DamageSparks

版本 v1.1.0·更新於 2026-08-07

Floating damage numbers with weakpoint colors for SULFUR.

模組介紹 作者原文

Damage Sparks

Floating damage numbers for SULFUR.

Damage Sparks shows damage numbers when the player damages enemies with guns, shotguns, thrown weapons, melee weapons, or other player-driven attacks.

Weakpoint hits use colors based on the game's weakpoint multiplier. Normal damage is shown in white.

This mod does not change damage, weapon balance, enemy stats, loot, or progression. It only adds visual combat feedback.

Features

  • Floating damage numbers for player-caused damage
  • Supports guns, shotguns, melee weapons, thrown weapons, and player-owned attack effects
  • Uses the game's calculated damage log value
  • Damage over time from player-applied burning, poison and electrocution
  • Weakpoint color feedback
  • Normal damage is white
  • Two damage display modes
  • Optional vanilla renderer that uses SULFUR's own target-dummy damage text
  • Configurable number spread
  • SULFUR Config support with localized settings
  • Does not modify actual damage calculation

Damage Display Modes

Damage Sparks has two display modes.

You can change the mode in:

BepInEx/config/ryuka.sulfur.damagenumbers.cfg

`

or through SULFUR Config if installed.

Per Target Total

This mode combines damage dealt to the same enemy within the same attack frame.

Shotgun example:

If one shotgun blast fires multiple pellets and 10 pellets hit the same enemy, the mod shows one damage number with the total damage dealt to that enemy.

If the same shotgun blast hits two enemies, the mod shows two damage numbers:

  • one total number above the first enemy
  • one total number above the second enemy

This mode is cleaner and easier to read, especially for shotguns and other multi-hit weapons.

It does not use a long delay window such as 200 ms, so it should not incorrectly merge separate hits from fast-firing weapons.

Per Hit

This mode shows one number for each actual damage hit.

Shotgun example:

If one shotgun blast has 15 pellets that actually hit enemies, the mod shows 15 damage numbers.

This mode gives more detailed feedback, but it can be visually busy with shotguns or high pellet-count weapons. Per Hit mode has extra number spread so shotgun pellet numbers do not overlap too tightly.

Renderers

Renderer decides how a damage number is drawn. The display mode, the filters and the performance

limits work the same way in every renderer.

Renderer = ScreenSpace

  • ScreenSpace - the default look of this mod: pooled screen-space text with a black outline.
  • WorldTextMeshPro - the same numbers as 3D world-space text.
  • Both - both of the above at once, mainly for testing.
  • Vanilla - SULFUR's own damage text, the one the target dummies use.

Vanilla renderer

Renderer = Vanilla does not imitate the game's damage text. It uses the game's actual damage text

prefab, so the animation, font, fly-out direction and the critical-hit variant are exactly what you

see when you shoot a target dummy.

Renderer = Vanilla

VanillaUseDamageTypeColors = true

VanillaScale = 1.0

  • VanillaUseDamageTypeColors = true uses the game's damage-type colors, like the target dummies.
  • VanillaUseDamageTypeColors = false keeps this mod's weakpoint colors on the vanilla animation.
  • VanillaScale resizes the text. 1.0 is the size the target dummies use.

The game's damage text shows whole numbers only, so ShowDecimals has no effect in this renderer.

If the game does not provide the prefab, this renderer falls back to ScreenSpace and writes a

warning to the log.

Weakpoint Colors

Damage number color is based on the game's weakpoint multiplier.

  • Normal damage: white
  • Weakpoint / higher multiplier damage: colored
  • If the multiplier cannot be detected, the number falls back to white

In Per Target Total mode, combined damage uses the highest multiplier color by default.

This makes it easier to notice when a shotgun blast includes a weakpoint hit.

Configuration

Config file:

BepInEx/config/ryuka.sulfur.damagenumbers.cfg

Important options:

DamageDisplayMode = PerTargetTotal

Renderer = ScreenSpace

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安裝與使用 安裝:按包內說明操作

  1. 解壓本站下載的壓縮包,先讀包內的 readme / 說明檔案。
  2. 多數模組依賴遊戲的模組載入器:常見做法是用社群模組管理器(如 r2modman)選中本遊戲安裝,由管理器自動處理載入器與依賴。
  3. 手動安裝時,把模組檔案放進遊戲目錄下對應的 Mod / plugins 資料夾。
  4. 啟動遊戲確認載入成功;帶「前置依賴」的模組需要把依賴一併安裝。

不同模組的安裝位置差異較大,包內說明是最可靠的依據。

前置依賴

下面這些內容需要先安裝,否則該模組不會生效:

BepInEx-BepInExPack

檔案與校驗

檔案名稱
DamageSparks-1.1.0.zip
檔案大小
88.2 KiB