FishHP
Stacks synchronized native-style HP bars for living non-boss creatures damaged by the local player, with configurable color and boss-style shake.
By evansvl
CHANGELOG
Changelog
0.2.2
- Fixed the entire creature HUD drifting half a row to the left and upward after it was created.
- The damage-shake spring now returns to the row's actual stretched-layout position instead of local
(0, 0).
0.2.1
- Fixed creature names being clipped or placed beyond the left edge at the legacy default offset.
- Reset inherited native text margins and alignment for stable placement at different resolutions.
- Migrates the old default
LeftOffsetvalue from36to72without changing custom offsets.
0.2.0
- Added separate stacked HUD rows for multiple living damaged creatures.
- The most recently damaged creature now moves to the top without replacing other living targets.
- Added configurable bar color using
Default,#RRGGBB, or#RRGGBBAA. - Added maximum-target and row-spacing settings while preserving numeric HP, delayed damage trails, and native shake.
0.1.3
- Added synchronized
current / maximumHP numbers on the creature-name row. - Right-aligned the numeric HP to the health bar's right edge while keeping the creature name left-aligned.
0.1.2
- Rebuilt the health bar as an independent native-sprite UI instead of reusing the boss bar's masked hierarchy.
- Preserved the native red fill, white delayed damage trail, outline, font, and boss-style damage shake.
- Added a real in-game fish HUD package icon with a readable
FISH HPtitle.
0.1.1
- Kept required health-bar ancestors active while hiding unrelated cloned graphics.
- Corrected the cloned bar's left-side positioning.
0.1.0
- Added synchronized health display for the last non-boss creature damaged by the local player.
- Kept the fish target visible when a boss takes damage.
- Added native HUD visibility matching and read-only combat observation.