DangerCursor
Real-time fall damage prediction โ cursor and ping markers change color to show danger level before you jump.
By Azen
CHANGELOG
Changelog
[0.2.0] โ 2026-08-05
๐ Fixed
- Rebuilt danger thresholds on the game's actual pass-out rule. Previously
DANGER/FATALused static0.45/0.95fractions of remaining HP, so a "DANGER" fall could still pass you out โ the user died on a "DANGER" label. Fall classification now mirrors the game exactly:- Safe โ
injury < 0.025(below the game's "ignore injury" floor,CharacterMovement.CheckFallDamage:517 /CharacterAfflictionscap rules) โ no status is added. - Injury (yellow) โ
0.025 โค injury < 0.25โ manageable hit. - Danger (orange) โ
0.25 โค injury < 0.99 โ statusSumโ heavy and lethal at low HP. - Fatal (red) โ
injury โฅ 0.99 โ statusSumโ this fall pushesstatusSumover the game's pass-out threshold (shouldPassOut,CharacterAfflictions.cs:180) and you pass out / die. The threshold collapses as your HP drops, so a small fall at low HP is flagged Fatal, exactly as the user expected ("100% โ any hit under 25% is yellow; at 25% HP it's already fatal").
- Safe โ
- Skeleton / custom-run prediction now matches the game. Removed an incorrect
รท Ascents.etcDamageMultiplierstep inFallPredictor. The game divides byetcDamageMultiplierinCharacterMovement.CheckFallDamagebut re-multiplies it insideAddStatus(Injury, โฆ)( Injury qualifies forStatusAffectedByDifficultyMod). For Injury the two cancel โ keeping the divide made the mod under-predict by exactlyetcDamageMultiplier, which on custom runs withEtcDamage > 1showed a Safe / Injury label on falls that actually knock you out โ especially lethal in Skeleton mode (ร8). Now the formula ismin(factor, maxVelDmg) ร Ascents.fallDamageMultiplier ร (skeleton ? 8 : 1), matching the game's effective injury status.
โจ Added
- Ping marker prediction labels โ every ping marker now shows the fall-damage prediction (
INJURY/DANGER/FATAL) for the local player, so the whole team can read a landing spot's danger at a glance. - 2D / 3D marker label modes โ labels render on the HUD (
Screen2D, default) or as world-space text at the marker (World3D). - Extra ping keybind โ bind any key to place a ping at your aim point (vanilla ping is the mouse wheel).
- In-game settings via ModConfig / Peak.UI โ all settings are editable under MOD SETTINGS โ Danger Cursor: colors, keybinds, display options, toggles. Keybinds get a rebind UI under MOD CONTROLS.
- Rich color pickers โ each color row has a live preview swatch; Pick opens a Figma-style picker: hue color wheel, saturation/value square, live preview, hex input, preset swatches, and an eyedropper over a fullscreen game screenshot.
- Live offset picker โ clicking the offset row opens a fullscreen screenshot of the game with a crosshair at the aim/marker anchor and a draggable sample label; a connector line and live X/Y readout show exactly where text will land. Reset restores the default offset.
- Tap-flash prediction โ a single click of the cursor key flashes the prediction for
Tap Flash Duration(default 1.5s); holding keeps a live scan. The label is always visible while active (safe spots show the distance orSAFE). - Always-on marker text โ ping markers now show a label even on safe spots (the fall distance, or
SAFEwhenShow Distanceis off). - Dark text outline โ all labels (cursor and markers) render with a dark outline so white text stays readable over bright surfaces like water.
๐ง Changed
- Prediction tuning is automatic โ the manual
Predictionconfig section was removed. Fall-damage math now uses fixed constants that already adapt to the run difficulty (Ascents multipliers), so old thresholds are gone from the config file. - Cursor label repositioned โ default offset moved below the aim point (
10, -32) so it no longer overlaps the crosshair. Existing configs keep their values; updateCursor Label Offset X/Yif you want the old spot back. - Prediction math refactored โ shared
FallPredictorused by both the cursor scanner and marker labels. - Cursor activation honors the configurable
Cursor Key(default: Right Mouse Button). - Reliable cursor rendering โ the label now uses screen-space
TextMeshProUGUIon the HUD canvas (same system that powers ping marker labels) with its ownCursorLabelMonoBehaviour update loop, replacing the unreliable legacyOnGUIpath. - 3D marker text auto-sizes with distance and keeps billboarding toward the player.
- Smart reticle patching โ recolors all in-game reticles (climb, rope, spike, โฆ).
๐ฆ Dependencies
- Added
PEAKModding-PEAKLib_Core1.7.2,PEAKModding-PEAKLib_UI1.6.1,PEAKModding-ModConfig1.6.0. BepInEx-BepInExPack_PEAK5.4.2403.
[0.1.0] โ 2026-05-01
๐ Initial Release
โจ Added
- Real-time fall damage calculation โ Physics-based prediction runs live as you aim.
- Adaptive color system โ Cursor color dynamically responds to your current HP pool.
- Balloon support โ Correctly accounts for float strength and fall time caps when Balloons ability is active.
- Invincibility support โ Detects and displays Cyan state when Milk or Bing-Bong shield is active.
- Skeleton difficulty support โ Automatically applies ร8 damage multiplier for accurate predictions in Skeleton mode.