-
Notifications
You must be signed in to change notification settings - Fork 0
Overhead replacement
Why the plugin redraws your prayer icon, skull, hitsplats and overhead chat text, and what it does to keep them looking like the game's own.
Everything a player has floating above their head - health bar, overhead prayer icon, skull, hitsplats and overhead chat text - is drawn by the client as a single overhead unit. The one lever a plugin gets is a yes or no on that whole unit per actor. There is no way to hide the health bar and keep the rest.
So the plugin takes the deal that exists: for the players it draws a bar over, it suppresses the whole native bundle and redraws every part of it itself. Anything it suppresses, it owes you back. This is also why other plugins in this space (Nameplates, for one) end up reimplementing the same four things.
NPCs work differently. Their native health bar is hidden by swapping the bar's sprites for blank ones, which touches nothing else, so NPC hitsplats and overhead text are always the game's own.
| Actor | Native overhead suppressed when |
|---|---|
| You | Player Bar — Style — Show for Self is on |
| Another player | They are tracked in combat, covered by an always-show setting, or carrying a skull or overhead prayer icon |
| A blacklisted player | Never - they keep the client's own rendering |
| NPCs | Never for hitsplats or chat text; only the bar sprites are hidden |
The skull-or-icon clause is the reason a stranger walking past with a skull still has their overhead handled: the plugin suppresses their native icon in that case, so it has to draw the replacement. Blacklisted players are deliberately left alone - suppressing an overhead the plugin has chosen not to draw would leave them with nothing at all.
Overhead prayer icon. All 15 protection and overhead icons, drawn at their natural size, because that is what the client does - it never scales them.
Skull. The plain white skull, plus the fused loot-key and Forinthry Surge skulls, which in game replace the plain skull rather than sitting beside it. Every other skull variant falls back to the plain white one.
Layout is bottom to top: bar and name, then skull, then prayer icon, each making room for the one below it.
Hitsplats. Mapped to the client's own hitsplat sprites, so a poison, venom, heal or block splat looks like itself rather than a generic number. The layout mirrors vanilla exactly: at most four at a time in the fixed diamond - below centre, above centre, left, right - with the newest replacing the oldest rather than growing a row. The number uses the game's small font, white with a drop shadow, centred on the splat.
Overhead chat text. Read fresh every frame, formatting tags stripped, drawn in the game's bold font in yellow with a shadow, at the position the client would have used. Nothing in the plugin moves it.
- Vertical Offset does not move chat text. Chat has a fixed vanilla position, so raising or lowering your bar changes the gap between the two, not where the text sits. That is intended, and three earlier attempts to tie chat to the bar stack were all reverted.
- One overhead icon per tile. When players stack on a tile, only one set of icons is drawn - owned by the earliest arrival that has one, and hoisted above the whole stack so it is not buried. Your own icons always draw, regardless of who else is on your tile, since hiding your own prayer icon in PvP would be actively harmful.
- The hotkeys leave this alone. Toggle Names and Toggle HP Bars hide names and bars only. Hitsplats, chat text, the prayer icon and the skull keep drawing, because they are the client's information and hiding them was never the point of a declutter key.
- Turning the plugin off restores everything instantly. Suppression is live, not a saved setting, so unticking Show for Self hands your overheads straight back to the client.
The status-effect icon row can collide with overhead chat text when both are showing at once, and a hitsplat can change slot in the diamond when an older one expires. Full list on Known limitations.