================================================================ == == == Damage Numbers Mod == == == ================================================================ Thank you for downloading Damage Numbers! This mod provides a complete, in-depth combat feedback system with both a detailed static HUD and dynamic floating damage text. --- TABLE OF CONTENTS --- Installation Core Features In-Game Options Menu (Recommended) Console Commands (Detailed) General & Debugging HUD Positioning & Scaling Floating Text Visibility & Scaling Floating Text Animations Advanced Customization (Settings.xml) Color Customization --- 1. INSTALLATION --- Navigate to your 7 Days to Die installation folder. If it does not already exist, create a folder named Mods (case-sensitive). Place the entire DamageNumbersMod folder (the one containing this readme) inside the Mods folder. Your folder structure should look like this: .../7 Days To Die/Mods/DamageNumbersMod/ Your mod is now installed and will be active the next time you launch the game. For Multiplayer I have tried to make this mod usable when the mod is installed on: a. the server and the client: both server and client should have control of their own numbers that are displayed. or b. the server only: only the server will see numbers displayed. and only their damage numbers will be visible or c. the client only(meaning the server does not have the mod installed): Only the client will see numbers displayed. The clients primary damage numbers(direct attacks with melee or gun) will be visible. secondary damages(bleed, fire, robo) from both client and nearby players will be visible to the client. --- 2. CORE FEATURES --- This mod adds two major feedback systems, both of which are highly customizable: Floating Damage Text: Numbers pop up from enemies at the point of impact when they take damage. They are colored based on damage type and have unique animations for different weapons and effects. Static HUD Display: A persistent overlay on your screen that tracks your Damage Per Second (DPS) and groups recent damage events into easy-to-read lines, complete with damage breakdowns, kill counts, and more. --- 3. IN-GAME OPTIONS MENU (RECOMMENDED) --- May be Disabled in the settings.xml For the easiest and most user-friendly way to customize this mod, please use the in-game menu. Press ESC to bring up the pause menu. Click on the Damage Numbers Mod Options button. From there, you can toggle every visual component, adjust scaling, and change settings with interactive buttons. The console commands below offer the same control for power users or for binding to keys. --- 4. CONSOLE COMMANDS (DETAILED) --- Open the console by pressing F1. All commands are case-insensitive. =========================== == General & Debugging == Command: zmod_dn_log (Alias: dnlog) Description: Toggles detailed logging in the console for debugging purposes. Usage: dnlog on - Forces logging ON. dnlog off - Forces logging OFF. dnlog - Toggles the current state. Command: zmod_dn_reset (Alias: dnreset) Description: Resets ALL Damage Numbers settings (HUD position, scaling, visibility, etc.) to their default values. Usage: dnreset Command: zmod_dn_show (Alias: dnshow) Description: Briefly shows the static HUD with sample data, allowing you to position and scale it without needing to be in combat. Usage: dnshow ================================ == HUD Positioning & Scaling == Command: zmod_dn_box (Alias: dnbox) Description: Moves the entire static HUD display to a specific coordinate on the screen. Usage: dnbox - Example: dnbox 400 -100 dnbox reset - Returns the HUD to its default position. Command: zmod_dn_smw (Alias: dnsmw) Description: Sets the universal time window (in seconds) for grouping multiple hits into a single line on the static HUD. Usage: dnsmw - Example: dnsmw 2.5 dnsmw reset - Resets to the default of 1.5 seconds. Command: zmod_dn_scale (Alias: dnscale) Description: Adjusts the size of the UI elements. Usage: dnscale hud - Scales the static HUD. Ex: dnscale hud 1.2 (120% size). dnscale floaty - Scales the floating damage text. Ex: dnscale floaty 0.8 (80% size). dnscale reset - Resets both scales to 1.0 (100%). Command: zmod_dn_hud (Alias: dnhud) Description: Toggles the visibility of individual components of the static HUD. Usage: dnhud [on|off|toggle] - Example: dnhud dps_label off Elements: DPS Line: dps_label, dps_val, dps_time Robo Line: robo_label, robo_total, robo_break, robo_kill Molo1/Molo2: molo1_label, molo1_total, molo1_break, molo1_kill (and for molo2) Hit1/Hit2: hit1_label, hit1_total, hit1_break, hit1_kill, hit1_victims (and for hit2) =========================================== == Floating Text Visibility & Scaling == Command: zmod_dn_showtype (Alias: dnshowtype) Description: Toggles the visibility of floating text for specific damage types. Usage: dnshowtype [on|off|toggle] - Example: dnshowtype bleed off Types: default (Covers melee, bullets, robotic turrets) bleed fire robo (Alias for the robotic/trap damage type) explosive Command: zmod_dn_scale floaty (Alias: dnscale floaty) Description: Adjusts the overall size of all floating damage text. Usage: dnscale floaty - Example: dnscale floaty 1.5 (150% size) dnscale floaty 1.0 - Resets to default size. ================================= == Floating Text Animations == Command: zmod_dn_anim (Alias: dnanim) Description: Toggles whether a damage type uses its unique custom animation or falls back to the standard "float up" animation. Usage: dnanim [on|off|toggle] - Example: dnanim shotgun off Types: bleed (Drip Down) fire (Wisp) robo (Zap) explosive (Pop) bow (Zoom In) shotgun (Burst In) --- 5. ADVANCED CUSTOMIZATION (SETTINGS.XML) --- For ultimate control, you can manually edit the Settings.xml file located in the DamageNumbersMod folder. This file is generated the first time you run the mod. IMPORTANT: Always make a backup of this file before editing. It's recommended to exit the game completely before making changes. =========================== == Color Customization == You can change the color of every single element of the HUD and floating text by editing the hex code values in Settings.xml. Each setting is commented to explain what it controls and its default value. --- Static HUD Colors --- HudLabel: The 'DPS:', 'Robo:', 'Mltv:', etc. labels. HudTotal: The main total damage number for each line. HudVictimCount: The '(Vx3)' text indicating multiple victims. HudArmorReduction: The '(-50)' text showing damage reduced by armor. HudBreakdown: The normal numbers in the breakdown (e.g., '150x2'). HudBreakdownCritical: The color of critical hit numbers in the breakdown. HudBreakdownPlus: The '+' signs between numbers in the breakdown. HudKillIcon: The '☠' skull icon for a normal kill. HudKillIconDismember: The '☠' skull icon for a dismemberment kill. HudOverkillCaret: The '^' symbol indicating an overkill. HudOverkillValue: The overkill damage value itself. HudDpsTimeSpan: The '3.5s' time span text on the DPS line. --- Floating Number Colors --- FloatyDefault: A normal, non-critical, non-headshot hit. FloatyCritical: A critical hit (but not a headshot). FloatyHeadshot: A headshot (but not a critical hit). FloatyCritHeadshot: A hit that is both a critical and a headshot. FloatyBleed: Damage-over-time from a bleed effect. FloatyFire: Damage from fire (Molotovs, etc.). FloatyRobo: Damage from robotic turrets, sentries, and traps. FloatyExplosive: Damage from explosives (grenades, rockets, etc.).