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Endesman / E-Magination

E-magination creates the absolute top tier minecraft compatible game experiences. Top quality animations, original sound design, beautiful models and amazing game mechanics combine into explosive combat experiences, or sometimes wholesome furniture.

Dynamic Healthbars 1

更新于 14 May 2026
16x Texture
好评 (5)
价格为:$12.00。

结账时可能会收取增值税

产品描述

An amazing Health bar utility that is EXTREMELY configurable. Currently supports MOBS only, using Mythicmobs and Modelengine. Does NOT depend on other external plugins, so you rest assured updating is easy. Basically anything that is a mythicmob can have its own healthbar. It does NOT need to be our mobs. Can be anything you make, or anything you find on Mcmodels.

We recommend installing MythicScribe the native Mythicmobs Vscode extension that helps you format Mythic code much easier. Makes color changing extremely easy with our healthbars!

Install and customize your healthbar per mob, using only a few Mythicmobs lines, with all these powerful features:

  • Animated DAMAGE and HEALING tracking. Animation speed can be configured or deactivated for instant hp bar update. Never bugs even if presented with multiple sources of damage and healing in short periods of time.

  • Configure Y offset and Healthbar scale

  • Configure style and animation mode.

  • Support for easy model changing, which basically allows infinite styles following the template (More base styles coming soon)

  • Death animations, toggleable. (the bar disintegrates on death)

  • Configurable On-hit animations and flashing animations.

  • Change the colors of the frame, the main bar, secondary bar, and healing color, by just putting the hex code. (Recommended to install MythicScrible add-on for Vscode)

  • Nametag support, which also supports status effects, autogenerating its vanilla icons via Crucible (or includes a separate pack). Both are toggleable and independent.

  • Configure and toggle Status effects colors, that would color the bar a specific hue when under the effects of Absorption, Poison, wither.

  • Configure the display mode (Combat, damaged, permanent) to only show the bar when it is relevant for you. Configurable lingering time.

  • UUID based, no global listeners, no onTimer checks, no performance-tanking mechanics, with failsafes to despawn the unused bars. None lingers nor stays in the world if the mob is despawned.

This product aims to continuously update, to find better features and adapt to the necessities of the users. There are a few features planned:

  • Player support (Likely to be via MythicRPG, instead of using global listeners that might tank performance. Ultimately, the main idea is scalability and performance!) This would ofcourse be visible only to other players, never to the wearer.

  • Shield/Absorption special display (Via secondary bar)

  • Frozen status effect

  • Custom status effects, so that you can define your own specific bonus/maluses with their own icons.

  • New display systems, Like SubModel, to attach the bar directly into the ModelEngine mobs, instead of using a separate Healthbar entity.

  • New base styles, potentially:

  • 1) A more pixel-y style.

  • 2) A cleaner, linear style.

  • 3) A heart-based style like vanilla ones. (10 hearts max, adaptable to health amount)

  • New styles might become available for our mobs, and maybe expansion packs with specific styles can come out as well, depending on user interest :3

Understand the product scopes and limitations:

  • Supported by anything that is a mythicmob. CURRENTLY not supported by players due to the triggers needed to make it work (Performantly). Player support is planned with MythicRPG.

  • It uses a Healthbar invisible entity that will hook into the main mob's stats, listening to them only On UPDATE, never via regular checks or OnTimer triggers.

  • The interaction with this entity is UUID based, no @EntitiesInradius or inexact matches. It will always hook to the right entity.

  • Currently nametag text scaling is disabled due to a feature not implemened on ModelEngine. Will be added as soon as the Devs can help me!

  • The bars require minimum 2 bones, or 3 if you're using ADVANCED mode, to create the fancy "damage tracking effect". You have the option to use SIMPLE mode to reduce the bones to a minimum.

  • You can NOT change the capitalization of an argument on the skill node, or the program won't be able to parse its variable! For example, If a vallue is OffsetY, you can't change it to offsety, or else it won't parse properly.

依赖项

namerequiredrequirementtested version
ModelEngine
Required4.1+
MythicCrucible
Configuration provided5.12
MythicMobs Premium
Required5.12.1+ Dev build

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