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View Code? Open in Web Editor NEWA binding of Isaac mod that revamps everything around boss health bars
A binding of Isaac mod that revamps everything around boss health bars
also maybe make a soul hearts style for blue baby please
Just a small thing I've noticed, occasionally the boss bar seems to just turn grey, I believe after the boss hasn't taken any damage for a short period. I noticed the bar sprites themselves are grey internally and presumably have the colour added via Lua or something, so I imagine the problem is likely to do with that. Note that I haven't used the latest update, and won't be due to dropping this mod since it gives me more info than I'd like. Here's some settings, in case it's important:
If this issue is difficult to replicate, I do have a good number of mods (though most are just graphical replacements), so an unexpected compatibility issue is not out of the question.
first idea: Static effect or Black & white
All Bosses in the room should be able to be summarized into a single boss bar
Some bosses (fistula for example) will still show multiple bars even if you set the config so that segmented bosses only get one bar.
As the title says. When using Delirious or otherwise obtaining a friendly boss, its healthbar appears alongside the others, which can easily cause confusion when actually fighting a boss.
Hey there, I'm the developer for the mod "Delirium Fix" and I use the EntityFlag "FLAG_DONT_COUNT_BOSS_HP" to hide the extra boss bars during the Delirium fight. It looks like this without the Enhanced Boss Bars mod:
However, when the Enhanced Boss Bars mod is installed, it looks like this:
I believe this is a bug because a boss with the flag FLAG_DONT_COUNT_BOSS_HP is supposed to hide the boss bar.
In order to fix this bug, you just have to change line 322 of main.lua to
if (entity:IsBoss() and not HPBars:evaluateEntityIgnore(entity) or bossEntry) and not entity:HasEntityFlags(EntityFlag.FLAG_DONT_COUNT_BOSS_HP) then
"MC_HUD_RENDER" from "Enhanced Boss bars" failed: ...saac Rebirth/mods/enhanced boss bars_2635267643/main.lua:580: attempt to perform arithmetic on a nil value (field 'sumHP')
Stack Traceback:
...saac Rebirth/mods/enhanced boss bars_2635267643/main.lua:580: in function 'getHPPercent'
...saac Rebirth/mods/enhanced boss bars_2635267643/main.lua:626: in function at line 595
Note: was played with my Deep Labs compatibility mod installed, and boss-specific styles disabled. Unclear whether it played a part. Boss bars appeared to remain functional - perhaps related to the multitude of bosses spawning and despawning during that fight?
When the boss take damage when it appear, the Bar icon take the color of the damaging boss, with the red color. I assume it is because on the first frame you apply the boss color on the boss icon bar.
This can be reproduced easily with "Toxic Shock".
During the mega satan fight other spawned bosses, such as the sins, horsemen and angels all have health bars, even if the mega satan health bar has been disabled.
Also, mega satan 2 health bar shows up, even if the mega satan health bar is disabled, which definitely should not occur.
Effects like poison or fire should display as icons or a bar coloring
Even with the mother boss bar disabled, the health bar shows up in phase 2 of the fight.
Bosses like Gemini or Larry Jr. should be able to be summarized into a single boss bar
Open MCM, go to presets, and press right repeatedly. The selection will toggle between Default and Antibirth, skipping Vanilla. Press left repeatedly, and the selection will toggle between Vanilla and Antibirth, skipping Default.
Delirium boss bar glitches out and shows him with way more health than he has when a 2nd bar appears.
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