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Currently damage plums render a floating number that displays the damage dealt, this is affected by the Means of Damage and if the damage was resisted. There is no way to render anything but a number currently
Plums should additionally be able to render text and icons to expand upon and more clearly display information. They also should stay floating in place, instead of floating upwards like balloons.
Resisted damage: fade or make more grayed out damage when it is resisted, display a shield or helmet icon with the damage number on top of it to show damage that was reduced to 25% or less.
Increased damage: If a weapon dealt more than 150% of its initial damage, make the text bigger or bolder to a certain limit (don't want these numbers covering up too much) if the weapon dealt more than 200% of its initial damage, render the number with an exclamation point that starts larger and scales down to normal (scaled up for big damage) text size, this effect should look similar to how the crosshair scales when you pick up an item in the base game.
Stacking numbers: Currently rapidly dealing damage to a target causes plums to overlap with each other, often making it unreadable. When a damage source is rapidly hitting a target (within 0.5 seconds?), instead of creating a new plum, add the damage up and update the number of the damage plum. This should also apply to multi-projectile weapons such as array guns. DoTs from the same source should stack numbers up regardless of interval as long as the plum is still being rendered, this should refresh the timer on how long the plum is rendered.
Debuffs: When applying or dealing damage from a debuff, display an icon for that debuff, such as a snowflake for ice/freezing damage, flame for fire damage/debuff, etc.
Power overwhelming: Display text that says "Immune!" if hitting a damageable entity that is 100% resistive to damage you're dealing
The text was updated successfully, but these errors were encountered:
Currently damage plums render a floating number that displays the damage dealt, this is affected by the Means of Damage and if the damage was resisted. There is no way to render anything but a number currently
Plums should additionally be able to render text and icons to expand upon and more clearly display information. They also should stay floating in place, instead of floating upwards like balloons.
Resisted damage: fade or make more grayed out damage when it is resisted, display a shield or helmet icon with the damage number on top of it to show damage that was reduced to 25% or less.
Increased damage: If a weapon dealt more than 150% of its initial damage, make the text bigger or bolder to a certain limit (don't want these numbers covering up too much) if the weapon dealt more than 200% of its initial damage, render the number with an exclamation point that starts larger and scales down to normal (scaled up for big damage) text size, this effect should look similar to how the crosshair scales when you pick up an item in the base game.
Stacking numbers: Currently rapidly dealing damage to a target causes plums to overlap with each other, often making it unreadable. When a damage source is rapidly hitting a target (within 0.5 seconds?), instead of creating a new plum, add the damage up and update the number of the damage plum. This should also apply to multi-projectile weapons such as array guns. DoTs from the same source should stack numbers up regardless of interval as long as the plum is still being rendered, this should refresh the timer on how long the plum is rendered.
Debuffs: When applying or dealing damage from a debuff, display an icon for that debuff, such as a snowflake for ice/freezing damage, flame for fire damage/debuff, etc.
Power overwhelming: Display text that says "Immune!" if hitting a damageable entity that is 100% resistive to damage you're dealing
The text was updated successfully, but these errors were encountered: