MonsterHealthBars
Red health bars above R.E.P.O. monsters and floating damage numbers. Bars appear on hit, fade out after a delay, sync HP between host and clients, and are fully configurable.MonsterHealthBars
Health bars for every monster in R.E.P.O. plus floating damage numbers, fully configurable and working in singleplayer and multiplayer.
Built and verified against R.E.P.O. 0.5.0 (Sunstone Update) and BepInEx 5.4.2305.
Features
- Health bar above every monster – all creatures that use the game's
EnemyHealthcomponent (Animal, Duck, Banger, Bella, Bowtie, Clown, Elsa, Gnome, Headman, Heart Hugger, Huntsman, Loom, Oogly, Peeper, Reaper, Robe, Snatcher, Spewer, Tick, Trudge, Upscream, Virus and the rest). - Appears on hit – the bar is hidden by default, shows up when the monster takes damage, stays for
HideDelayseconds after the last hit and then smoothly fades out. SetAlwaysShow = trueto keep it visible all the time. - Locked to the monster, no lag – the position is recalculated every frame from the top of the monster's
collider (
LateUpdateand again right before rendering), so the bar does not drift or jitter when the monster or the camera moves. Screen-space overlay, so it stays crisp regardless of the game's render texture resolution. - Smooth HP drain – the bar animates towards the new value instead of snapping.
- Floating damage numbers – fade in, slow rise with easing, fade out; several numbers from fast hits are spread horizontally so they do not overlap.
- Multiplayer sync – the host broadcasts current HP to all clients, so bars are correct for everyone, not just the host.
- Live configuration – radius, color, bar size and damage text size apply immediately; no restart needed.
Installation
- r2modman / Thunderstore Mod Manager: search for
MonsterHealthBars, install it.BepInExPackis installed automatically as a dependency. - Manual: install BepInEx 5.4.2305 (or newer), then put
MonsterHealthBars.dllintoBepInEx/plugins/MonsterHealthBars/.
Configuration
The config file is created at BepInEx/config/RuboMods.MonsterHealthBars.cfg on first launch.
You can also edit it in-game with the Configuration Manager (F1) if you have it installed.
General
| Key | Default | Description |
|---|---|---|
Radius |
20 |
Radius in meters around the player in which bars and damage numbers are visible. |
ShowHealthBars |
true |
Master switch for health bars. |
AlwaysShow |
false |
false – bar only appears after damage and fades out later. true – always visible. |
HideDelay |
4 |
Seconds the bar stays visible after the last hit (when AlwaysShow = false). |
FadeOutDuration |
0.5 |
Seconds the bar takes to fade out. |
BarColor |
#FF2A2A |
Bar color: #RRGGBB, #RRGGBBAA or R,G,B (0-255). |
BarWidth |
110 |
Bar width in pixels at scale 1.0. |
BarHeight |
10 |
Bar height in pixels. |
BarYOffset |
0.25 |
Extra offset above the top of the monster model, in meters. |
MinDistanceScale |
0.65 |
How much smaller the bar gets at the edge of the radius (1 = constant size). |
ShowHpText |
false |
Show current / max text next to the bar. |
RequireLineOfSight |
false |
Hide the bar when the monster is behind a wall (slightly more expensive). |
Damage numbers
| Key | Default | Description |
|---|---|---|
Enabled |
true |
Show floating damage numbers. |
TextSize |
36 |
Damage number size in pixels at scale 1.0. |
Duration |
2 |
Lifetime of a damage number in seconds. |
RiseSpeed |
20 |
Rise speed in pixels per second (eased out towards the end). |
Multiplayer
| Key | Default | Description |
|---|---|---|
SyncHealth |
true |
Host broadcasts current HP to clients. Without it clients can only show max HP. |
HeartbeatInterval |
1 |
How often the host re-sends HP even without damage, in seconds. |
Compatibility
- Game: R.E.P.O. 0.5.0 (Sunstone Update).
- Loader: BepInEx 5.4.2305 or newer (Harmony is included with BepInEx).
- Multiplayer: everyone can use the mod independently; it is a client-side UI mod.
- Host with the mod: clients with the mod receive real HP values from the host.
- Host without the mod: clients with the mod still show bars, but at 100% HP, because the vanilla game
never sends
healthCurrentover the network. - Clients without the mod: unaffected.
Note about other health bar mods: if you also use another enemy health bar / damage number mod (for example
XH_DamageShow_EnemyHealthBar,AnotherEnemyHealthBars, etc.), both mods will draw their own bars and you will see duplicates. Disable one of them.
Known limitations
- A killing blow performed by a client does not produce a damage number for that client: the vanilla game does not send its hurt RPC when the monster dies (the host still sees the number, it is computed from the HP difference).
- Creatures without
EnemyHealth(Larva,Roach, the shopkeeper) do not get a bar. - The mod uses Photon event code
173. In the unlikely case another mod uses the same code, HP values could get mixed up; this is configurable in code only.
Credits
- Built with BepInEx and Harmony.
- All game-specific behaviour (HP fields, damage flow, monster registry, camera projection) was verified against
the decompiled
Assembly-CSharp.dllof R.E.P.O. 0.5.0.
