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lingsamuel

Uploaded by

lingsamuel

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About this mod

Overlay, Boss HP, DPS, Stats, Skill Report.

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## MH Wilds Overlay

Overlay. Boss HP, DPS, Stats, etc.

Known bugs/limit:
- Tested in single player, no many multiplayer tests yet
- Like World, only quest host can see parts/status buildup detail

How big and what color should the text be for you to read this description page?
Is this enough for you?

## Installation

Install like common REF mods, you should place all the files in the game installation directory.

The final path should look like this:
```
MonsterHunterWilds
├── dinput8.dll
├── MonsterHunterWilds.exe
├── reframework
│   ├── autorun
│   │   ├── mhwilds_overlay
│   │   ├── mhwilds_overlay.lua <- lua files go here
```

### Configuration:

Open the REFramework menu by press the Insert key.

Open "Script Generated UI > MHWilds Overlay"

Tweak options as you wish.

### Special Thanks

Special thanks to FengYuu for spending many nights helping me test issues — fixes are impossible without him!


### Circles under Parts Explanation

Circles unders parts are the valid scars of the part.
By default, green means the scar is in "Normal" state, yellow is "Tear" state (and you can see white scars in enemy body), red is "Raw" state.
The number inside the circle means "Difficulty Level" of the scar, just like status buildup (poison/blast/paralyse, etc). Higher difficulty level = higher HP of the "Normal" and "Tear" state of the scar = higher damage you need to deal to create a "Raw" scar.

### Stat Table Explanation

Row background color meaning:
normal color: physical percentage
darker color: elemental percentage
grey color: damage that ignores hitzone/meat value, like Gunlance shelling
purple color: poison damage

HR: hunter rank
Name: hunter/npc/palico name
DPS: damage per second. Start timing from the first hit.
fDPS: fighting boss DPS, fDPS = total damage / fighting boss time
qDPS: quest DPS. qDPS = total damgae / quest time

Damage: total damage
R.Damage: total damage record by the game itself
Party%: total damage of all team members
Physcial/Elemantal (%):  Physical/Elemental damage and its percentage of the person's total damage
Fixed (%): damage that ignores hitzone/meat, like Gunlance Shelling, Stealth attack

Time: fighting boss time

HitCount: total hit count
CritCount: critical hit count
Crit%: critical hit count / total hit count
NegCrit (%): negative critical hit count and its percentage
Soft (%): hit count of hitzone/meat value > 45, where Weakness Exploit actived
Ele.Soft (%): hit count of element hitzone/meat value > 20, where Elemantal Exploit actived

Poison.Dmg: poison damage
P.Dmg.Party%: poison damage percentage of all team members
P.Dmg%: poison damgae percentage of the person's total damage
Blast.Dmg/B.Dmg.Party%/B.Dmg%: like poison, but blast

Status: Total status buildup (Stun+Ride+Block(Guard)+Parry+Poison+Paralyse+Sleep+Blast+Stamina)
Status%: Total status buildup percentage of all team members
Please note that "Poison" and "Blast" is status buildup, not the damage.

Flayer.Dmg: flayer damage.
Flayer: Flayer buildup. Yes, flayer is a status buildup. It has P1~P4. You can see this in status part of Boss Widget.

Whiteflame: Whiteflame Torrent damage.
Whiteflame%: Whiteflame Torrent damage percentage of this player.

### Reporter (Alpha)
Reporter records your buffs, and hits and damages dealt with these buffs.
This feature is in Alpha stage. Enable it in "MHWilds Overlay > Report [alpha] > Enable".
Toggle shortcut: the key "END". No customization for now.

Table Column Explanation:
Name: the buff name
Damage (%): total damage with the buff. Percentage = Damgae / Total Damage
Physical/Elemental: total physical/elemental damage with the buff
Hit Count (%): total hit count with the buff. Percentage = Hit Count / Total Hit Count
Critical (%): total critical hit count with the buff. Percentage = Critical / Total Hit Count
Phys Exploits (%): total hit count on hitzone value (meat) > 45, where Weakness Exploits activated. Percentage = Phys Exploits / Total Hit Count
Elem Exploits (%): same as Phys one, where elemental hitzone value > 20
White Sharp (%): total hit count with White weapon sharpness. Percentage = White Sharp / Hit Count of this buff

Some Skill Explanation:
"Slicked Blade L / 浸水刃纹 L" and "Slicked Blade S / 浸水刃纹 S": L for "Large", triggered when you have bubble buff; S for "Small", triggered when you are in water


# You are NOT allowed to edit or republish my code unless I have been inactive for six months. Personal use is permitted.
# 不允许私自修改、上传,个人使用可以。尤其是国内的部分偷子、b站up主和狗屁一键整合,本事没点光会偷了