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Bar Settings


Bar Settings

Bar Settings defines how each bar looks, where values come from, and which optional effects are enabled. Each entry is identified by a UID and can be reused by overhead/static bars.


Bar Types

  • Health Classical
  • Health Ball
  • Health Segment

Use the type dropdown to choose the rendering style, then tune style-specific options.


Attribute Binding Fields

When using EntityManager integration, map these fields to your attribute UIDs:

  • Current Value Attribute
    • Tooltip: Attribute used as the current value of this bar (such as hp, stamina, mana).
  • Max Value Attribute
    • Tooltip: Attribute used as the maximum value of this bar (such as hp, stamina, mana).
  • Overlay Value Attribute
    • Tooltip: Attribute used for the overlay bar (such as shield or secondary resource).
  • Overlay Max Value Attribute
    • Tooltip: Attribute used for the maximum value of the overlay bar (such as shield or secondary resource).
  • Max Value Attribute
  • Overlay Value Attribute
  • Overlay Max Value Attribute

Overlay is typically used for shields or an extra value layer above the primary bar.


Common Visual Controls

  • Layer Colors
  • Background Color
  • Frame Color
  • Outer Glow Color
  • Inner Glow Color
  • Enable Shield Overlay + Shield Color
  • Enable Change Effect, Decrease Color, Increase Color

Runtime Toggles

  • Show Over-time Effect

    • To display the effect icons, please toggle 'Show Over-time Effect' checkbox in the bar settings and overhead settings (and enable Use SoftKitty Over Time Effect in the module settings for Entity-linked mode).
  • Show Floating Combat Text

    • Enables the floating combat number feedback on this bar when combat events generate popping text.

Text and Value Display

  • Show Bar Value Text
  • Text size/width/height (depending on style)
  • Text Color
  • Text Font
  • Text Alignment
  • Value Format

Value Format supports placeholder patterns such as c|m (current|max).


Style-Specific Notes

Segment Bar

Additional controls include:

  • Per Segment Health
  • Max Segments
  • Segment Width
  • Segment Height
  • Segment Spacing
  • optional back bar style/color

Ball / Classical

Focus on color layers, glow response, value text readability, and change-effect tuning.


Best Practices

  • Keep UID names stable (Enemy_Default, Player_Main, etc.).
  • Standardize attribute naming across your project (hp, maxHp, shield, maxShield).
  • Validate readability at gameplay camera distance, not only in settings preview.