";
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end
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health_values = health_values .. string.format("%.0f", monster.max_health);
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end
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if monster_UI.shadows.health_values then
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--health values shadow
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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);
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end
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--health values
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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);
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end
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if monster_UI.visibility.health_percentage then
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local health_percentage_text = string.format("%5.1f%%", 100 * monster.health_percentage);
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if monster_UI.shadows.health_percentage then
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--health percentage shadow
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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);
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end
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--health percentage
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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);
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end
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i = i + 1;
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end
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end
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-------------------------MONSTER UI--------------------------
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|
|
|
---------------------------TIME UI---------------------------
|
|
function quest_time()
|
|
local quest_manager = sdk.get_managed_singleton("snow.QuestManager");
|
|
if quest_manager == nil then
|
|
status = "No quest manager";
|
|
return;
|
|
end
|
|
|
|
local quest_time_elapsed_minutes = quest_manager:call("getQuestElapsedTimeMin");
|
|
if quest_time_elapsed_minutes == nil then
|
|
status = "No quest time elapsed minutes";
|
|
return;
|
|
end
|
|
|
|
local quest_time_total_elapsed_seconds = quest_manager:call("getQuestElapsedTimeSec");
|
|
if quest_time_total_elapsed_seconds == nil then
|
|
status = "No quest time total elapsed seconds";
|
|
return;
|
|
end
|
|
|
|
if quest_time_total_elapsed_seconds == 0 then
|
|
return;
|
|
end
|
|
|
|
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 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);
|
|
end
|
|
---------------------------TIME UI---------------------------
|
|
|
|
|
|
|
|
|
|
|
|
-----------------------DAMAGE METER UI-----------------------
|
|
local players = {};
|
|
local is_quest_online = false;
|
|
local last_displayed_players = {};
|
|
local myself_player_id = 0;
|
|
|
|
local enemy_character_base_type_def = sdk.find_type_definition("snow.enemy.EnemyCharacterBase");
|
|
local enemy_character_base_after_calc_damage_damage_side = enemy_character_base_type_def:get_method("afterCalcDamage_DamageSide");
|
|
|
|
sdk.hook(enemy_character_base_after_calc_damage_damage_side, function(args)
|
|
local enemy = sdk.to_managed_object(args[2]);
|
|
if enemy == nil then
|
|
return;
|
|
end
|
|
|
|
local enemy_calc_damage_info = sdk.to_managed_object(args[3]); -- snow.hit.EnemyCalcDamageInfo.AfterCalcInfo_DamageSide
|
|
local attacker_id = enemy_calc_damage_info:call("get_AttackerID");
|
|
local attacker_type = enemy_calc_damage_info:call("get_DamageAttackerType");
|
|
|
|
if attacker_id >= 100 then
|
|
return;
|
|
end
|
|
|
|
-- 4 is virtual player in singleplayer that 'owns' 2nd otomo
|
|
if not is_quest_online and attacker_id == 4 then
|
|
attacker_id = myself_player_id;
|
|
end
|
|
|
|
local damage_object = {}
|
|
damage_object.total_damage = enemy_calc_damage_info:call("get_TotalDamage");;
|
|
damage_object.physical_damage = enemy_calc_damage_info:call("get_PhysicalDamage");
|
|
damage_object.elemental_damage = enemy_calc_damage_info:call("get_ElementDamage");
|
|
damage_object.ailment_damage = enemy_calc_damage_info:call("get_ConditionDamage");
|
|
|
|
-- -1 - bombs
|
|
-- 0 - player
|
|
-- 9 - kunai
|
|
-- 11 - wyverblast
|
|
-- 12 - ballista
|
|
-- 13 - cannon
|
|
-- 14 - machine cannon
|
|
-- 16 - defender ballista/cannon
|
|
-- 17 - wyvernfire artillery
|
|
-- 18 - dragonator
|
|
-- 19 - otomo
|
|
-- 23 - monster
|
|
|
|
local damage_source_type = tostring(attacker_type);
|
|
if attacker_type == 0 then
|
|
damage_source_type = "player";
|
|
elseif attacker_type == 1 then
|
|
damage_source_type = "bomb";
|
|
elseif attacker_type == 9 then
|
|
damage_source_type = "kunai";
|
|
elseif attacker_type == 11 then
|
|
damage_source_type = "wyvernblast";
|
|
elseif attacker_type == 12 or attacker_type == 13 or attacker_type == 14 or attacker_type == 18 then
|
|
damage_source_type = "installation";
|
|
elseif attacker_type == 19 then
|
|
damage_source_type = "otomo";
|
|
elseif attacker_type == 23 then
|
|
damage_source_type = "monster";
|
|
end
|
|
|
|
local player = get_player(attacker_id);
|
|
if player == nil then
|
|
return;
|
|
end
|
|
|
|
x = string.format("[id-name] %d [type] %s [dmg] %d", attacker_id, damage_source_type, damage_object.total_damage);
|
|
|
|
update_player(total, damage_source_type, damage_object);
|
|
update_player(player, damage_source_type, damage_object);
|
|
end, function(retval) return retval; end);
|
|
|
|
function init_player(player_id, player_name, player_hunter_rank)
|
|
player = {};
|
|
player.id = player_id;
|
|
player.name = player_name;
|
|
player.hunter_rank = player_hunter_rank;
|
|
|
|
player.total_damage = 0;
|
|
player.physical_damage = 0;
|
|
player.elemental_damage = 0;
|
|
player.ailment_damage = 0;
|
|
|
|
player.bombs = {};
|
|
player.bombs.total_damage = 0;
|
|
player.bombs.physical_damage = 0;
|
|
player.bombs.elemental_damage = 0;
|
|
player.bombs.ailment_damage = 0;
|
|
|
|
player.kunai = {};
|
|
player.kunai.total_damage = 0;
|
|
player.kunai.physical_damage = 0;
|
|
player.kunai.elemental_damage = 0;
|
|
player.kunai.ailment_damage = 0;
|
|
|
|
player.installations = {};
|
|
player.installations.total_damage = 0;
|
|
player.installations.physical_damage = 0;
|
|
player.installations.elemental_damage = 0;
|
|
player.installations.ailment_damage = 0;
|
|
|
|
player.otomo = {};
|
|
player.otomo.total_damage = 0;
|
|
player.otomo.physical_damage = 0;
|
|
player.otomo.elemental_damage = 0;
|
|
player.otomo.ailment_damage = 0;
|
|
|
|
player.monster = {};
|
|
player.monster.total_damage = 0;
|
|
player.monster.physical_damage = 0;
|
|
player.monster.elemental_damage = 0;
|
|
player.monster.ailment_damage = 0;
|
|
|
|
player.display = {};
|
|
player.display.total_damage = 0;
|
|
player.display.physical_damage = 0;
|
|
player.display.elemental_damage = 0;
|
|
player.display.ailment_damage = 0;
|
|
|
|
return player;
|
|
end
|
|
|
|
function merge_damage(first, second)
|
|
first.total_damage = first.total_damage + second.total_damage;
|
|
first.physical_damage = first.physical_damage + second.physical_damage;
|
|
first.elemental_damage = first.elemental_damage + second.elemental_damage;
|
|
first.ailment_damage = first.ailment_damage + second.ailment_damage;
|
|
end
|
|
|
|
local total = init_player(0, "Total", 0);
|
|
|
|
function get_player(player_id)
|
|
if players[player_id] == nil then
|
|
return nil;
|
|
end
|
|
|
|
return players[player_id];
|
|
end
|
|
|
|
function update_player(player, damage_source_type, damage_object)
|
|
if player == nil then
|
|
return;
|
|
end
|
|
|
|
if damage_source_type == "player" then
|
|
merge_damage(player, damage_object);
|
|
elseif damage_source_type == "bomb" then
|
|
merge_damage(player.bombs, damage_object);
|
|
elseif damage_source_type == "kunai" then
|
|
merge_damage(player.kunai, damage_object);
|
|
elseif damage_source_type == "wyvernblast" then
|
|
merge_damage(player, damage_object);
|
|
elseif damage_source_type == "installation" then
|
|
merge_damage(player.installations, damage_object);
|
|
elseif damage_source_type == "otomo" then
|
|
merge_damage(player.otomo, damage_object);
|
|
elseif damage_source_type == "monster" then
|
|
merge_damage(player.monster, damage_object);
|
|
else
|
|
merge_damage(player, damage_object);
|
|
end
|
|
|
|
player.display.total_damage = 0;
|
|
player.display.physical_damage = 0;
|
|
player.display.elemental_damage = 0;
|
|
player.display.ailment_damage = 0;
|
|
|
|
if damage_meter_UI.include_player_damage then
|
|
merge_damage(player.display, player);
|
|
end
|
|
|
|
if damage_meter_UI.include_bomb_damage then
|
|
merge_damage(player.display, player.bombs);
|
|
|
|
end
|
|
|
|
if damage_meter_UI.include_kunai_damage then
|
|
merge_damage(player.display, player.kunai);
|
|
end
|
|
|
|
if damage_meter_UI.include_installation_damage then
|
|
merge_damage(player.display, player.installations);
|
|
end
|
|
|
|
if damage_meter_UI.include_otomo_damage then
|
|
merge_damage(player.display, player.otomo);
|
|
end
|
|
|
|
if damage_meter_UI.include_monster_damage then
|
|
merge_damage(player.display, player.monster);
|
|
end
|
|
end
|
|
|
|
function damage_meter()
|
|
local quest_manager = sdk.get_managed_singleton("snow.QuestManager");
|
|
if quest_manager == nil then
|
|
status = "No quest manager";
|
|
return;
|
|
end
|
|
|
|
local quest_status = quest_manager:call("getStatus");
|
|
if quest_status == nil then
|
|
status = "No quest status";
|
|
return;
|
|
end
|
|
|
|
if quest_status < 2 then
|
|
players = {};
|
|
total = init_player(0, "Total");
|
|
return;
|
|
end
|
|
|
|
if total.display.total_damage == 0 and not damage_meter_UI.show_module_if_total_damage_is_zero then
|
|
return;
|
|
end
|
|
|
|
-- players in lobby
|
|
local lobby_manager = sdk.get_managed_singleton("snow.LobbyManager");
|
|
if lobby_manager == nil then
|
|
status = "No lobby manager";
|
|
return;
|
|
end
|
|
|
|
is_quest_online = lobby_manager:call("IsQuestOnline");
|
|
if is_quest_online == nil then
|
|
is_quest_online = false;
|
|
end
|
|
|
|
--myself player
|
|
local myself_player_info = lobby_manager:get_field("_myHunterInfo");
|
|
if myself_player_info == nil then
|
|
status = "No myself player info list";
|
|
return;
|
|
end
|
|
|
|
local myself_player_name = myself_player_info:get_field("_name");
|
|
if myself_player_name == nil then
|
|
status = "No myself player name";
|
|
return;
|
|
end
|
|
|
|
myself_player_id = 0;
|
|
if is_quest_online then
|
|
myself_player_id = lobby_manager:get_field("_myselfQuestIndex");
|
|
if myself_player_id == nil then
|
|
status = "No myself player id";
|
|
return;
|
|
end
|
|
else
|
|
myself_player_id = lobby_manager:get_field("_myselfIndex");
|
|
if myself_player_id == nil then
|
|
status = "No myself player id";
|
|
return;
|
|
end
|
|
end
|
|
|
|
local progress_manager = sdk.get_managed_singleton("snow.progress.ProgressManager");
|
|
if progress_manager == nil then
|
|
status = "No progress manager";
|
|
return;
|
|
end
|
|
|
|
local myself_hunter_rank = progress_manager:call("get_HunterRank");
|
|
if myself_hunter_rank == nil then
|
|
status = "No myself hunter rank";
|
|
myself_hunter_rank = 0;
|
|
end
|
|
|
|
if players[myself_player_id] == nil then
|
|
players[myself_player_id] = init_player(myself_player_id, myself_player_name, myself_hunter_rank);
|
|
end
|
|
|
|
local quest_players = {};
|
|
|
|
--other players
|
|
local player_info_list = lobby_manager:get_field("_questHunterInfo");
|
|
if player_info_list == nil then
|
|
status = "No player info list";
|
|
end
|
|
|
|
local count = player_info_list:call("get_Count");
|
|
if count == nil then
|
|
status = "No player info list count";
|
|
return;
|
|
end
|
|
|
|
for i = 0, count - 1 do
|
|
local player_info = player_info_list:call("get_Item", i);
|
|
if player_info == nil then
|
|
goto continue;
|
|
end
|
|
local player_id = player_info:get_field("_memberIndex");
|
|
if player_id == nil then
|
|
goto continue;
|
|
end
|
|
|
|
local player_hunter_rank = player_info:get_field("_hunterRank");
|
|
if player_hunter_rank == nil then
|
|
goto continue;
|
|
end
|
|
|
|
if player_id == myself_player_id and damage_meter_UI.myself_bar_place_in_order ~= "normal" then
|
|
players[myself_player_id].hunter_rank = player_hunter_rank;
|
|
goto continue;
|
|
end
|
|
|
|
local player_name = player_info:get_field("_name");
|
|
if player_name == nil then
|
|
goto continue;
|
|
end
|
|
|
|
if players[player_id] == nil then
|
|
players[player_id] = init_player(player_id, player_name, player_hunter_rank);
|
|
elseif players[player_id].name ~= player_name then
|
|
players[player_id] = init_player(player_id, player_name, player_hunter_rank);
|
|
end
|
|
|
|
table.insert(quest_players, players[player_id]);
|
|
|
|
::continue::
|
|
end
|
|
|
|
--sort here
|
|
if damage_meter_UI.sort_type == "normal" and damage_meter_UI.reverse_order then
|
|
local reversed_quest_players = {};
|
|
|
|
for i = #quest_players, 1, -1 do
|
|
table.insert(reversed_quest_players, quest_players[i]);
|
|
end
|
|
quest_players = reversed_quest_players;
|
|
|
|
elseif 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
|
|
result = not result;
|
|
end
|
|
|
|
return result;
|
|
end);
|
|
end
|
|
|
|
if 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
|
|
table.insert(quest_players, #quest_players + 1, players[myself_player_id]);
|
|
end
|
|
|
|
local top_damage = 0;
|
|
for _, player in ipairs(quest_players) do
|
|
if player.display.total_damage > top_damage then
|
|
top_damage = player.display.total_damage;
|
|
end
|
|
end
|
|
|
|
last_displayed_players = quest_players;
|
|
|
|
--draw
|
|
local i = 0;
|
|
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
|
|
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;
|
|
if total.display.total_damage ~= 0 then
|
|
player_total_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);
|
|
end
|
|
|
|
local damage_bar_others_damage_width = damage_meter_UI.damage_bar.width - damage_bar_player_damage_width;
|
|
|
|
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;
|
|
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);
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end
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if damage_meter_UI.visibility.player_damage_percentage then
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local player_damage_percentage_text = string.format("%5.1f%%", 100 * player_total_damage_percentage);
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if damage_meter_UI.shadows.player_damage_percentage then
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--player damage percentage shadow
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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);
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end
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--player damage percentage
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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);
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end
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i = i + 1;
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::continue1::
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end
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--draw total damage
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if damage_meter_UI.visibility.total_damage then
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local total_damage_text = string.format("%.0f", total.display.total_damage);
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|
|
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local screen_position = calculate_screen_coordinates(damage_meter_UI.position);
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if damage_meter_UI.total_damage_offset_is_relative then
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if damage_meter_UI.orientation == "horizontal" then
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screen_position.x = screen_position.x + damage_meter_UI.spacing * i;
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else
|
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screen_position.y = screen_position.y + damage_meter_UI.spacing * i;
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end
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end
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|
|
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if damage_meter_UI.shadows.total_damage then
|
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--total damage shadow
|
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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);
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end
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|
|
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--total damage
|
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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);
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end
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end
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-----------------------DAMAGE METER UI-----------------------
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