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Z80Z healthbar

A fully customisable health & status HUD for Minecraft

Z80Z Health Bar (z80zhealthbar)

A Minecraft 1.20.1 health bar and player HUD mod for Forge and Fabric — entity health display, a fully customisable player HUD with a drag-and-drop editor, a floating chat window, damage popups, and optional AppleSkin / Thirst Was Taken / ParCool integration — plus a generic data-source framework that can read numbers from any installed mod without writing code.

Minecraft 1.20.1 · Forge 47.x or Fabric Loader 0.15.11+ · Java 17 · Client and server

A clean-room reimplementation of the features and visual experience of mobhealthbar / Mob Plaques / AsteorBar (behaviour studied for reference; zero code or asset reuse — see docs/third-party-licenses.md).

简体中文说明见下方 / Chinese README below

Installation

  1. Install Forge 47.x or Fabric Loader 0.15.11+ (Fabric also needs Fabric API).
  2. Download the jar for your loader from Releases and drop it into your mods folder.
  3. Launch the game. The Forge build has zero extra dependencies — no Architectury API needed.

Open the settings via the Config button in the Forge mod list, via ModMenu on Fabric, or bind a key to it in Controls. The settings screen has a cross-page search at the top.

Features

Entity health display (four mutually exclusive styles)

  • OFF — disabled
  • Style A MobHealthBar: textured frame bar (4 custom palettes + heart-row variant) + entity name + "current/max (+absorption)" values; independently adjustable X/Y/scale
  • Style B Mob Plaques: vanilla icon plaques (hearts / armor / toughness / air bubbles with gradient value text), row wrapping, background boxes, distance-based scaling, sneak/occlusion falloff
  • Style C AsteorBar: dynamic-colour bar + absorption ring + centred value text; supports segment ticks (even-split or fixed-HP modes)
  • Add-on rows: armor / toughness / air plaques under styles A & C (off by default, never drawn twice)
  • Unified data layer EntityStatusSnapshot (collection decoupled from rendering; unknown data is never faked as 0)
  • Composable visibility rules: hurt / aggro / crosshair / full-health±absorption / friend-foe / boss / armor stands / distance / on-screen cap / fade-in / death fade / line-of-sight (optional)
  • Death effects: glass shatter (irregular quad shards with per-shard glint) or death shrink; three hit-shake modes, damage ghost trails, low-health pulse, sheen sweep (constant pixel speed + sub-pixel smoothing)
  • Damage popups: random pop angle, custom parameters, red/green hit/heal tinting

Player HUD (three modes)

  • VANILLA — vanilla HUD untouched
  • ASTEORBAR — 9 bar layouts (hunger/poison/wither/freeze/recen colouring, blinking, low-health shake, stacked bars, hide-when-static, saturation/exhaustion synced via server)
  • CUSTOM — fully component-based: six core components (health / hunger / air / experience / armor / mount) + single-row compat components + hotbar (9 independent slot sub-components, per-slot add/remove/appearance/selection animation) + info widgets (coords / FPS / ping / game time). Every component supports bar / icon / text-only / off, 9 anchors, drag offsets, scale, spacing, rotation, and detachable text/icon sub-elements
  • Second-layer values: absorption / saturation / quenched shown as overlay, right-append, top strip, bottom strip, or off
  • Status bars auto-hidden in Creative/Spectator (vanilla-like, optional)

Generic data-source framework (read any mod's numbers, zero code)

  • 5 read channels: Forge Capability / static method / factory instance (incl. method chains) / player instance method / held item (durability / NBT / item method)
  • In-mod scan picker: enumerate the target mod's classes and methods, live-read preview values, deterministic recommendation ranking, background change probe (close the screen, take a drink, come back and see which number moved)
  • AI label translation: export the candidate list → any AI chat → import (renames labels only, never touches selection)
  • Any bar component can stack a second data source; can take over the target mod's vanilla HUD

In-game UI

  • Seven-page settings screen (home / entity styles / chat window / damage popups / visibility / compatibility / advanced) with cross-page search, live half-screen preview (enemy/friendly toggle, pause, fullscreen preview)
  • HUD layout editor: click-drag, scroll to scale, arrow-key nudge, multi-level menus, grouping (multiple groups + per-member independent movement + group-wide drag), undo/redo (snapshot-based Ctrl+Z/Y), explicit save/discard, Windows-style edge resizing, per-row (?) help, per-bar free placement for the long-bar style
  • Proportional scaling (reference resolution): one layout keeps its composition across different logical resolutions
  • User style library: save multiple layout snapshots, one-click apply, auto-switch by window state (fullscreen / maximized / windowed) with per-state memory, share styles as JSON
  • Custom chat window: floating chat log (always-on / idle fade), detachable input box, drag header to move / corner to resize, word wrap, pop-in / slide-in / smooth-scroll animations (off by default; off = vanilla)
  • Data-source management: list, live read-out diagnostics, colour wheel; config file export/import with automatic backup
  • Full Simplified Chinese + English lang (1:1 parity); config validation (out-of-range clamping), legacy migrations, clipboard/file import-export

Third-party compatibility (priority: AppleSkin > Thirst Was Taken > ParCool!)

  • Unified CompatibilityAdapter interface + registry; zero rendering and zero reflection hotspots when the target mod is absent; never crashes
  • Missing data is skipped, never faked as 0; saturation / exhaustion / entity absorption synced via server (install on the server to activate)
  • AppleSkin held-food nutrition preview; Thirst bar (incl. quenched second layer); ParCool stamina bar (text-only when the max is unknown)
  • Built-in equivalent data sources can be converted into editable custom sources

Requirements

  • Minecraft 1.20.1
  • Forge 47.x or Fabric Loader 0.15.11+ (Fabric also needs Fabric API)
  • No Architectury API required (networking is natively implemented per platform; the Forge build has zero extra dependencies)
  • Install on the server to sync saturation, exhaustion and entity absorption values

Configuration

The config file is config/z80zhealthbar.json; everything is editable in-game. Export to file/clipboard is supported (imports back up automatically). External edits hot-reload in ~0.3 s (atomic writes, so a half-read file can never corrupt the config).

Building from source

Requires JDK 17:

./gradlew build
 

Artifacts land in forge/build/libs/ and fabric/build/libs/. See docs/development.md for dev/debug workflows and docs/architecture.md for architecture and the per-iteration changelog.

License

MIT (see LICENSE). This project contains no code or assets from the three reference mods.


中文说明 Z80Z Health Bar (z80zhealthbar)

Minecraft 1.20.1 的血量与玩家 HUD 模组(Forge/Fabric 双端)——实体血量显示、完全可定制的玩家 HUD 与拖拽布局编辑器、悬浮聊天窗口、伤害跳字,可选 AppleSkin / Thirst Was Taken / ParCool 集成,以及可零代码读取任意已安装 MOD 数值的通用数据源框架。

Minecraft 1.20.1 · Forge 47.x 或 Fabric Loader 0.15.11+ · Java 17 · 客户端与服务端

本项目是 mobhealthbar / Mob Plaques / AsteorBar 三者功能与视觉体验的净室重实现(行为参考,零代码/零素材复用,见 docs/third-party-licenses.md)。

安装

  1. 安装 Forge 47.x 或 Fabric Loader 0.15.11+(Fabric 版另需 Fabric API)。
  2. 从 Releases 下载对应加载器的 jar,放入 mods 文件夹。
  3. 启动游戏。Forge 版零额外依赖,无需 Architectury API。

进入设置:Forge 模组列表的 Config 按钮、Fabric 的 ModMenu,或在「按键绑定」中绑定打开设置的按键。设置页顶部支持跨页搜索。

功能总览

实体生命值显示(四选一样式,互斥绘制)

  • OFF 关闭
  • 样式 A MobHealthBar:外框贴图血条(4 种自制配色 + 心形行变体)+ 实体名称 + "当前/最大(+吸收)" 数值;X/Y/缩放三通道独立可调
  • 样式 B Mob Plaques:原版图标牌匾(心/护甲/韧性/气泡 + 数值渐变文本),行换行、背景盒、随距离缩放、潜行/遮挡距离衰减
  • 样式 C AsteorBar:动态色长条 + 吸收环 + 居中数值文本;支持分段刻度(均分/固定血量两种模式)
  • 附加组件:样式 A/C 下可主动开启护甲/韧性/氧气牌匾行(默认关闭,不重复绘制)
  • 统一数据层 EntityStatusSnapshot(采集与渲染解耦,未知数据不伪装为 0)
  • 组合式显示规则:受伤/仇恨/准星/满血±吸收/敌友/Boss/盔甲架/距离/同屏上限/淡入/死亡淡出/视线遮挡(可选)
  • 死亡效果:玻璃碎裂(不规则四边形碎片 + 断面反光)或死亡收缩;受击抖动三模式、伤害残影、低血脉冲、扫光(恒定像素速度 + 子像素平滑)
  • 伤害飘字:跳出角随机、自定义参数、治疗绿色/受伤红色 tint

玩家 HUD(三模式)

  • VANILLA:完全不接管原版 HUD
  • ASTEORBAR:9 种布局长条系统(含中毒/凋零/冰冻/再生着色、闪烁、低血抖动、堆叠血条、静止隐藏、饱和度/消耗值网络同步)
  • CUSTOM:完全组件化——六大组件(生命/饥饿/氧气/经验/护甲/坐骑)+ 兼容状态单行组件 + 快捷栏(9 槽独立子组件,逐格增删/独立外观/选中动画)+ 信息组件(坐标/FPS/延迟/游戏时间),全部支持 长条/图标/纯文本/关闭 四形态、9 锚点、拖拽偏移、缩放、间距、旋转、独立文本/图标子件(可拆分摆放)
  • 第二层数值:吸收段/饱和度/润泽度可配 覆盖/右侧追加/顶部细条/底部细条/关闭 五种显示方式
  • 创造/旁观模式自动隐藏状态条(对齐原版行为,可关)

通用数据源框架(零代码读取任意 MOD 数值)

  • 5 种读取通道:Forge Capability / 静态方法 / 工厂实例(含方法链)/ 玩家实例方法 / 手持物品(耐久/NBT/物品方法)
  • 模组内扫描选择器:枚举目标模组的类与方法、实测读数预览、确定性推荐排序、后台变化探测(关掉界面去喝水,回来直接看哪个数字变了)
  • AI 标签翻译:导出候选清单 → 任意 AI 翻译 → 导入(仅改名,不参与选择)
  • 任意条组件可叠加第二层数据源;可接管目标 MOD 的原版 HUD

游戏内界面

  • 七页设置界面(主页/实体样式/聊天窗口/伤害跳字/可见性/兼容/高级),跨页参数搜索,右半实时预览(敌/友切换、暂停、全屏预览)
  • HUD 布局编辑器:点击拖拽、滚轮缩放、方向键微调、多级菜单、分组(多组 + 组内独立移动 + 整组移动)、撤销/重做(快照式 Ctrl+Z/Y)、显式保存/放弃、面板仿窗口拖缘调宽高、逐行 (?) 帮助说明、长条样式逐条拖拽自由摆放
  • 比例缩放(参考分辨率):同一布局在不同逻辑分辨率下构图一致
  • 用户样式库:保存多套布局快照、一键应用、按窗口状态(全屏/最大化/窗口化)自动切换且各状态独立记忆、样式 JSON 复制/导入分享
  • 自定义聊天窗口:独立窗口化聊天记录(常驻/静默淡出)、输入框可分离摆放、拖标题栏移动/拖角缩放、自动换行、弹出/插入/平滑滚动动画(默认关闭,关闭=原版)
  • 数据源管理:列表/实时读数诊断/颜色轮盘;配置文件导出/导入 + 自动备份
  • 简体中文 + English 全量 lang(1:1 对称);配置校验(非法值夹取回退)、历史版本迁移、剪贴板/文件导入导出

第三方兼容(优先级:AppleSkin > Thirst Was Taken > ParCool!)

  • 统一 CompatibilityAdapter 接口 + 注册表;未安装目标 MOD 时零渲染零反射热点、绝不崩溃
  • 数据不可得时跳过显示(不伪造 0 值);饱和度/消耗值/实体吸收经服务端同步(需服务端装本 MOD,自动激活)
  • AppleSkin 手持食物营养预览;Thirst 口渴条(含润泽度第二层);ParCool 体力条(上限未知时仅文本显示)
  • 内建等价数据源可一键转换为自定义数据源(再自由改造)

要求

  • Minecraft 1.20.1
  • Forge 47.x 或 Fabric Loader 0.15.11+(Fabric 版另需 Fabric API)
  • 无需 Architectury API(网络层为平台原生实现;Forge 版零额外依赖)
  • 服务端安装后才会同步饱和度、消耗值和实体吸收等数据

配置

配置文件为 config/z80zhealthbar.json,也可通过游戏内设置界面修改;支持导出到文件/剪贴板(导入前自动备份)。外部编辑保存后约 0.3 秒自动热重载(原子写入,读半文件不会损坏配置)。

从源码构建

需要 JDK 17:

./gradlew build
 

产物位于 forge/build/libs/ 和 fabric/build/libs/。开发调试、热重载和项目结构见 docs/development.md;架构与逐迭代变更记录见 docs/architecture.md。

许可证

MIT(见 LICENSE)。本项目不包含也不授权三个来源 MOD 的任何代码或素材。

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