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dtlnor-ref-mhrsb-scripts

some random weird scripts I write for research purpose

  • DisplayAllQuest.lua

    old name quest.lua, same as nexus mod

  • dumpEM.lua

    just use for dumping the EmTypes and EnemyTypeIndex Dictionary

  • effect_show.lua

    put all the container ID and element ID displayed to screen. (write from request, I don't know efx) ver 2.0 added vfx display by 折戟沉沙, thank you.

  • FixedEmScale.lua

    same as nexus mod

  • ForceArenaQuest.lua

    same as nexus mod actually if I complete this script with more field dumped it could be a quest editor

  • infRiding.lua

    same as neuxs mod

  • lowest_hp.lua

    same as neuxs mod

  • monster_has_hp_bar_multiPartVersion.lua

    copy paste from cursey's showcase but adding some part hp to show on the screen (idk if Overlay already supported)

  • motionIDBankID.lua

    showing the current motion id and bank id only (take out from rich info display)

  • No_map_zako.lua

    same as nexus mod

  • no_side_monster.lua

    modified verision of ForceArenaQuest.lua. deprecated, not going to update.

  • noRiding.lua

    meaningless on sun break haha

  • rich_info_display.lua

    smash tons of text to the screen. start from a random script displaying random info I want to take a look, and I mess up too many shit inside but keep updating it. and finally idk what I'm writing as those code are so messy and chaos. I didn't care about efficiency when writing and finally it has a huge performance impact to the game haha. The script crash randomly just lazy to fix and I am not guarantee it will work everytime I update.

  • someCheat.lua

    someCheat which is useful when I do random testing in game.

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