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hunterpie-legacy's Introduction

HunterPie

About

HunterPie v2 is a version of HunterPie completely rewritten from scratch, however, it follows the same principles of its predecessor: being a modern, powerful and easy to use overlay with support for plugins, modules and custom widgets for Monster Hunter: World and Monster Hunter: Rise.

Requirements

Installation

  1. Download the binaries from either Nexus Mods or GitHub
  2. Extract it somewhere, except Desktop, as that is known for giving some people issues due to lack of permissions to write to files.
  3. Run HunterPie.exe

Documentation

HunterPie's official documentation can be found here.

Features

Suggestions & PRs

Suggestions and pull requests are very appreciated, just keep in mind to follow the project architecture to keep it consistent.

hunterpie-legacy's People

Contributors

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hunterpie-legacy's Issues

Refactor core code

Make the core code (game state, player state and monsters states) event based and not an infinite loop checking if values changed.

Clock widjet

Widget to display the time set on the computer. Also useful function to set an alarm through the overlay settings.

Monster Overlay Toggle

I noticed what i think is a bug with the monster overlay toggle, where it doesn't seem to do anything. Enabled the in game overlay acts as a global enable/disable as it should, however toggling the individual overlay for the monster health won;t work.

Auto-Update for maps

  • Add a way to automatically check for addresses map so I don't have to update HunterPie's version whenever MHW is updated.

Nexus mods suggestions

  • Implement partial widget option, letting user enable/disable any feature in monster widget;
  • Add effect/icon when monster is capturable;
  • Player buffs;
  • Monster part HP and ailment timers;
  • Drag-and-drop for overlay and option to re-scale widgets;
  • Track argosy, palico party and steam fuel;
  • Change enraged icon color for a brighter color;

Track when on Main Menu

A relatively minor thing, bur Is it possible for the program to track when the player is in the main menu and send that info to Discord? Short of it not being able to be tracked I don't see why it shouldn't be added as despite how a typically player would not spend that long in the menu, it still exists as a valid game state.

Monster Mantle Overlay Info Broken

I've noticed that the mantle cooldown timer doesn't seem to be appearing in the current version of the program. I have the general overlay enabled and even tired with the monster health overlay, but the mantle cooldown still wasn't showing up.

DPS Meter

List of things to fix/enhance in the DPS Meter

  • Add option to choose if DPS meter shows total damage or DPS (when possible);
  • Fix timer;
  • Format name overflow;
  • Fix % calculation, so it updates individual players at once, instead of updating the text whenever that user damage changes;

Some issues

I immediately apologize for the text generated by the Google translator.

List of offers:

  1. Ammo counter widget for LBG / HBG

  2. Support for launching two application windows (I play on a PC divided through aster program for two simultaneously working users)

PS Ready to test work in 2 windows. Now for such work you have to run one of the windows in the sandboxie. But in this mode, hotkeys do not work.

Heroics/Potential gauge

Hey, Heroics is kind of a pain in the ass to optimize for.

Any chance we could track current 35% of life so that when healing we can heal up to the limit to keep all advantages ?

A flat & percentage overlay tracker that we can put just on top of the health would be perfect I recon.

I'm leaving this here as a tracking issue but I may do it myself.

edit: nevermind doing it myself, thought this was another project with a language I was practiced in.

Gadget Overlay Timers

I noticed that a recent update has added certain gadgets like the Health and Cleanser booster has been added to the overlay, where it displays the time remaining until the booster expires. I quite like that though I have some ideas for a few imporvets that could be made to it.

The main one is that the coloured circle could change to give a visual representation as to how much time is left, starting from a full circle and then depleting until it's almost empty.
The fanciest way to do this would be to have it as a slow but constant transition but I imagine that would be quite tricky to implement and require some fancy math.
An alternative would be to have four different image states, one for when completely full, 3/4 empty, half and finally 1/4 empty. While that would still require some work to implement I image it to be a lot less complicated and would act as a nice bridge to setting things up if you were to keep building on that to make it fancier.

Lastly of course having a seperate toggle and x/y position for it would probably be a good idea in case for whatever reason someone may wish to turn it off as they don't want it or they do but it's getting in their way.
This is probably more interesting how there is an option in the game settings to individually turn on and off different parts of the UI which I don't remember there being before the Iceborn patch.

Element cap Alatreon

Hello, is there any possibility to add the Alatreon element cap? So we would know it necessary to diminish his power for the SuperNova. If it is possible. Appreciate. Thanks for Nice work with overlay.

[Suggestion] Allow us to modify the Stamina Text color.

Hi,

First of all, thank you for this amazing overlay!

I have a suggestion concerning the Stamina Text.
It's the only thing we can't reskin and it woul'd be great to be able to change it color.

If you have some time, please take a look :)

Keep up the great work!

[Request] print party damage to chat with keyboard shortcut

This is a feature from the old hello world overlay.l on nexus. Now it's called, An overlay that shows lots of stuff.

You could open chat and press F5 to print party damage. While some may consider it toxic when hunting with randoms, it's fun for competing with friends.

Kulve Tarot Health (HR difficulty)

Suggestion: display instead of health - the state of the horns of Kulve Tarot. Since her health does not matter (she is immortal), but the state of the horns does matter.
(Actual only on HR complexity)

Changes to Monster Overlay

I have a few ideas as to how the monster overlay could be changed/improved, as while having a heath bar for the monsters does provide a useful tool, having it show for all of the monsters in the map as soon as you load in can seem a bit too hacky, and ruin some of the fun of the game.

One solution would be to only show the monsters who have been discovered/sighted, but I don't know how difficult or possible that would be to even track.

Another, potentially better solution would be to only show the bar when locked onto a monster as that would mechanically make the most sense, though again I don't know if it would be possible to track from outside the game.
This method would also add the extra steps to move the position to differ from the current setup, while opening up the avenue to add more options to customize it such as size as there would only be one bar on the screen at any given time.

No source code license in the repository

By linking the GitHub from the HunterPie application, it's sort of implied that the project is open-source. However the repository doesn't have a LICENSE.txt file (or similar) indicating an open-source license.

Without a license, the default copyright laws apply, meaning that you retain all rights to your source code and no one may reproduce, distribute, or create derivative works from your work.

It would be nice to add one so that folks who stumble on this repo know the source code status and whether they can legally make derivative works.

I recommend the MIT license (SmartHunter uses that), but here's some information on open-source licenses in case you aren't familiar with the options.

Happy to make a PR and do this if you agree with my assessment.

Question about linux wine

I know this isn't the focus here, but I'm trying to run this mod on linux using wine. I'm know too that probably this won't work because of memory sandbox on wine, but I'm really curious because even after install .net framework 4.7.1 the application still report that can't find net framework libraries. Some clue of the reason?.

There is no overlay available for linux wine/proton players and this is kind of sad. Maybe if I can do the visual layer works I can fork this project to try do the memory read correctly on the wine.

Harvest box slots

Looks like you loop for 31 slots here, when the capacity can be up to 50, depending on optional quest completion.

UI Scaling Controls

I'm very much in love with how HunterPie's widgets look aesthetically, but as far as I can tell there's no configurability for the UI scale of individual widgets or their subelements--this can make some things a little hard to read at 3840x2160. Is it feasible to add controls for this?

Affinity booster - buff bar

Not sure if it has been implemented already and I was just unable to find it but it would be very helpful if I could know for how much time my affinity booster is/will be active so I don't have to walk across it every 5 sec. I already know that through the "specialized tools" options it enables me to know how much time the booster will be active. Then, once it expires I know it shows the remaining recharge time but I haven't been able to find for how long the buff per se will be active on me once I walk across it... Thanks!

Rich Presence Gathering Hub Names

Just a really small one, I noticed that the largeImageText tooltip shows "Gathering Hub" for both the Asteria and Selina areas, despite how there's different images. I think that the tooltip should probably be updated to include the name of which area's Gathering Hub you are in just to be able to better differentiate between them.

Starting Game Areas Missing Info

I started a new game in order to get access to the original Chamber of Five location and ended up finding a few extra areas.

ZoneID 401 is at the very start when you get control of your character following the first few cutscenes, where you get knocked off the ship and all onto Zora's back. I've included what is hopefully a good screenshot in #9

Next you end up in ZoneID 406 which is a special version of the Ancient Forest map made to be extremely limited in its area and pathing that is only used for this section of the game. You should still be able to use the same image and label it as the Ancient Forest though as there didn't seem to be any visual changes from the regular Ancient Forest.

Following that you end up in Asteria and despite some of the restrictions is the same map as the regular Asteria (301) before going on your first quest which is again the proper version of the ancient forest (101).

One other thing to note is that after when you first create a character, the console will spit out Logged on PLAYER 1 every single tic until you get to the character creation screen, and then again a few more times until it finds ZoneID 401 which is when it finally stops, and then just change to keeping track of whenever the equipment address changes (which seems to be quite often).
While this likely is a very minor thing as you would only ever go through this stage once in the game and might not even have HunterPie open for it, I wanted to still mention it in case it may still be relevant.

Rich Presence Quest Names

Was it ever a consideration to add the quest names to Rich Presence? I can understand why if you decided not to implement that as I can only imagine it to be a massive undertaking due to the sheer amount of quests there are in the game, and how it would be hard to get the correct references when you can't even access some quests depending on so many different things.

Partbreak issues

Just wanted to add a list of parts that have some issues. Some of them are unknown parts that we don't know what they do, some others have some extra logic that we currently don't have implemented. Some others we need to investigate the memory.

Skippable parts

Parts that should be skipped because they're not useful / don't do anything.

  • Furious Rajang:
    • Removable Tail: it doesn't have a tail
  • Acidic Glavenus:
    • Throat: it does nothing
  • Nergigante:
    • Unknown removable part: has 0 HP
  • Ruiner Nergigante:
    • Unknown removable part: has 0 HP

Parts that depend on monster's health

These parts depend on the current health value of the monster, and also the amount of times the part was "broken" (flinch counter).

  • Kirin:
    • Horn: breaks when monster's health < 15% and flinch counter >= 1
  • Kushala Daora:
    • Head: breaks when monster's health < 15% and flinch counter >= 5
  • Lunastra:
    • Head: breaks when monster's health < 15% and flinch counter >= 4
  • Teostra:
    • Head; breaks when monster's health < 20% and flinch counter >= 1

Parts that depend on something else

  • Radobaan:
    Radobaan can go underground to restore its bones. Each bone breaks two times. If it restores its bones, you have to break them again two times to fully break it.
    • Jaw
    • Back
    • Left Bone
    • Right Bone
  • Teostra:
    • Unknown removable part: When Teostra gains a flame aura, this part activates and causes a flinch when "broken". It removes its flame aura? I managed to "break" it multiple times even after it lost its flame aura. It restored full health when it went to sleep and could not damage it anymore (maybe until Teostra gains its flame aura again).
  • Acidic Glavenus:
    • Unknown removable part: Active only while Glavenus has its tail sharpened and is attacking with it. If you hit its tail at the right time, Glavenus flinches.
  • Zorah Magdaros:
    • Unknown removable part: Repel threshold?

Unknown parts

These parts are listed in Library of Babel but we currently can't determine what they do, some of them seems to don't decrease its health by any means.

  • Xeno'jiiva:
    • Unkown removable part: Maybe only available to AT Xeno. Decreased HP over time (maybe some hits too), and always the same amount of damage (30 HP). It never reached 0.
  • Radobaan:
    • Unknown removable part: unable to reduce health.
    • Unknown removable part: unable to reduce health.
    • Unknown removable part: unable to reduce health.
    • Unknown removable part: unable to reduce health.
  • TziTzi-Ya-Ku:
    • Head: only reduces its health when you hit the head but not always. Also it doesn't seem to be related to its frills, or anything at all.
  • Blackveil Vaal Hazak:
    • Unknown removable part: NaN health.
    • Unknown removable part: NaN health.
    • Unknown removable part: NaN health.
    • Unknown removable part: NaN health.
  • Banbaro:
    • Unknown removable part: unable to reduce health.
  • Shara Ishvalda:
    • Unknown removable part: unable to reduce health.
  • Leshen:
    • Unknown removable part: I managed to damage it only one time in all my tests. It caused a flinch and removed the crows. It was after or before it tried to teleport, throwing slinger ammo. The rest of the times it had full health no matter what.
  • Ancient Leshen:
    • Unknown removable part: maybe the same as Leshen's.

Missing parts

Parts that causes a flinch or part break notification but aren't displayed.

  • Nergigante:
    • Head Spikes (Black & White)
    • Left Arm Spikes (Black & White)
    • Right Arm Spikes (Black & White)
    • Left Wing Spikes (Black & White)
    • Right Wing Spikes (Black & White)
    • Tail Spikes (Black & White)
  • Ruiner Nergigante:
    • Head Spikes (Black & White)
    • Left Arm Spikes (Black & White)
    • Right Arm Spikes (Black & White)
    • Left Wing Spikes (Black & White)
    • Right Wing Spikes (Black & White)
    • Tail Spikes (Black & White)
  • Deviljho:
    • Counterattack: it's strange that Savage Deviljho has this part and Deviljho doesn't, since both of them do the same thing.

"Bugged" parts:

  • Deviljho and Savage Deviljho:
    • Big Flinch: its flinch counter changes only when you aren't the host of the quest.

Hud overlay Not showing

So I'm not sure if its on my end or if its the overlays end but when ever i go into group fights with my friends the hud stops working entirely as if im not even running it, and on a side note it was running yesterday while playing with them but no monster parts were showing up so i could tell if parts where going to break or not

Add clagger proc duration

Would it be possible for HunterPie to show the duration of a clagger? It already shows the clagger buildup (under "Claw Flinch"), but it doesn't show how much time is left until the drooling animation stops.

This is useful for knowing how much time is left so that a player can claw right at the end of the clagger proc & reset its duration to maximum.

(And thank you so much for HunterPie! I've recommended it to all my friends and they've in turn recommended it to theirs... easily the best overlay available.)

Bug found after trial!

There is no time for the mantle to be put on or taken off
There is bug when displaying DPS, sometimes only 3 people are displayed
It is recommended to increase the size of parts

Overlay and HunterPie UI rework

Redesign HunterPie console and overlay widgets and make it more visually appealing.

  • Monsters health design
  • Harvest box design
  • HunterPie console

Add secondary part break bar

We currently have a counter that tells us how many times we have "broken" a part (causing the monster to flinch). But the part itself is not completely broken until a certain amount is reached. So we could add a secondary bar to show how close that part is about to break.

This could be useful for example for Safi'jiiva's siege, so players could focus on the parts about to break / ignore already broken parts.

Visually:

  • change the part break bar to look like the HP bar with the stamina bar, so we have a bar for part's health and a second one for the part's breaking point.
  • or change the counter to something like "X/Y", where X is the amount of time we emptied the part's health, and Y the total to break the part (X of course can be greater than Y at some point).
  • or change the color of the counter to indicate that this part is already broken.
  • or all these options at the same time (lol).

Now, I understand that this break value cannot be read from memory, so we have to manually collect these numbers and hardcode them.

I can help you compile a list of these values for all the monsters, if this seems to be a good idea to add.

Format exception crash

In MonsterData.cs, GetMonsterCrownByMultiplier float.Parse throws a format exception due to culture differences.

A quick fix would be adding CultureInfo.InvariantCulture to the method but I have not gone through the whole code to see if other similar issues could arise elsewhere, which would most likely require setting the current culture on the Application/Thread.CurrentThread to be safe.

Images for stages

There are some stages missing images.

  • Great Ravine (st106, st107)
  • The Guiding Lands (st109)
  • Introduction (st401)
  • Everstream (st403)
  • Confluence of Fates (st405)
  • Ancient Forest (intro) (st406)
  • Caverns of El Dorado (st409)
  • Chamber of Five (st505)

Add Origin Isle location

Name: Origin Isle
Code: st412, st413

20200204082423_1

Context: st412 is the first part of Origin Isle, and won't be accessible after the story ends. If you want to have a unique image for it anyway, you can use this one:

20200208124120_1

Hide overlay while quest reward screen

Overlay messes to screenshot, need to hide overlay while quest reward screen (best if hidden when you press button to hide ingame HUD).
Also same function for other screenshoting modes.

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