Date uploaded | 3 years ago |
Version | 1.2.1 |
Download link | Minitte-CustomDamageNumbers-1.2.1.zip |
Downloads | 1218 |
Dependency string | Minitte-CustomDamageNumbers-1.2.1 |
This mod requires the following mods to function
bbepis-BepInExPack
Unified BepInEx all-in-one modding pack - plugin framework, detour library
Preferred version: 5.3.1README
Custom Damage Number Plugin
Allows you to change damage number's appearance:
- Texture
- Separate texture for critical hits
- Size
- Lifetime/duration
- Movement
- Max digits
Settings can be adjusted from the config file. (Risk of Rain 2/BepInEX/config/com.Minitte.CustomDamageNumbers.cfg) @Minitte#6490 on the Risk of Rain 2 modding discord if you need something.
Installation
For r2modman: Just install with r2modman. For not r2modman: Extract into /Risk of Rain 2/BepInEx/plugins/
Custom Texture Location
/Risk of Rain 2/BepInEx/plugins/Minitte-CustomDamageNumbers/ /Risk of Rain 2/r2modman/BepInEx/plugins/Minitte-CustomDamageNumbers/ Recommend backing up your own damage number texture/image file before updating.
Making your own Damage Number Texture
- Use a square texture (512x512 is default)
- Split into 4x4 even sections (512x512 -> each section is 128x128 and there are 16 of them)
- Use the example damage number texture to know where numbers go
- Your custom texture goes into the plugin folder. (Risk of Rain 2/BepInEx/plugins/Minitte-CustomDamageNumbers)
- Configure the configs with the filename of your texture. (example: my_damage_texture.png)
- JPEG/.jpg does not support transparency!
You could also make one with google drawings using this template: https://docs.google.com/drawings/d/19c3O1PdkXL4hDjM3GEcIc2-pJcNI7KgSr3U-0GCCW0I/edit?usp=sharing
- File > Make a Copy
- Open your copy of the template
- View > Guides > Show guides
- Use text box or drag in pictures or draw.
- File > Download > PNG
11 Digit Damage Number Shader (alternative)
This uses a custom material/shader which is less stable and optimized than the default one. Kinda experimental.
Enabling this shader will override the default handling/format for spawning damage numbers. Other mods may not work with this enabled.
To enable: In config file, set useLongLineShader to true (useLongLineShader=true)
Default(RoR2) shader vs the alternative:
- RoR2 dmg number shader squishes numbers together with more digits
- The alternative shader will only use the primary texture.
Videos
More damage number digits: https://youtu.be/gWBg0716U44 Twitter animal emoji for damage: https://youtu.be/wcuTgsyHsAM Math for damage (Separate critical hit texture): https://youtu.be/dY-SkWSEt2w
Change Log
1.2.1
- Increased the default max digits to 6
- Fixed some typos on the readme
1.2.0
- Added options for a separate texture on critical hits
- Added more digit support using the default shader
- Included another sample damage number texture using math symbols
1.1.1
- Now using BepInEx's Logger thing instead of Unity's
- Improved path handling so it works with r2modman