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dpooley edited this page Sep 2, 2026 · 8 revisions

Custom HP Bar

A RuneLite plugin that replaces the native overhead health bar with a custom overlay: HP drawn as a number on the bar, independent styling for NPCs, yourself and other players, precise NPC HP, and optional Prayer, special attack and run energy bars beneath your own.

Where to look

I want to Go to
See every setting and its default Settings reference in the README
Understand the shield and charge bars Shield and charge bars
Know which bosses the HP numbers cover Boss and mechanic support
Know why my hitsplats and chat text are redrawn Overhead replacement
Work out why something looks wrong Troubleshooting
Check whether something is a known gap Known limitations
Report a bug or request a feature Reporting a bug

The README lists every setting with its default, and it ships in the same commit as the code, so it is always the accurate one. These pages explain the things a settings table cannot.

Getting started

  1. Install Custom HP Bar from the RuneLite Plugin Hub.
  2. Open its settings. Your own bar and NPC bars are on by default; other players' bars are off.
  3. The plugin hides the game's own overhead health bar by default, so you only see one bar per actor. Turn off Hide Native Health Bar in Behavior if you want the original back.

How the overlay works

Three independent style profiles. NPCs get one, you get one, other players get a third. NPC bars are configured entirely on their own. Your bar and other players' bars share size, shape, border and font - so a party does not need two sets of the same numbers - but keep separate colours, gradient, background, text colour, opacity, damage trail and vertical offset. That is why the settings panel has both a Player Bar and an Other Player Bar section.

A bar appears when the actor is tracked. Normally that means combat: you attack something, or something attacks you. Each Always Show setting lifts that requirement for one group, so you can have bars over every attackable NPC, every visible player, or your own character at all times.

A bar lingers after combat ends. Persist Duration keeps the last known HP on screen for a few seconds after tracking stops, rather than blinking out the instant a fight does. NPCs and players have their own duration, and 0 means hide immediately.

Bars are drawn, not moved. Everything the plugin puts on screen - bar, name, combat level, status icons, weakness icon, hitsplats, overhead prayer icon and chat text - hangs off the same anchor above the actor, which is why a stack of them stays lined up as an actor moves.

Actors sharing a tile stack instead of overlapping. Their bars and names are offset vertically rather than drawn on top of each other, and by default anything standing on your own tile gives way to your bar entirely.

Some of what you see above a player is redrawn rather than the client's own. The client treats a player's health bar, prayer icon, skull, hitsplats and overhead chat text as one bundle that can only be hidden together, so replacing the bar means redrawing the other four - which the plugin does, matching the game's own sprites, fonts and layout. See Overhead replacement.

What it does that the native bar does not

  • Shows an NPC's exact current HP rather than a coarse ratio, where the max HP is known.
  • Draws a shield bar and a charge bar for encounters with those mechanics, so a shield breaking is not mistaken for a boss dying.
  • Stacks Prayer, special attack and run energy under your own HP bar, in an order you pick, with an optional per-tick indicator on the Prayer bar for timing flicks.
  • Previews restores: hovering a food, Prayer restore or Stamina potion extends the matching bar by what it would refill.
  • Tints the bar and shows an icon for poison, venom, burn, bleed, disease and corruption.
  • Marks aggressive monsters and an NPC's elemental weakness, and greys out bars whose loot another player has already claimed on an Ironman account.
  • Redraws the prayer icon, skull, hitsplats and overhead chat text it has to hide, and draws only one icon set per tile so a crowd does not turn into a wall of overlapping icons.

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