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HealthScale

Плагин FoliaPaperPurpur

HealthScale is a lightweight, Folia-native Minecraft plugin that cleans up high-HP RPG servers by compressing massive health bars into a customizable UI without changing gameplay mechanics.

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HealthScale

A lightweight Paper/Folia plugin that scales the health display in players' HUD — no matter how many actual hit points a player has, the heart bar always renders at the configured value. Designed for high-health RPG servers and fully compatible with Folia's multi-threaded region scheduling.


Features

  • Global health-scale — set a single display value for all worlds
  • Per-world overrides — different scale for each world (e.g. 80 hearts in your RPG world, 20 in the arena)
  • Live reload/healthscale reload reloads config.yml and reapplies to all online players instantly, no restart needed
  • Runtime set/healthscale set <value> changes the global scale on the fly without touching the config file
  • Folia-native — all player mutations are dispatched through EntityScheduler; bulk operations through GlobalRegionScheduler
  • MiniMessage — every message is fully customizable with MiniMessage formatting
  • Configurable boundsmin-scale / max-scale guard against nonsensical values; invalid entries fall back gracefully

Requirements

Requirement Version
Java 25+
Paper / Folia 1.21 (API), tested on 26.1.2
Minecraft 1.21+

The plugin is compiled against the Paper API and declares folia-supported: true, so it runs on both Paper and Folia.


Installation

  1. Download the latest HealthScale-x.x.x.jar from Releases.
  2. Drop it into your server's plugins/ folder.
  3. (Re)start the server — a default config.yml is generated automatically.
  4. Edit plugins/HealthScale/config.yml to your liking.
  5. Run /healthscale reload to apply changes without restarting.

Commands

Command Description Permission
/healthscale info Show the current plugin version and active scale values healthscale.use
/healthscale reload Reload config.yml and reapply to all online players healthscale.admin
/healthscale set <value> Change the global health-scale at runtime healthscale.admin

Aliases: /hs, /hscale


Permissions

Node Default Description
healthscale.use everyone Access to /healthscale info
healthscale.admin OP Access to reload and set subcommands
healthscale.* OP Grants all permissions above

Configuration

# plugins/HealthScale/config.yml

# Enable or disable health scaling entirely
enabled: true

# Default display scale for all worlds (20.0 = 10 hearts)
# The HUD always shows this many hearts regardless of the player's actual max HP
health-scale: 20.0

# Allowed range for health-scale values
min-scale: 2.0
max-scale: 2048.0

# Per-world overrides — worlds listed here use their own scale value
# Worlds not listed fall back to health-scale above
world-overrides:
  # rpg_world:
  #   health-scale: 80.0   # 40 hearts for your RPG world
  # arena_world:
  #   health-scale: 20.0   # standard 10 hearts in the arena

# All messages support MiniMessage formatting
# Available placeholders are shown in the comments below
messages:
  no-permission: "<red>你沒有權限執行此指令!</red>"
  reload-start: "<yellow>正在重載 HealthScale 設定...</yellow>"
  reload-success: "<green>設定重載完成!全域血量縮放: <white><scale></white></green>"   # {scale}
  reload-invalid-scale: "<red>health-scale 數值無效(必須介於 <min> ~ <max>),已還原預設值。</red>"  # {min} {max}
  set-success: "<green>已將血量顯示縮放設為 <white><scale></white> 顆心。</green>"   # {scale}
  set-invalid: "<red>無效數值。請輸入介於 <min> ~ <max> 之間的數字。</red>"   # {min} {max}
  usage: "<red>用法:<white>/healthscale <reload|set <數值>|info></white></red>"
  info: "<aqua>HealthScale v<version> | 全域縮放: <white><scale></white> | 世界覆蓋: <white><overrides></white> 個</aqua>"  # {version} {scale} {overrides}

Scale value reference

health-scale Hearts displayed
20.0 10 hearts (vanilla default)
40.0 20 hearts
80.0 40 hearts
200.0 100 hearts

The player's actual max HP is not affected — only the visual representation changes.


How it works

Minecraft's Player#setHealthScaled and Player#setHealthScale control how the client renders the heart bar. When set to, say, 80.0, a player with 2000 max HP will still see a full bar of 40 hearts — their HP is just mapped to that display range.

HealthScale hooks into PlayerJoinEvent, PlayerRespawnEvent, and PlayerChangedWorldEvent to (re)apply the correct scale at every relevant moment. On Folia, every state mutation is dispatched to the owning region thread via EntityScheduler to stay thread-safe.


Building from source

git clone https://github.com/Misty4119/HealthScale.git
cd healthscale
./gradlew shadowJar

The output jar is at build/libs/HealthScale-2.0.0.jar.


License

This project is open source. See LICENSE for details.


Author

Made by Misty4119 (Misty4119)

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