Enemy hit flash color changes based on their remaining HP percentage.
HP Gradient Effect: When enemies take damage, their hit flash color transitions from the initial color (full HP) to the target color (low HP), providing visual feedback for enemy health status.
Default: White (255,255,255) → Red (255,0,0)
Both colors are fully configurable via BepInEx config file.
Debug Mode: Enable detailed logging to monitor the color calculation and HP tracking.
Edit BepInEx/config/Mhz.hpflashcolor.cfg:
InitialColor: RGB values for full HP (default: "255,255,255" for white)TargetColor: RGB values for low HP (default: "255,0,0" for red)EnableDebugLog: Debug logging (default: false)HPFlashColor.dll in BepInEx/plugins/ folder根据敌人剩余血量百分比改变受击闪烁颜色。
血量渐变效果:敌人受到攻击时,闪烁颜色从初始颜色(满血)渐变到目标颜色(低血量),提供敌人血量的视觉反馈。
默认:白色 (255,255,255) → 红色 (255,0,0)
两种颜色均可通过BepInEx配置文件自定义。
调试模式:启用详细日志记录,监控颜色计算和血量追踪过程。
编辑 BepInEx/config/Mhz.hpflashcolor.cfg:
InitialColor:满血时RGB颜色值(默认:"255,255,255" 白色)TargetColor:低血量时RGB颜色值(默认:"255,0,0" 红色)EnableDebugLog:调试日志(默认:false)HPFlashColor.dll 放入 BepInEx/plugins/ 文件夹