Overview
This is the manual for the DamageDisplaySettings node. This node allows you to display the amount of damage dealt or received from an object. You can set a background, change colors based on whether it is a critical hit or the attribute received, and more.
Usage
You can use it simply by adding it to the game object where you want to display damage.
Explanation of Confusing Settings
Display Trigger
Display Trigger (display_trigger): Select “Taken” if you want to display it on the receiving side, and “Dealt” if you want to display it on the dealing side. Select “Both” if you want to display it on both sides.
Random Position Radius (random_position_radius): You can randomize the spawn position to some extent.
Text Settings
Prefix & Suffix: Use this when you want expressions like “Critical Hit! Dealt 100 damage!”
Rounding Method: Typically, “Round” (rounding to the nearest integer) is appropriate.
Animation Settings
Enable Scatter (scatter_enabled): You can randomize the scatter angle and movement speed to some extent.
Curve: You can use line graphs to express changes in speed and size over time. The left side of the graph represents the moment of generation, and the right side represents the end of generation. You create the graph by manipulating points within it using handles.
Pre-generation Count: To reduce load during rapid, consecutive damage occurrences, this pre-stocks damage displays in advance.
Notes
You can set the font in the label settings. When using custom fonts, the TTF file format is recommended. The outline and other features will not work correctly with PNG format.