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Active Member
Originally Posted by
RNN
If you don't want that change to affect the minions you only have to modify 2 lines (109,110) you would change Width to Width/2.5f to undo the change, and it would be (Width/2.5f)/2.0f => Width/5.0f
It would look like this:
hmm that seems to make the Minions symbol smaller
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Legendary
Maybe I didn't understand your question.
1- WidthR = TextFont.GetTextLayout("100]").Metrics.Width (originally)
2- WidthR = TextFont.GetTextLayout("100]").Metrics.Width * 2.5f (Your change)
3 - Your change + lines 109 and 110 modified

2.5f seems excessive, I guess it would be a testing value.
Next season's theme is already known: clones and 4 cube slots
Last edited by RNN; 09-13-2024 at 03:24 PM.
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Active Member
Thanks RNN, my misunderstanding I forgot to apply my 2.5f as well as the change to the Minions Ellipse. That worked perfectly!
I have a request - would it be possible to change the Minions Ellipse to a Bar similar to that off the Rare bar but just a different colour to differentiate them that way I can see the bar go down as they lose health and can see if the minion go invulnerable (invisible) or Shielding affix activates. Cheers
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Legendary
plugins\BM\HealthBarOnElitePlugin_Mod.cs
Change line 91 according to your preferences (minions and Others):
WidthR = (monster.Rarity == ActorRarity.RareMinion)? TextFont.GetTextLayout("100]").Metrics.Width * 0.90f : TextFont.GetTextLayout("100]").Metrics.Width * 2.5f;
Last edited by RNN; 09-16-2024 at 05:52 PM.
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Jembo,
BeeAntOS (2 members gave Thanks to RNN for this useful post)
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Active Member
Amazing thank you soo much mate - One last thing I forgot! Would it be possible to have the option to resize the Minion one independently to make it a bit smaller compared to the Rare Minion! Sorry for harassing you !
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Legendary
Originally Posted by
Jembo
Would it be possible to have the option to resize the Minion one independently to make it a bit smaller compared to the Rare Minion!
Changes applied in post 19.
Last edited by RNN; 09-16-2024 at 05:49 PM.
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BeeAntOS (1 members gave Thanks to RNN for this useful post)
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Awesome thnx! One thing I have noticed is Minions take precedence and show above Rare elite bar making hard to see Rares if they're stacked on top of one another is it possible to make it so Rares show instead. Also, how do I change the size of the Rare (yellows) HP now?
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Legendary
The plugin doesn't set any order, it was random. I now sort them by Maxhealth ( .OrderBy(o => o.MaxHealth) ) , but they could be sorted descending using ".Rarity" ( .OrderByDescending(o => o.Rarity) ) , in line 81.
Updated at post 19 , There you will find what values ââyou have to edit to change the size.
Last edited by RNN; 09-16-2024 at 08:12 PM.
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Jembo (1 members gave Thanks to RNN for this useful post)
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Perfection thanks RNN! I have noticed a bug that can sometimes happen with Illusionist (it's quite rare) but sometimes elite or minion will illusion and the plugin will think it's a real elite and draw a health bar but in reality it was an illusion and dies super quickly. Not the biggest deal as it rarely happens but just thought I would let you know in case there is a possible fix, cheers
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Legendary
I think it's a Turbohud/LMod bug, sometimes it provides erroneous information, what it only happens sometimes also leads to think of this explanation. This plugin check if .SummonerAcdDynamicId == 0 , It shouldn't show a bar for illusions.
I've also noticed that some minions very rarely appear as elites (rares), or when I pick up a pylon and there's a champion nearby: (rare) minions are occasionally assigned to the blue pack.
In any case, I will be attentive in case there is anything to fix.
Last edited by RNN; 09-18-2024 at 09:59 AM.
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Jembo (1 members gave Thanks to RNN for this useful post)
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any way to remove the minons health bar ony?
found u left it on line 77
Code:
var monsters = Hud.Game.AliveMonsters.Where(m => (m.Rarity == ActorRarity.Champion || m.Rarity == ActorRarity.Rare || m.Rarity == ActorRarity.Boss || m.Rarity == ActorRarity.Unique) && (m.SummonerAcdDynamicId == 0));
Last edited by Pe1a0; 07-10-2025 at 08:12 PM.
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Member
on some elites the BKCursorOnMonster hitbox is hidden behind MonsterCirclePlugin_Mod.
034.jpg
is it possible to make BKCursorOnMonster on top and MonsterCirclePlugin_Mod on the bottom
HealthBarOnElitePlugin_Mod
Order = 30005;
BKCursorOnMonster
Order = 30004;
MonsterCirclePlugin_Mod
Order = 30003;
RNN thank you
Last edited by RawHulk2; 07-12-2025 at 05:29 AM.
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Legendary
This is due to the âOrderâ parameter, the higher the assigned value, the later it will be drawn (it will appear above those with a lower value, which will be 0 if none has been specified)
HealhBarOnElitePlugin, line 47
In any plugin, look for the line "base.Load(hud);" and just below it, assign an integer value to Order to control the order in which it is processed with respect to the rest of the plugins.
Since you are interested in trying to make BKCursorOnMonster appear above all other plugins, then assign to Order int.MaxValue , which is the maximum value it can have.
Code:
base.Load(hud);
Order = int.MaxValue;
Last edited by RNN; 07-12-2025 at 05:58 AM.
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RawHulk2 (1 members gave Thanks to RNN for this useful post)
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Legendary
Minions give you an extra globe (in season) thanks to the altar. I think it's necessary to know their health to decide whether to stay and kill them.
You can use that commented line or the next one by adding the check monster.Rarity != ActorRarity.RareMinion
Code:
var monsters = Hud.Game.AliveMonsters.Where(m => (m.Rarity != ActorRarity.Normal && m.Rarity != ActorRarity.Hireling && monster.Rarity != ActorRarity.RareMinion) && (m.SummonerAcdDynamicId == 0)).OrderBy(o => o.MaxHealth);
Originally Posted by
Pe1a0
any way to remove the minons health bar ony?
found u left it on line 77
Code:
var monsters = Hud.Game.AliveMonsters.Where(m => (m.Rarity == ActorRarity.Champion || m.Rarity == ActorRarity.Rare || m.Rarity == ActorRarity.Boss || m.Rarity == ActorRarity.Unique) && (m.SummonerAcdDynamicId == 0));
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Member
BKCursorOnMonster
line 45, I want to make the border thicker 2-3
but the hitbox and mira intersect
can this be fixed
226.jpg
did it like this:
BKCursorOnMonster
Order = 30004;
removed HitBoxDecorator
MonsterCirclePlugin_Mod
Order = 30003;
glq CursorOnMonster
Order = 30002;
I put 50, 200, 200, 200 everywhere
no curb(((
Last edited by RawHulk2; 07-14-2025 at 02:12 AM.