Dragon's Dogma 2

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xyzkljl1

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xyzkljl1

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Show Damage&Knockdown Number. 显示伤害数字和失衡值

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Show Damage&Knockdown Number. 显示伤害数字和失衡值

All dd2 mods source in github.

Note/说明:

1.
Show damage number.
Show knockdown damage number.(If enable in config). Knockdown damage will start with ”$“。
Show body part hp and knockdown value of boss at lefttop of screen.
Show damage reaction(Shrink/Hitdown/Blown,etc) when they are triggered(Sometimes may not show.IDK why)

1.4.Most numbers are not integer.This mod shows rounded value.

1.5.
There are two kinds of knockdown damge: Lean & Blown.They exist at the same time.
They are same in most condition.
If they are different,they will be displayed like “L150/B200”
 
2. By default your taken damage is blue,other's are white.
The first three covers shows the effect of normal font(`times.ttf`) / ouline font(`tt1214m_.ttf`) /super bold font(`tt1255m_.ttf`)
Font/size/color are configurable in config file.

2.5.For testers: you can click `Spawn Debug Console` under `Script Runner` in reframework UI to show a console,which will also show all damage numbers.
You can also enable `Show Battle Log On Screen`

3.(since v1.7)Non-attack damage(such as dot,fall) is also showed.

4.Damage multipliers will be shown after damage.For example : 120(x 1.2) ,means damage is 120 AFTER multiplied
Damage number over 1200 will have "!" and be bigger .
Damage less than `ignorecap` won't be showed.`ignorecap` is -1 by default.Means it will show all damage number.

4.5.Damage number appears in position where the attack hit.Dot/Fall damage appears on head.Appears on foot if character has no head or too tall.
There is also a random offset to reduce overlapping.

5.  (If enabled in config) Will show left hp after taken damage.
Left HP is not completely realtime value.It's speculated by HP-before-hit minus damage.But it should be the same with real HP in most situation.
(If enabled in config) Will show a log on topleft of screen.Battle log will show the in-game action name.The action names are named by dev so there is only japanese version
(If enabled in config) show the action rate 
(If enabled in config) show the damage type.Contains several flags.
(If enabled in config) show the original damage composition before calculated. Sum of original damage composition is ususally larger than final damage because they are the value before calculate defense/reduction,etc 
if enable all,damage number will be like "125 /Slash:80 Magic:60 Enchant:20 [0.55] (x1.2) {Fire/phyThunder/Hitback_L} -> 1332.55"

6. Config In UI
Press `Insert` key to show/hide reframework UI. 
Click the `Script Generated UI`.
Press the button which has same name with this mod.

7.Configurable Settings :

font:
 name of the font file, this mod contains `times.ttf` `tt1214m_.ttf` `tt1255m_.ttf`.If you want another font ,you need to modify config and put the font file into `reframework/fonts` in game folder
fontsize: size of the font
bigfontsize: size of big damage
Base Color: base color 
Enemy Taken Damage Color: use this color if damage-taker is a hostile character
Player Taken Damage Color: use this color if you are the damage-taker
Big Damage Color: use this color if damage more than bigcao
DOT&Fall Color:color of non-attack damage (DOT,Fall,etc)
(check conditions by order,the last wins)
Number Lasting Time how long the damage number lasts.Unit is frame. This also affects how fast the damage number goes to sky and how soon it becomes transparent.
showlefthp: show left hp or not
showmultiplier:show multiplier or not
show!afterbignumber: add ”!“ after big damage

Show Damage Taken By Enemy:
show the damage taken by enemies 
Show Damage Taken By Friend: show the damage taken by friends
Show Non Player Damage: If false , only show damage that is dealt or taken by the player. (not affect DOT)
showNonBossEnemyTakenDamage:show non-boss enemies taken damage(not affect DOT)
(these options can work together. For example,if `shownonplayerdealandtakendamage` is false and `showfrienddamage` is false. You will only see the damage that you dealt to enemy.)

bigcap:
damage more than this will has a "!"
ignorecap: damage less than this will hide
rndoffset: damage number will have a random offset to reduce overlapping.If set to 0,then numbers always appear in enemy's head.
precisevalue: if on, show original numbers rather than rounded.For those who want to do some test.
showActionRate: show action rate
showDamageType: show damage type
showDOT:show non-attack damage (DOT,Fall,etc).
Show Original Damage Composition:literal
ShowBattleLogOnScreen:literal

showDamage: literal
showKnockdownDamage:literal
showMeter: show hp and knockdown value of each body parts when hit boss enemy.
showReaction: show damage Reactions(like Shrink/blown,etc)
MeterPos: position to show meter
showOnlyBossOnMeter: meter will ignore non-boss enemy

------

1.显示伤害数字
显示失衡伤害(在设置里开启时),失衡伤害以$开头
显示boss敌人的部位血量及失衡累积,默认显示在左上角
敌人触发失衡效果(如畏缩/击倒/吹飞)时显示文字(有时不会显示,我也不知道为什么)

1.4.多数数值都是小数,该mod显示向下取整后的数值

1.5.
失衡伤害有Lean和Blown两种,它们同时存在,数值通常是一致的
如果数值不一致,会显示为"L150/B200"表示Lean伤害150,Blow伤害200

2.默认情况下你自己受到的伤害显示为蓝色,其它为白色
前三张封面图分别展示了使用 普通字体(times.ttf)/ 空心字体(tt1214m_.ttf)/ 超粗字体 (tt1255m_.ttf)的效果
字体颜色大小等可以在配置文件中配置

2.5.如果你想进行伤害测试,可以在reframeworkUI中Script Runner下点击Spawn Debug Console显示控制台,控制台也会显示所有伤害数字
或者开启"Show Battle Log On Screen"

3. (v1.7及以后)非攻击伤害(如DOT,坠落)也会显示
4.伤害倍率会显示在伤害数字后,例如120(x 1.2)表示伤害在乘以1.2倍率变为120
大于1200的伤害后面会有叹号
小于ignorecap的伤害数字不会显示,ignorecap默认为-1即所有伤害都会显示

4.5.伤害数字在命中部位出现,DOT和坠落伤害在头上出现,没有头或头太高的在脚下出现
同时会有一个随机偏移量以减少重叠


5.(在配置中开启后) 会显示受伤后剩余的hp
剩余HP并不是完全准确的值,而是根据受伤前HP减去伤害计算得出的,但是在绝大多数情况下应当和真实HP一致
(在配置中开启时)会在屏幕左上角显示伤害日志,伤害日志中会显示动作的内部名称,这些名字是开发组命名的所以只有日文
(在配置中开启时)显示动作值
(在配置中开启时)显示伤害类型,伤害类型最多包含三个值,分别对应游戏内部的elementType/nonMagicElementType/DamageType 
(在配置中开启时)显示原始伤害组成,原始伤害组成之和通常大于最终伤害,因为它们是计算防御/减伤等因素之前的值
全部开启时,伤害数字会如同"125 /Slash:80 Magic:60 Enchant:20 [0.55] (x1.2) {Fire/phyThunder/Hitback_L} -> 1332.55"

6.可配置项:

font:字体文件,该mod自带`times.ttf` `tt1214m_.ttf` `tt1255m_.ttf`,如果你需要其它字体,需要修改配置文件并将字体文件放到`reframework/fonts`文件夹
fontsize: 字体大小
bigfontsize: 大伤害的字体大小
Base Color: 基础颜色
Enemy Taken Damage Color: 敌人受到的伤害的颜色
Player Taken Damage Color: 自己所受伤害的颜色
Big Damage Color: 大于bigcap的伤害的颜色
DOT&Fall Color:非攻击造成伤害(如DOT,坠落)的颜色
(靠后的优先生效)
Number Lasting Time: 伤害数字持续时间,单位是帧。持续时间变长也会令伤害数字向上飘的速度和变淡的速度变慢

showlefthp:
 是否显示剩余hp
Show Multiplier:
是否显示倍率
show!afterbignumber: 在大数字后面显示叹号
Show Damage Taken By Enemy:
显示敌人受到的伤害
Show Damage Taken By Friend: 显示友方受到的伤害
Show Non Player Damage: 是否显示非玩家角色造成/受到的伤害(该选项不影响 DOT伤害的显示)
showNonBossEnemyTakenDamage:显示对非boss敌人造成的伤害(该选项不影响 DOT伤害的显示)
(以上选项可以同时生效,例如`shownonplayerdealandtakendamage`设为false并且`showfrienddamage`设为false,就会只显示玩家对敌人造成的伤害)

bigcap: 
比这个数字大的伤害会具有感叹号
ignorecap: 比这个数字更小的伤害不会显示
rndoffset:伤害数字会有一个随机偏移从而减少重叠,设为0则数字总是从敌人头上出现
precisevalue: 开启时伤害数字不取整而是显示原始值,以便部分玩家测试伤害
showActionRate: 显示动作值
showDamageType: 显示伤害类型
showDOT:显示非攻击伤害 (包括但不限于DOT、坠落伤害)
Show Original Damage Composition:显示原始伤害组成
ShowBattleLogOnScreen:显示战斗日志

showDamage: 显示伤害数字
showKnockdownDamage:显示失衡值
showMeter: 左上角显示各部分伤害累积及失衡值累积
showReaction:显示Shrink/Blown等伤害反应
MeterPos: 伤害和失衡累积显示位置
showOnlyBossOnMeter: 不显示非boss敌人的伤害和失衡累积


Install / 安装

1. Install Reframework
    安装 Reframework

1.5. Install _XYZApi (Optional.Only necessary when you need to modify settings in UI) 
安装_XYZApi (可选,如果你不需要在UI界面中修改配置,则不需要安装该前置)

2.You can Install by Fluffy Mod Manager or Manually
你可以通过Fluffy Mod管理器 安装或手动安装

3.1. Install by Fluffy Mod Manager:
通过Fluffy Mod Manager安装:

Download this mod and drag into mod manager.Then turn it on in mod manager
下载压缩包,将压缩包拖进mod管理器,然后在mod管理器中开启该mod

3.2.Install Manually
手动安装:
Dowload this mod and extract.Copy the `reframework` folder to game folder. If `reframework` already exists in game folder,then merge these two folders.
If XXX.ttf already exists,ignore 
下载该mod,解压后将reframework文件夹拷贝至游戏目录下,如果游戏目录下已经存在reframework文件夹,将两个文件夹合

如果XXX.ttf已经有了,忽略它即可