Health Alert Mod
Renders visual warnings when your health drops below specific thresholds.
This mod uses "Interpolators" to map your current health to a color or intensity. Unlike other mods where interpolation happens over time, here it happens over health value. As your health drops, the effect progresses along the selected curve.
- Draw Overlay: Toggles the text display (e.g., "HP: 10.0").
- Alert Format: Customize the text displayed.
${hp}: Current health points.${perc}: Current health percentage.
- Overlay Criteria: Determines how the mod calculates the warning level.
Percentage: Uses 0-100% of your max health.Health Points: Uses raw health numbers (e.g., 20.0 = Full).
Criteria Configuration
If Criteria is Percentage:
- Percentage Minimum: The health % where the effect is strongest (e.g., 0% = Red).
- Percentage Maximum: The health % where the effect starts appearing (e.g., 20% = Faint Red).
If Criteria is Health Points:
- Health Minimum: The HP value where the effect is strongest.
- Health Maximum: The HP value where the effect starts appearing.
Appearance
- Start Color: The color of the text when health is at the Maximum threshold (faint warning).
- End Color: The color of the text when health is at the Minimum threshold (critical warning).
- Interpolator: The curve used to transition between the Start and End colors as health drops.
Available when Interpolator is ElasticAnimation.
- Elasticity: Controls how aggressively the color shifts as health drops.
- Smooth Factor: Controls the curve dampening.
- Extra Elastic: Exaggerates the transition curve.
- Draw Vignette: Toggles the screen-border texture effect.
- Vignette Textures: Selects the texture to use. The default texture is attached in the footnotes. 1
- Add Custom Vignette...: Upload a custom
.pngto use as the vignette. - Remove Current Custom Vignette: Deletes the selected custom texture.
Criteria Configuration
Same logic as Overlay Settings above.
- Vignette Criteria: Choose between
PercentageorHealth Points. - Minimum / Maximum: Define the range in which the vignette is visible.
Appearance
- Start Color: The tint applied to the vignette when it first appears.
- End Color: The tint applied when health is critical.
- Interpolator: Controls the opacity/color curve of the vignette.
Available when Interpolator is ElasticAnimation.
- Elasticity: Controls how aggressively the vignette opacity ramps up.
- Smooth Factor: Controls the curve dampening.
- Extra Elastic: Exaggerates the transition curve.
The client has a safety check for image size. Ensure your image data does not exceed the equivalent of a 1920x1080 uncompressed texture (approx. 8MB). If the file is too large, you will receive an error notification.
Custom Vignette Requirements
When uploading a custom texture for the Health Alert vignette, ensure your image meets the following criteria to render correctly:
- File Format: Must be a file format that supports transparency.
- Transparency: The center of the image should be fully transparent (invisible) so you can see the game. The edges should fade into opacity. This means that the center of the image should be (255, 255, 255, 0) and edges should fade to (255, 255, 255, 255).
- Coloring: It is recommended to use White for the visible parts of the vignette. Using a different color will introduce color bias, play around if you want.
- The mod dynamically colors the vignette based on your "Start Color" and "End Color" settings, multiplied with GL's state and the color of the pixel in the vignette.
- If you upload a pre-colored image (e.g., Red), the mod's color settings will blend with it, resulting in color bias.
- Dimensions: The image is stretched to fit your game window.
- Aspect ratios matching your monitor (e.g., 16:9) work best to prevent distortion.
- Standard texture sizes (e.g., 1024x1024) are also acceptable but will stretch.