MobHealth
MobHealth
Simple damage reporting. When you hit a mob, MobHealth tells you how much damage you did and how much health it has left: in chat, on the action bar, on the mob's name tag, as a boss bar, as a floating damage number, or as a health bar hovering over the mob. Any combination, and nothing for players to install.
MobHealth 11 is the classic plugin rebuilt around the NeoForge version's feature set, and it runs on every server line from Beta 1.7.3 to 26.3. Pick the file for your server:
+bukkit1.13-26.3: Spigot and Paper, 1.13 through 26.3+bukkit1.8-1.12: 1.8 through 1.12.2+bukkit1.7: CraftBukkit / Spigot 1.7.2 through 1.7.10+beta1.7.3: Beta 1.7.3 (CraftBukkit #1060, Poseidon, UberBukkit, Canyon)
Display modes
| Mode | Needs |
|---|---|
Chat: Zombie [||||||||||] 14/20 (-6) |
any server |
| Action bar: the same readout above the hotbar | 1.8+ |
| Nameplate: a coloured bar on the mob's name tag | 1.7+ |
| Boss bar: the widget at the top of the screen | 1.9+ |
| Damage indicators: red numbers that pop off the mob and rise | 1.8+ |
| Graphical: a floating bar riding above the mob | 1.19.4+ |
Bars go green → yellow → red as health drops. MobHealth says at startup which enabled modes your server cannot show, so nothing fails quietly.
Options
- Show for hostile, neutral and passive mobs, players and bosses separately, with per-mob
overrides (
minecraft:villager=false). - Only the attacker sees it, or everyone nearby.
- Bar length, glyphs, numbers as
14/20or70%, how long bars linger, how long after a kill. /mobhealth togglelets each player mute it;mobhealth.seelets you hide it from a rank.- The config has the same keys as the NeoForge mod, so one set of docs covers both.
Commands and permissions
/mobhealth reload (mobhealth.reload, op) · /mobhealth toggle [on|off] [player]
(mobhealth.toggle, everyone; mobhealth.toggle.others, op) · mobhealth.see (everyone)
Source and issues
https://github.com/Sablednah/MobHealth. The NeoForge version is a separate project, MobHealth ReForged.
Video
See MobHealth in action here…
Thanks to WoopaGaming for the video.

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Posted Mar 7, 2012@ramsydk Thanks :)
I had a look at BloodMoon - and what they call 'double-health' is actually half damage. So technically MobHealth is working fine ;)
I'm gonna try and detect if the entity is a BloodMoon one and double the numbers I show - will let you know if it works. Also I found some bugs in BM that I'm gonna let them know about ;)
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Posted Mar 7, 2012@SableDnah
Hehe yeah sorry to be such a bother :) Well I prefer the first day in minecraft, when you are vulnerable, I'm trying to get that feeling to last longer :) these plugins help ;)
Oh and thanks a lot, really love your plugin :)
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Posted Mar 6, 2012All you guys are awsome! I love your plugins. Once again, great work!
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Posted Mar 6, 2012@ramsydk Sure I'll have a look at bloodmoon.
First MonsterApoc now this, how many plugins like this are you running? ;) Sounds like your server is pretty hardcore on combat!
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Posted Mar 6, 2012@ramsydk Monster Apocalypse now supported ;)
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Posted Mar 6, 2012Support for Bloodmoon would be lovely :)
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Posted Mar 2, 2012@1born2kill @dexyh1234
Latest MobHealth now supports Mobs :)
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Posted Feb 29, 2012@1born2kill It's on the list :)
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Posted Feb 28, 2012Would it be possible if this plugin will work well with the plugin "Mobs?"
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Posted Feb 23, 2012@SableDnah
yah the bukkit events don't hook Enchantment, or critical hits. So the best option is definetely firing a task right after the event processes.
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Posted Feb 23, 2012@Sleaker Actually - I go for Lowest so I get the entitys health at that point. Then scheduleSyncDelayedTask for a couple of ticks and in that Runnable re-query the entities Health to show the difference.
I did find that damage events 'damage' value (bukkit's more so that yours) was very unreliable. This double check let any 3rd party plugins do their stuff - and then I check the aftermath.
Try damageDisplayType on setting 4 - I think you'll get a far better reports when using it with heroes then.
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Posted Feb 23, 2012@SableDnah
You really need to swap your Heroes damage event listening to Monitor, there are a multitude of skills that alter damage during that event and pulling the damage on Lowest will cause an inaccurate display, the other issue is dealing with player/mob armor. The damage shown in those events isn't indicative of damage reductions which happens later.
It may be best to poll the entityHPs rather than relying on the damage event to tell how much is being dealt as it is modified at all steps until it gets synched back onto the entity.
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Posted Feb 23, 2012@LordKainzo That'd be awesome :) Make sure you get 3.5 for the best Heroes support.
I'm just in final testing of 3.6 which does notifications on Heroes skill use. Should be out later today...
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Posted Feb 23, 2012@SableDnah
I'm interested in this... I'm going to toy around with this on our test server and maybe implement it on Herocraft :D
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Posted Feb 23, 2012oh - Heroes fans - Hopefully I will have 3.6 out soon - supporting notifications for Heroes skills damage.
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Posted Feb 23, 2012@SSile Tested some party stuff with 3.5 - all seems to be behaving itself. Have also added a disableChat option :) And removed that debug message :)
@Beatkidz Have been testing with Enchanted weapons. Seams ok now. Slight strangeness with mobarena - but hopefully what'll be fixed on their next release.
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Posted Feb 23, 2012@dexyh1234 Shall add it to the list :)
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Posted Feb 20, 2012Is it possible to make it hook into the Mobs (http://dev.bukkit.org/server-mods/mobs/) plugin, so that I can set different hp configs in there?
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Posted Feb 20, 2012@SSile Thanks, Its not intentional (although party notifications would be a cool option).
For now - turn the hideNoDammage flag to true in config, that'll get rid of alot of the duplicate messages.
As for the whole party getting the message that is weird. I pick up the player entity that caused the damage from the damage event and only send out one message (player.send)... so how several arrive is really weird.
I've added it to the list of heroes glitches to iron out :)
Oh - I'll see about a "noChat" option too...
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Posted Feb 19, 2012@SableDnah
Just another fyi, I'm not sure this is intentional or not, but you get damage notifications for party members in heroes.
These messages will continue even after the mob is dead, so if you are in a large party, and they all attack a mob and then it dies, it will continue to pop up.
This is with spoutcraft btw.
Any chance of having a force chat off? Ie it only works with spoutcraft?