Files
MHR-Overlay/reframework/autorun/MHR_Overlay/Monsters/ailments.lua
2023-04-21 10:19:12 +03:00

829 lines
26 KiB
Lua

local this = {};
local players;
local language;
local config;
local ailment_UI_entity;
local ailment_buildup_UI_entity;
local time;
local small_monster;
local large_monster;
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;
local os = os;
local ValueType = ValueType;
local package = package;
--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
this.paralyze_id = 0;
this.sleep_id = 1;
this.stun_id = 2;
this.flash_id = 3;
this.poison_id = 4;
this.blast_id = 5;
this.exhaust_id = 6;
this.ride_id = 7;
this.water_id = 8;
this.fire_id = 9;
this.ice_id = 10;
this.thunder_id = 11;
this.fall_trap_id = 12;
this.shock_trap_id = 13;
this.capture_id = 14 --tranq bomb
this.koyashi_id = 15; --dung bomb
this.steel_fang_id = 16;
this.fall_quick_sand_id = 17;
this.fall_otomo_trap_id = 18;
this.shock_otomo_trap_id = 19;
function this.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 == this.paralyze_id then
new_ailment.name = language.current_language.ailments.paralysis;
elseif ailment_id == this.sleep_id then
new_ailment.name = language.current_language.ailments.sleep;
elseif ailment_id == this.stun_id then
new_ailment.name = language.current_language.ailments.stun;
elseif ailment_id == this.flash_id then
new_ailment.name = language.current_language.ailments.flash;
elseif ailment_id == this.poison_id then
new_ailment.name = language.current_language.ailments.poison;
elseif ailment_id == this.blast_id then
new_ailment.name = language.current_language.ailments.blast;
elseif ailment_id == this.exhaust_id then
new_ailment.name = language.current_language.ailments.exhaust;
elseif ailment_id == this.ride_id then
new_ailment.name = language.current_language.ailments.ride;
elseif ailment_id == this.water_id then
new_ailment.name = language.current_language.ailments.waterblight;
elseif ailment_id == this.fire_id then
new_ailment.name = language.current_language.ailments.fireblight;
elseif ailment_id == this.ice_id then
new_ailment.name = language.current_language.ailments.iceblight;
elseif ailment_id == this.thunder_id then
new_ailment.name = language.current_language.ailments.thunderblight;
elseif ailment_id == this.fall_trap_id then
new_ailment.name = language.current_language.ailments.fall_trap;
elseif ailment_id == this.shock_trap_id then
new_ailment.name = language.current_language.ailments.shock_trap;
elseif ailment_id == this.capture_id then
new_ailment.name = language.current_language.ailments.tranq_bomb;
elseif ailment_id == this.koyashi_id then
new_ailment.name = language.current_language.ailments.dung_bomb;
elseif ailment_id == this.steel_fang_id then
new_ailment.name = language.current_language.ailments.steel_fang;
elseif ailment_id == this.fall_quick_sand_id then
new_ailment.name = language.current_language.ailments.quick_sand;
elseif ailment_id == this.fall_otomo_trap_id then
new_ailment.name = language.current_language.ailments.fall_otomo_trap;
elseif ailment_id == this.shock_otomo_trap_id then
new_ailment.name = language.current_language.ailments.shock_otomo_trap;
end
_ailments[ailment_id] = new_ailment;
end
function this.init_ailments()
local _ailments = {};
this.new(_ailments, this.paralyze_id);
this.new(_ailments, this.sleep_id);
this.new(_ailments, this.stun_id);
this.new(_ailments, this.flash_id);
this.new(_ailments, this.poison_id);
this.new(_ailments, this.blast_id);
this.new(_ailments, this.exhaust_id);
this.new(_ailments, this.ride_id);
this.new(_ailments, this.water_id);
this.new(_ailments, this.fire_id);
this.new(_ailments, this.ice_id);
this.new(_ailments, this.thunder_id);
this.new(_ailments, this.fall_trap_id);
this.new(_ailments, this.shock_trap_id);
this.new(_ailments, this.capture_id); --tranq bomb
this.new(_ailments, this.koyashi_id); --dung bomb
this.new(_ailments, this.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[this.poison_id].buildup = {};
_ailments[this.poison_id].buildup_share = {};
_ailments[this.poison_id].cached_buildup_share = {};
_ailments[this.blast_id].buildup = {};
_ailments[this.blast_id].buildup_share = {};
_ailments[this.stun_id].buildup = {};
_ailments[this.stun_id].buildup_share = {};
_ailments[this.poison_id].otomo_buildup = {};
_ailments[this.poison_id].otomo_buildup_share = {};
_ailments[this.poison_id].cached_otomo_buildup_share = {};
_ailments[this.blast_id].otomo_buildup = {};
_ailments[this.blast_id].otomo_buildup_share = {};
_ailments[this.stun_id].otomo_buildup = {};
_ailments[this.stun_id].otomo_buildup_share = {};
return _ailments;
end
function this.init_ailment_names(_ailments)
for ailment_id, ailment in pairs(_ailments) do
if ailment_id == this.paralyze_id then
ailment.name = language.current_language.ailments.paralysis;
elseif ailment_id == this.sleep_id then
ailment.name = language.current_language.ailments.sleep;
elseif ailment_id == this.stun_id then
ailment.name = language.current_language.ailments.stun;
elseif ailment_id == this.flash_id then
ailment.name = language.current_language.ailments.flash;
elseif ailment_id == this.poison_id then
ailment.name = language.current_language.ailments.poison;
elseif ailment_id == this.blast_id then
ailment.name = language.current_language.ailments.blast;
elseif ailment_id == this.exhaust_id then
ailment.name = language.current_language.ailments.exhaust;
elseif ailment_id == this.ride_id then
ailment.name = language.current_language.ailments.ride;
elseif ailment_id == this.water_id then
ailment.name = language.current_language.ailments.waterblight;
elseif ailment_id == this.fire_id then
ailment.name = language.current_language.ailments.fireblight;
elseif ailment_id == this.ice_id then
ailment.name = language.current_language.ailments.iceblight;
elseif ailment_id == this.thunder_id then
ailment.name = language.current_language.ailments.thunderblight;
elseif ailment_id == this.fall_trap_id then
ailment.name = language.current_language.ailments.fall_trap;
elseif ailment_id == this.shock_trap_id then
ailment.name = language.current_language.ailments.shock_trap;
elseif ailment_id == this.capture_id then
ailment.name = language.current_language.ailments.tranq_bomb;
elseif ailment_id == this.koyashi_id then
ailment.name = language.current_language.ailments.dung_bomb;
elseif ailment_id == this.steel_fang_id then
ailment.name = language.current_language.ailments.steel_fang;
elseif ailment_id == this.fall_quick_sand_id then
ailment.name = language.current_language.ailments.quick_sand;
elseif ailment_id == this.fall_otomo_trap_id then
ailment.name = language.current_language.ailments.fall_otomo_trap;
elseif ailment_id == this.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("<DamageParam>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("<Damage>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 this.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
this.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 == this.stun_id or id == this.poison_id or id == this.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
this.update_ailment(monster, ailment_param, id);
::continue::
end
end
function this.update_stun_poison_blast_ailments(monster, damage_param)
local stun_param = stun_param_field:get_data(damage_param);
if stun_param ~= nil then
this.update_ailment(monster, stun_param, this.stun_id);
end
local poison_param = poison_param_field:get_data(damage_param);
if poison_param ~= nil then
this.update_ailment(monster, poison_param, this.poison_id);
end
local blast_param = blast_param_field:get_data(damage_param);
if blast_param ~= nil then
this.update_ailment(monster, blast_param, this.blast_id);
end
end
function this.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
this.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
this.update_last_change_time(monster, id);
if id == this.stun_id then
this.clear_ailment_contribution(monster, this.stun_id);
end
end
monster.ailments[id].activate_count = activate_count;
end
if buildup ~= nil then
if buildup ~= monster.ailments[id].total_buildup then
this.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
this.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
this.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
this.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
this.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 this.update_last_change_time(monster, id)
monster.ailments[id].last_change_time = time.total_elapsed_script_seconds;
end
-- Code by coavins
function this.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);
this.apply_ailment_damage(monster, this.poison_id, poison_damage);
end
end
end
function this.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 == this.paralyze_id then
if not cached_config.filter.paralysis then
goto continue
end
elseif id == this.sleep_id then
if not cached_config.filter.sleep then
goto continue
end
elseif id == this.stun_id then
if not cached_config.filter.stun then
goto continue
end
elseif id == this.flash_id then
if not cached_config.filter.flash then
goto continue
end
elseif id == this.poison_id then
if not cached_config.filter.poison then
goto continue
end
elseif id == this.blast_id then
if not cached_config.filter.blast then
goto continue
end
elseif id == this.exhaust_id then
if not cached_config.filter.exhaust then
goto continue
end
elseif id == this.ride_id then
if not cached_config.filter.ride then
goto continue
end
elseif id == this.water_id then
if not cached_config.filter.waterblight then
goto continue
end
elseif id == this.fire_id then
if not cached_config.filter.fireblight then
goto continue
end
elseif id == this.ice_id then
if not cached_config.filter.iceblight then
goto continue
end
elseif id == this.thunder_id then
if not cached_config.filter.thunderblight then
goto continue
end
elseif id == this.fall_trap_id then
if not cached_config.filter.fall_trap then
goto continue
end
elseif id == this.shock_trap_id then
if not cached_config.filter.shock_trap then
goto continue
end
elseif id == this.capture_id then
if not cached_config.filter.tranq_bomb then
goto continue
end
elseif id == this.koyashi_id then
if not cached_config.filter.dung_bomb then
goto continue
end
elseif id == this.steel_fang_id then
if not cached_config.filter.steel_fang then
goto continue
end
elseif id == this.fall_quick_sand_id then
if not cached_config.filter.quick_sand then
goto continue
end
elseif id == this.fall_otomo_trap_id then
if not cached_config.filter.fall_otomo_trap then
goto continue
end
elseif id == this.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 this.apply_ailment_buildup(monster, player, otomo, ailment_type, ailment_buildup)
if monster == nil or
(ailment_type ~= this.poison_id and ailment_type ~= this.blast_id and ailment_type ~= this.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
this.calculate_ailment_contribution(monster, ailment_type);
end
-- Code by coavins
function this.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
if total == 0 then
total = 1;
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 this.clear_ailment_contribution(monster, ailment_type)
monster.ailments[ailment_type].buildup = {};
monster.ailments[ailment_type].otomo_buildup = {};
monster.ailments[ailment_type].buildup_share = {};
monster.ailments[ailment_type].otomo_buildup_share = {};
end
-- Code by coavins
function this.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 == this.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 == this.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, monster.is_large, 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, monster.is_large, damage_object);
end
players.update_damage(otomo, otomo_damage_source_type, monster.is_large, 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, monster.is_large, damage_object);
end
function this.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");
end
return this;