Takaro module library

Takaro Modules

Takaro is a game server management platform for running, automating, and moderating multiplayer communities. These modules install into Takaro to add server automation, Discord workflows, economy systems, and moderation tools.

DamageNumbersPerPlayer

by Mad
for 7 Days to Die
Per-player toggle for floating damage numbers. Players run /dn to turn their own damage numbers on/off (via PrismaCore eoc + showhits damage). On connect, re-applies for players who have it enabled after a 30s delay. Requires sandbox ShowEnemyDamage set OFF globally.
communityTakaro 0.7.3

Components Overview

1
config
1
commands
1
hooks
0
Cron Jobs
0
functions
0
permissions

New Module: DamageNumbersPerPlayer

NEW
July 7, 2026
Updated to version latest. Added 1 command: dn. Added 1 hook: reapply-on-connect (player-connected).

Configuration

Configure this module using the schemas below. The JSON schema defines the data structure, while the UI schema customizes how the configuration form is displayed.

Configuration Schema

No configuration properties defined. This module uses default settings.

UI Schema

No UI schema defined. Configuration form will use default rendering.

About Configuration Schemas

The Configuration Schema defines the structure and validation rules for module settings. The UI Schema customizes how the configuration form is displayed in the Takaro interface, including field ordering, labels, and input types.

Commands (1)

These commands can be executed by players in-game. Each command has a trigger word, optional arguments, and executes JavaScript code on the server.

dn

/dnTrigger Command

Description

Toggle your floating damage numbers on/off.

Function Implementation

dn Function

JAVASCRIPT

Usage Example

Player types: /dn

About Module Commands

Commands allow players to interact with your module through chat. Each command has a trigger word that players type (prefixed with /), optional arguments for parameters, and a JavaScript function that executes when the command is used. Arguments are automatically validated and passed to the function.

Hooks (1)

These hooks respond to various game events automatically. Each hook executes JavaScript code when its specific event type occurs, allowing modules to react to player actions, system changes, and more.

Real-time Events

1 hook

reapply-on-connect

player-connectedEvent Type
Pattern Match
.*

This hook only triggers when the event data matches this regular expression pattern.

Function Implementation

reapply-on-connect Hook Function

JAVASCRIPT
Event Details
Event Type:player-connected
Trigger:Pattern Match Required
Category:Real-time Events

About Module Hooks

Hooks allow your module to respond automatically to game events like player actions, server status changes, and chat messages. Each hook has an event type that determines when it triggers, optional regex patterns for filtering specific events, and a JavaScript function that executes when the conditions are met. Hooks are grouped by category for better organization.