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View Full Version : Boss Bar



Thinkcrown
March 18th, 2026, 01:56
This extension (for 5E, (PFRPG and 3.5E in testing)) allows GMs to, with one click, turn on a big, crisp, horizontal boss health bar above the bottom of your map record windows.

Features
Fully automated (HP and wounds field-linked) horizontal boss health bar; decreases from right-to-left as wounds increase.
New CT Boss Button (GM only): Click once (on any entry’s boss button) to set the chosen entry as the boss. Click twice (or again, at any time in the future) to turn off all boss UI.
Dynamic Bar and Frame Width: Playing with a very small or thin map record? Desktop space constraints? No problem! Both the bar and frame dynamically, and smoothly, shrink and grow in width to fit any size of window you've got! Set the map as the background of your FG desktop? Also no problem; the boss UI adjusts to its new, much wider home!
OZZATOK, SON OF ASMODEUS—the CT entry currently set as the boss has its name show up underneath the boss bar.
4 unique health bar types, 12 frame style options, and much, much more!


Screenshots
Boss Bar, for a Balor at Full Health: 66821
Boss Bar (Bloodied & Enrage Type), Nearing Enrage, and Enraged: 66823
Boss Bar, of an Outsider Slain : 66824
Boss Bar, a Few of the Frame Style Options: 66825
Boss Bar, Condition, Effect, and "Discovery" Icons: 66826


Version Notes
v1.0.5 Mar 17th, 2026 — Updated old, and added new, slash commands: /damagephase now functions on client side. Added /damageover to end the phase.
v1.0.6 Mar 23rd, 2026 — FIXED: When clients opened, logged into, or had update (such as the GM refreshing it) a map record that was unlocked (GM right-side panel open) with the boss bar UI active, the client would see the boss's horizontal health bar get offset to the left an amount equal to said side-panel's width. This is no longer an issue.
v1.0.8 Apr 1st, 2026
- - - - - FIXED: The chat/toast messages (e.g., "BLOODIED") would repeat per additional map the boss bar UI was open on at one time. Fixed now.
- - - - - FIXED: When IMMUNE and RESIST were written to the boss's CT entry as Effects to facilitate their discovery icons, they were causing the boss to become immune/resistant regardless of whether the boss's defences were supposed to be bypassed by magic, adamantine, etc.
- - - - - IMPLAMENTED: If a boss has immunity or resistance that is bypassable, and they are hit with damage that includes one of its specific bypasses, the immune/resistance discovery icon will be updated to show it (both the icon itself, and the tooltip).
v1.1.1
- - - - - IMPLAMENTED: (In the Test Server Version)
- - - - - - - - MAJOR. Added PFRPG Ruleset compatibility (Pathfinder 1st Edition).
- - - - - - - - - - - Includes Many new condition icons, discovery icons for DR and SR, and extra "Disabled" and "Dying" post-0HP grey bar based on Constitution.
- - - - - - - - - - - Added fully-automated poison mechanics (when poisoning the boss), for Pathfinder 1E (and an option to turn this automation off).
- - - - - - - - MAJOR. Added the Mythic Phase.
- - - - - - - - - - - Complete with unique horned skull, spacer, and hand graphics, death title, and notifications. The Mythic trait ensures a boss revives at 0 HP, back to full health, more powerful than ever. Add "Mythic" to a PC or NPC's traits, set them as the boss, and test it out yourself!
- - - - - - - - Added a special Halloween secret (and menu option to turn it off, if you're not feeling festive) added.
- - - - - - - - Added a menu option to turn off boss effect icons (neither host nor clients will see condition and discovery icons (thus, no spacer or boss hand icons either).
- - - - - FIXED: A bug that caused an error when duplicating a creature from the CT when said creature was set as the boss.
- - - - - FIXED: A bug that caused the last pinkie-width-or-so of a boss's health in the bar to always remain until dead (at which point it would then disapear all at once).
- - - - - FIXED: Hovering your cursor over the boss health bar now correctly displays its health status via tooltip.
- - - - - FIXED: Spell saves weren't working (because of the Pathfinder poison save logic). Fixed now.
v1.1.2 Apr 18th, 2026
- - - - - FIXED: An incompatibility error with Kelrugem's "Extended automation and overlays" extension for PFRPG & 3.5E.
- - - - - FIXED: Added 9 new discovery icons that were previously missing for PFRPG & 3.5E (e.g., immune to nonlethal damage)
v1.1.3 Apr 19th, 2026
- - - - - FIXED?: Added another handler, onDesktop updater (for button), and multiple additional safety check gates, to prevent CT-related race condition errors.
v1.1.6 Apr 25th, 2026
- - - - - FIXED: The following Themes should now function without causing CT button or health bar offset issues: Core, Core Dark, D&D, Hearth (Sir Motte), Legacy - Baron, Legacy - Classic, Legacy - D&D, Legacy - Dark, Legacy - Dungeon, Legacy - Leather, Legacy - Light, Legacy - Simple Brown, Legacy - Simple Gray, Legacy - Wood.
v1.1.7 May 6th, 2026
- - - - - FIXED: Recent d20 unification broke the Pathfinder 1E and 3.5E Ruleset logic for Boss Bar, but with this patch should now be fully restored.
v1.2.0 May 9th, 2026
- - - - - FIXED: An issue where the recent d20 unification broke Boss Bar for 5E Ruleset. Full functionality is now restored.
- - - - - FIXED: An issue where the right-side (gold icon) condition and discovery icons were not displaying their tooltips, and the right-side "more" icon was doubling its tooltip text every time it was re-crunched then observed.
- - - - - FIXED: An issue where bosses with the Mythic trait or SQ were displaying being dead briefly before displaying Mythic status.
- - - - - FIXED: An issue where new boss bar UI assets were loaded in, without being pre-cached, causing a brief, white square to flash between bitmap swaps.
- - - - - FIXED: An issue where the bloodied phase was skipped if the boss took a ton of damage at once.
- - - - - IMPLAMENTED: Players could easily interpret what secret bypasses a boss has for its Damage Reduction by simply reading the early discovery ct effect post in the chat, or viewing the effects in the CT, so these boss bar effects will now more appropriately be automatically set to GM-Only (to remain invisible to players, except via what the tooltips and icons care to share to them).


v1.2.2 May 11th, 2026
- - - - - FIXED: An issue where the the GM unlocking/locking the boss UI-active map record would toss the actual health bar asset itself off its frame by a 3rd.
- - - - - FIXED: An issue where the 5E's tooltip for Vulnerability was the same as the one for 3.5E & PFRPG (the former is double damage, the latter is only +50% damage).
- - - - - IMPLAMENTED: New no-frame frames (no frame around the health bar, but still an underlying plate visible for when wounds increase), as well as a new slim gold frame (as no-frame, with a 1-pixel border of gold/cream).
- - - - - IMPLAMENTED: New combat: boss menu option cycler for positioning the boss UI higher or lower than where it usually hangs out (in case your dice are in the way, etc).
v1.2.3 May 14th, 2026
- - - - - FIXED: An issue where the targeting and clear buttons in the CT weren't appearing.
- - - - - IMPLAMENTED: New boss button in PC and NPC sheets for the GM (they do the same as the CT boss buttons), and an option in the combat menu to use them, the CT ones, or both.
v1.2.4 May 16th, 2026
- - - - - FIXED: A bug preventing the boss buttons from showing up in 3.5E Ruleset.
v1.2.5 May 18th, 2026
- - - - - FIXED: A bug making the button and bar offsets for different themes be all over the place, caused by a prior fix.
v1.2.6 May 18th, 2026
- - - - - FIXED: A bug causing Exhausted, Exhaustion, Fatigued, and Vulnerability icons to not appear.


On sale at the Forge, here: https://forge.fantasygrounds.com/shop/items/2882/view

Beta test new features for free, here: https://forge.fantasygrounds.com/shop/items/2983/view


Current Known Issues
Scaling the UI via /scaleui chat command requires manual refresh (click the same CT boss button twice) to adjust the graphics. Only scale 100, 150, and 175 are covered, Straying from these numbers leads to wonky bar behaviour—most commonly, vertical lines across the bar's length.
There is/was some CT/NPC creation race condition errors cropping up--this may have been solved by v1.1.3 (pending review).


(Any issues, or other feedback, feel free to post in this forum thread!)

Arimil508
March 22nd, 2026, 16:46
This is neat little thingy you have here. Wish it supported more than 5E But it is cool non the less

Thinkcrown
March 23rd, 2026, 00:24
That's kind of you to say! What additional system would you most wish it could work with? (I'm curious how much work it'd be to port. Name a system, and I'll look into it, and find out!)

Arimil508
March 23rd, 2026, 03:34
Thank you for asking I run Pathfinder 1e games myself.
I do not think it would be to hard but i am under the assumption that the majority of the code can stay the same just a few function calls would change. Unfortunately I know enough about coding to much around a bit but am out of my depth when it comes to the API as a whole.

OdricDragore
March 25th, 2026, 04:42
Good extension. Awesome work.

There's a possibility that you could include the Mythic Phase feature that appears for Theros monsters in a future update.

Thinkcrown
March 25th, 2026, 17:23
@Arimil508 There should be a test version available for Pathfinder 1E compatibility before the end of the week. I'll reply back, again, when it's up and running. It'll also include all the FG-version-associated extra conditions (and the "broken" condition, though I assume without any stat-altering mechanics since I don't see "broken" in FG's PFRPG Effect tab). How Pathfinder/3.5E handles immunity/resistance is still giving me a little trouble, so that's why I'm not simply typing, "it's up and running as a test version!" already.

Thinkcrown
March 25th, 2026, 17:44
@Ratoncillo Neat stuff! I don't have that book (yet; just Amazon'd it) or module, but I'll see what I can do. In order to program this, there's something I'll need from you: in your boss-to-be's Trait's section, what is the name of the trait that revives and begins their Mythic Phase? Is it simply "Mythic", or "Mythic Encounter", or "Mythic Feature", or something else? I'll need the keyword/s in order to write the conditional logic.

Edit: Ah, the trait names are all unique, I see. Like, "Shed Skin (Mythic Trait; Recharges after a Short or Long Rest)". In that case, I'll try and see if I can just check for "mythic" case-nonsensitive, regardless of other words. I recall doing something similar before successfully. We'll see. I'll report back if I'm successful.

Arimil508
March 26th, 2026, 07:29
That is fine From my understanding Resistances function like Damage reduction but for elemental damage type. for example Resist 10 fire. takes 10 off of all fire damage the target is dealt. it is not a half damage. But take your time.

Darth Decisive
March 28th, 2026, 18:17
Absolutely amazing extension!

The ONLY thing I've encountered that causes problems is magic bludgeoning/piercing/slashing damage.

It seems like right now, the boss bar extension reads resistance/immunity to non-magic BPS as blanket BPS because they got rid of magic BPS damage in the 2024 rules.

While this normally wouldn't be a problem, the extension adds an effect that grants universal BPS resistance when hitting, even with a magic weapon, because of how it checks it.

If there's a way that the extension could somehow recognize magical BPS for players who still use some of those old stat blocks/rules, that would be amazing!

Either way, fantastic work!

Thinkcrown
March 28th, 2026, 19:57
Thanks for the kind words!

Hmm. Do you mean that:
- a) The extension adds an effect to the boss's ct entry when first hit with non-magical B/P/orS that the 5E Ruleset then misinterprets as a real resistance/immunity, making the boss resistant/immune to non-magical B/P/S despite it not supposed to be, or

- b) The extension is causing the boss-set creature's health to treat magical weapon damage as if it weren't magical (if the boss is resistant or immune to the damage type but not the magical-circumvention version); in other words, the boss-set creature's health is being reduced more per damage hit than it should be, or

- c) The extension is only adding "Resistant[or Immune] to [B/P/orS]" discovery icons, even when the creature set as the boss is actually resistant/immune to magical B/P/S (not simply standard B/P/S), and thus, players could believe, or are believing, that their magical weapons should be able to ignore its resistance/immunity (a solution to this being, if there were "Resistant to magical bludgeoning" (and etc) tooltipped icons included in the extension).

The extension SHOULD just be visual in nature (not actually altering the mechanics of the creature that is set as the boss in any tangible way (except for the Mythic trait thing, but that hasn't been uploaded yet). If the extension is making a creature set as the boss resistant or immune to things it shouldn't be--or its health is being reduced faster or slower than it should be--, that'd be unintentional; a bug, if the extension itself is the cause.

I might need more clarification before I can help!

Thinkcrown
March 28th, 2026, 22:08
@Arimil508 Do you use any other extensions in order to add automation to applying poisons?

It seems (I might be mistaken) that poison isn't automated in FGU's PFRPG and 3.5E Rulesets respectively (which makes it harder to add poison resist/immune discovery icons to the boss). I've basically invented a sheet-checking way to do it--and an option to turn it off for GM's who don't always want poison being applied just because the sheet/attack includes "poison" in it--but if there's already an extension that people are using to automate this process, I should probably build the Boss Bar to hook into it!

Arimil508
March 29th, 2026, 13:02
Only a way to track the progression of poisons and it is currently unlisted.
IDK if it tracks immune and resistance. since poisons are coded like spells idk a good option for you.

Darth Decisive
March 30th, 2026, 19:25
- a) The extension adds an effect to the boss's ct entry when first hit with non-magical B/P/orS that the 5E Ruleset then misinterprets as a real resistance/immunity, making the boss resistant/immune to non-magical B/P/S despite it not supposed to be, or

- b) The extension is causing the boss-set creature's health to treat magical weapon damage as if it weren't magical (if the boss is resistant or immune to the damage type but not the magical-circumvention version); in other words, the boss-set creature's health is being reduced more per damage hit than it should be, or

- c) The extension is only adding "Resistant[or Immune] to [B/P/orS]" discovery icons, even when the creature set as the boss is actually resistant/immune to magical B/P/S (not simply standard B/P/S), and thus, players could believe, or are believing, that their magical weapons should be able to ignore its resistance/immunity (a solution to this being, if there were "Resistant to magical bludgeoning" (and etc) tooltipped icons included in the extension).


It's a little bit of two and three, but not quite! Rather, if a creature is resistant or immune to only nonmagical BPS, it is adding effects that cause the creature to treat it as resistance to ALL BPS instead!

Here, I took some screenshots to help. I have no extentions loaded except for this one to make sure that there's no conflicts.

66963

This is a 2014 Iron Golem. It has immunity to nonmagical b/p/s, but it also deals magic damage in all of its attacks. This means it should be able to deal full damage to itself. It has the DMGTYPE: magic effect, so it should have no trouble cutting through that pesky immunity.

66964

Here's the aftermath. As you can see, the Golem now has an IMMUNE: Slashing effect on it, as well as the Slashing Immune icon on the boss bar. However, neither effect specifies that it is bypassed by magical damage, thus, the attack dealt no damage, despite being magic damage.

I assume this is because the extention "discovers" Immunities on the boss bar by adding effects, which it can then read and place the icons there. It seems like the extention is picking up the slashing immunity, but not the magic bypass. In doing so, it essentially is upgrading the Iron Golem's immunity in the process, making it immune to ALL slashing damage, even against magic weapons!

This same thing happens with Resistance, and with all three damage types. I also tried switching between Legacy and 2024 rulesets, and that didn't have any affect.

However! While the creature does NOT have an active Boss Bar (but while the extention itself is still loaded), this problem is NOT present, as seen below, where the Golem is able to smack itself around with impunity!

66965

Hope this can help!

Nealtendo64
March 31st, 2026, 03:17
I just installed the Boss Bar extension and it cool, but the frame doesn't quite line up with the health bar. On the first load it gave me an error about position not anchored. I couldn't get a screen shot of it, but am able to provide the frame misalignment.

66969

Is there something I can do on my end to fix it?

Thinkcrown
April 1st, 2026, 06:50
@Darth Decisive Update should fix this problem now. Thanks so much for helping me out!

If you have any additional issues, let me know!

Thinkcrown
April 1st, 2026, 07:08
@Nealtendo64 Down, and slightly to the right. Well that's definitely not good! Thanks for letting me know.

Hmm. I'll need more information (a lot more, even, until we get some others having the same problem and circumstances to pin-point the cause). Let's start with the basics though. Next time you see this behaviour in the boss bar, can (if it doesn't open itself) you /console into chat to open up the console, then click the "get logs" (or whatever the button is titled--its the button on the console pop-down window that zips up the console logs) for me? You can open the zip, then the topmost log, and scroll to the bottom. Copy everything from the "starting session" / "session star" line, or even just whatever the error is, and post it here. I'd really appreciate it!

Next, some questions:
- Do you have any other extensions installed? Does the boss bar UI behave this way when all other extensions are turned off.
- What theme do you have installed/turned on?
- You don't appear to be using a ui scale higher than 100, but I should ask anyway; have you set the general FG UI to something slightly smaller, or bigger, than 100?
- Is the bar always offset like this? What circumstances seem to offset it? (The faster I can recreate the conditions that cause the bug, the faster I can figure out the cause, and patch it). For example, do you play in full-screen mode, or windowed mode. Does the bar snap back into place when you click-and-drag the corner of the map record window around a little? Is it offset regardless of whether or not the map record is a window itself on the FG "desktop", or when you click the "increase size" (whatever the top right button is of an arrow pointing North-East), expanding the map record into the FG "desktop background"?

I often click the boss button in the CT entry again to see if that fixes it (as it resets a bunch of stuff). There's also the /bossreset slash command you can try (though it usually doesn't fix anything).

I appreciate the kind opening words, despite the immediate poor performance of the extension, thank you, and thank you for coming here to help me fix whatever's going on!

Nealtendo64
April 1st, 2026, 07:28
I figured it out, the extension didn't work with some of the themes I was using, primarily legacy themes. I switched to Theme: Core and it works just fine, but when I switch back to a legacy theme it issue occurs. For now I'm just going to the Core theme.

- Thanks

Thinkcrown
April 1st, 2026, 17:26
Good work! Problem solving sucks.

Going forward, if there are any themes in particular people like, name them, and I'll try and see how hard it is to make the extension work with them--that offer's for anyone who reads this.

Darth Decisive
April 2nd, 2026, 01:32
@Darth Decisive Update should fix this problem now. Thanks so much for helping me out!

If you have any additional issues, let me know!

Just checked, and it all is working PERFECTLY now, even with a bunch of other extentions loaded!

Thank you so much for your hard and prompt work, this is now basically my favorite extention ever! I'm glad I was able to help out!

Thinkcrown
April 2nd, 2026, 03:55
Just checked, and it all is working PERFECTLY now, even with a bunch of other extentions loaded!

Thank you so much for your hard and prompt work, this is now basically my favorite extention ever! I'm glad I was able to help out!

Heck yeah! Ah, and if you could give Boss Bar a 5-star rating on the storefront, that'd really help me out too! Have fun, and take care out there.

Thinkcrown
April 12th, 2026, 01:22
Phew! Added Pathfinder 1E / 3.5E compatibility to the test server version!

To get to the test version, (after backing up your campaign, just in case), open the launcher, click 'Settings', click the 'advanced' tab, and set your 'build channel' from 'Live' to 'Test', then click 'Save')

Thinkcrown
April 12th, 2026, 01:25
Phew! Added Mythic Phase to the test server version! Just add "Mythic" as the name of a trait or feature/feat to your intended boss. When they die for the first time, they immediately gain full health, and new, mythic-tier horned-skull and boss hand icons. "MYTHIC PHASE" notifications in the chat and toast as well of course.

To get to the test version, (after backing up your campaign, just in case), open the launcher, click 'Settings', click the 'advanced' tab, and set your 'build channel' from 'Live' to 'Test', then click 'Save')

Arimil508
April 18th, 2026, 06:24
Okay i am starting to test a few things.

Firstly there is a conflict with https://forge.fantasygrounds.com/shop/items/1/view
particularly how it handles immunities 67146 I will be posting this in their thread so they are aware.

Second issue I see is that the bar is slightly off this might be something on my end but 67144
it through this when i added the same creature back to the combat tracker without removing the bar 67145

While the elemental immunities seem to work and show up correctly IMMUNE nonlethal while it shows in the combat tracker being picked up by extension there is no icon on the bar itself saying so while i did not check i would look at the more esoteric damage types like precision damage.

The weakness/ status part of the bar do not have in accurate tooltips.
there are also a few things a noticed when editing a creatures statblock in combat tracker.
damage dice did not always update the damage type when you replace it. might be due to how it is parsing the monster in question. no Biggy just made testing a bit harder.

Thinkcrown
April 18th, 2026, 23:10
Firstly there is a conflict with https://forge.fantasygrounds.com/shop/items/1/view
particularly how it handles immunities 67146 I will be posting this in their thread so they are aware.

Think I fixed it, but make sure I did, and also make sure my fix didn't mess up Kel's extension in some way.


Second issue I see is that the bar is slightly off this might be something on my end but 67144

The lines between the bar slices indicate to me that your UI might be scaled to something other than 100, 150, or 175, as I had a buddy who scales to 175, and his bar was doing that (until I designed a fix for 175, and 150). Tell me if the bar is still choppy after entering the following into your chat box, and refreshing the boss bar by double-clicking the same CT boss button: /scaleui 100

As for the bar being offset, that can happen if there's a theme installed. Turn off all other extensions and themes, and get back to me on if that fixes it (if so, turn them back on one at a time until you find the issue, then report back and I may be able to install said issue-causer, reproduce the issue, and then fix the issue based on that).

I noticed in your screenshot that the text also seems to be offset with the bar (and also missing the gold font), but not the horned skull. Now that's something I haven't seen before... Hmm.



it through this when i added the same creature back to the combat tracker without removing the bar 67145

While I appreciate the screenshot of the console, I can't quite figure out what the issue is by that alone. I'll need to be able to reproduce the issue on my own machine, so I need to ask some clarifying questions. Do you mean you has a creature set as the boss, then deleted the that creature's token off the map, or deleted that creature's CT entry from the CT? I tried doing a bunch of things like that, but I couldn't get the error to pop up.


While the elemental immunities seem to work and show up correctly IMMUNE nonlethal while it shows in the combat tracker being picked up by extension there is no icon on the bar itself saying so while i did not check i would look at the more esoteric damage types like precision damage.

Should be fixed now. Added 9 more icons, to cover all those bases, and successfully tested out a nonlethal damage dealing snake verses an Animated Object (immune to nonlethal).


The weakness/ status part of the bar do not have in accurate tooltips.

Do you mean the "Heavy" "Critical" "Lite" etc when holding the mouse cursor over the actual coloured boss health bar area? If they're inaccurate as in they say those kinds of things, that's unfortunately accurate to the extension--I was never able to pull in the actual health bar status for some reason, despite various attempts, so I ended up resorting to manually setting them based on the health myself.


there are also a few things a noticed when editing a creatures statblock in combat tracker.
damage dice did not always update the damage type when you replace it. might be due to how it is parsing the monster in question. no Biggy just made testing a bit harder.

This might have been due to the fatal interaction with Kel's extension. Test those dice damage editing stuff again, now that I think I may have fixed the interaction between the two extensions.

Thanks again for testing, and posting about it here! I appreciate the help in fixing this stuff.

Arimil508
April 19th, 2026, 06:23
The issue was when I removed the creature from the combat tracker and did not remove the bar first then added the monster back to the combat tracker.

Thinkcrown
April 19th, 2026, 23:54
While I haven't been able to replicate this bug myself, I did experience a similar bug, albeit with a different error code. I think they both relate to the latter portions of the script firing before former portions are ready, causing crashes--so I'm adding an extra global handler to check for child updates on the button in general, and an extra button update prompt when the desktop finishes loading. I'll probably need to place a few safety check gates to prevent the nil errors (by returning early if data isn't ready yet, basically). Hopefully that'll snuff out the causes.

OdricDragore
April 23rd, 2026, 01:05
WOW. Thanks

OdricDragore
April 23rd, 2026, 01:07
Phew! Added Mythic Phase to the test server version! Just add "Mythic" as the name of a trait or feature/feat to your intended boss. When they die for the first time, they immediately gain full health, and new, mythic-tier horned-skull and boss hand icons. "MYTHIC PHASE" notifications in the chat and toast as well of course.

To get to the test version, (after backing up your campaign, just in case), open the launcher, click 'Settings', click the 'advanced' tab, and set your 'build channel' from 'Live' to 'Test', then click 'Save')

Wow.

Thinkcrown
April 23rd, 2026, 02:33
What can I say, it was fun!

OdricDragore
April 24th, 2026, 10:23
Good work! Problem solving sucks.

Going forward, if there are any themes in particular people like, name them, and I'll try and see how hard it is to make the extension work with them--that offer's for anyone who reads this.

USING NO BETA version.

Hi. Same problem with legacy theme: Leather.

67195

No issues with the default theme. (No theme selected)

67196

Thinkcrown
April 25th, 2026, 02:53
USING NO BETA version.

Hi. Same problem with legacy theme: Leather.

67195

No issues with the default theme. (No theme selected)

67196

Thank you! I'll take a look and see what I can do. Not being able to use the leatherbound frame with the leatherbound theme would suck!

EDIT: Yep! I've successfully recreated the bug on my machine. The offset down and to the right of the bar from the frame inside legacy leather theme. I'll see if I can get a fix to you for this by the end of the day.

Thinkcrown
April 26th, 2026, 03:28
USING NO BETA version.

Hi. Same problem with legacy theme: Leather.

67195

No issues with the default theme. (No theme selected)

67196

All SmiteWorks core and Legacy themes (and Sir Motte's Hearth theme), should now work without bar or button offset wonkiness. You should also be able to test out Mythic trait boss stuff on the Live version now.

If I missed anything, or you discovery any other bugs, lemme know! Take care.

Kronno
May 6th, 2026, 17:16
Hi, I can't seem to damage an enemy that has the boss bar activated. I get this error message:
[ERROR] Handler error: [string "Boss_Bar:scripts/manager_boss_bar.lua"]:389: attempt to call field 'decodeDamageText' (a nil value)

Note that if I edit the boss's health manually everything seems to work. I'm not running any other extensions other than the dark theme, I'm running a P1e game.

Thinkcrown
May 6th, 2026, 20:33
Hi, I can't seem to damage an enemy that has the boss bar activated. I get this error message:
[ERROR] Handler error: [string "Boss_Bar:scripts/manager_boss_bar.lua"]:389: attempt to call field 'decodeDamageText' (a nil value)

Note that if I edit the boss's health manually everything seems to work. I'm not running any other extensions other than the dark theme, I'm running a P1e game.

Thank you very much for bringing this to my attention! I'll look into it, and hopefully figure out the issue by the end of the day. If I fail, I'll return with some additional clarifying questions--but, fingered crossed I'll return victorious.

Edit: Yeeep, it looks like SmiteWorks did their D20 unification overhauled on 35E Ruleset recently. Hmm. Seems like they made CoreRPG much more robust, gutting a bunch of older RPG Rulesets so they rely on CoreRPG more--which, is good, in the longterm. Growing pains. I'll return later tonight with another update.

Thinkcrown
May 7th, 2026, 02:41
Hi, I can't seem to damage an enemy that has the boss bar activated. I get this error message:
[ERROR] Handler error: [string "Boss_Bar:scripts/manager_boss_bar.lua"]:389: attempt to call field 'decodeDamageText' (a nil value)

Note that if I edit the boss's health manually everything seems to work. I'm not running any other extensions other than the dark theme, I'm running a P1e game.

Alright! SHOULD be fixed now.

If somehow it isn't, or I missed something, or you find something new, let me know! Thanks again for coming on here to inform me; it might have remained extremely unusable for a while before I myself might have logged in to find out. I actually do appreciate it!

Kronno
May 7th, 2026, 03:46
it's fixed! Thanks so much for doing this so quick. My players are about to take down a Runelord, and I'm looking forward to the added flair for the battle.

Thinkcrown
May 8th, 2026, 00:18
Good! And that sounds pretty darn cool. Have fun out there!

MrDDT
May 9th, 2026, 00:20
Good! And that sounds pretty darn cool. Have fun out there!


When using Boss Bar ext, V1.1.7
No damage is working on attacks to any creature, with the Boss Bar turned on or OFF (EXT is loaded in both cases).

No other exts loaded other than BB.

FG v 2026-05-07


Also do you use discord?

Thinkcrown
May 9th, 2026, 13:30
When using Boss Bar ext, V1.1.7
No damage is working on attacks to any creature, with the Boss Bar turned on or OFF (EXT is loaded in both cases).

No other exts loaded other than BB.

FG v 2026-05-07


Also do you use discord?

Confirmed, just now, for 5E specifically (PFRPG still works).

My discord handle is: thinkcrown

Apologies, I know I logged into my 5E test campaign after patching the new May 5th CoreRPG-mega-update's effects on PFRPG Ruleset. I suppose I may have logged in to check for console crashes or warnings, saw none, and logged out. Thought what I read in the CoreRPG code changes wouldn't affect 5E, I guess. Overconfidence.

Good news is, because I already fixed this same issue for the pathfinder logic, it should be even simpler to fix it for 5E.

You can still hit me up on discord if you want to share any additional or very specific odd extension behaviour, or for straight networking, or etc., of course.

Edit: Think I've fixed it. Just doing a little bit more testing.

Chivalrous1
May 9th, 2026, 19:17
This is a very cool extension. Would like to see the ability to move the bar. I play with my map at largest setting, and the left half of the bar is covered by the dice.

67361

Thinkcrown
May 9th, 2026, 19:49
When using Boss Bar ext, V1.1.7
No damage is working on attacks to any creature, with the Boss Bar turned on or OFF (EXT is loaded in both cases).

No other exts loaded other than BB.

FG v 2026-05-07


Also do you use discord?

Should be fixed now (along with a bunch of other CoreRPG unification bugs I hadn't noticed 'till now). Holler if it somehow didn't, or if I missed something!

Thinkcrown
May 9th, 2026, 20:16
This is a very cool extension. Would like to see the ability to move the bar. I play with my map at largest setting, and the left half of the bar is covered by the dice.

67361

Thank you for the compliment! I'll see if I can add an option with an editable field in the options menu that you can manually move all the UI up or down with via typing in the number of pixels desired to move it, at if that's not possible I'll try to an option that has two or three different positions for all the UI (like, 40 pixels up, for example: 67362 ).

Even that might not be possible though; a lot of the UI is disparately overlayed, rather than conjoined, as much as I'd love to be able to add a single variable to all the position numbers. I'll see what I can do though!

Edit: Looking at your screenshot again, I just noticed: it looks like the boss buttons in the CT are slightly offset to the side a pixel out of place. Is that just the screenshot, or is that actually the case? It doesn't look like you're using a theme (which is usually the most common cause). Hmm...

MrDDT
May 9th, 2026, 22:14
When a creature has "VULN" on it, it is correctly displaying it on the Boss Bar, however, its saying "+50%" when it should be "+100%"

Thinkcrown
May 10th, 2026, 06:33
When a creature has "VULN" on it, it is correctly displaying it on the Boss Bar, however, its saying "+50%" when it should be "+100%"

Roger that. Easy-peasy change. I'll update it along with this thing I'm actually struggling with: it seems the unification update changed something to do with the map record GM panel, or UI positioning API, because my fix for the "the boss health bar gets offset off the frame when the map is unlocked" fix is not only no longer working, but acting like its dealing with a race condition.

The new options menu cycler for repositioning the whole boss bar UI vertically will also come with this patch (it's how I realized the horizontal lock/unlock patch was broken). At least that logic seems to work (mm, except for any attempt to mirror it to allow positioning the UI at the top).

Thinkcrown
May 11th, 2026, 05:44
This is a very cool extension. Would like to see the ability to move the bar. I play with my map at largest setting, and the left half of the bar is covered by the dice.

67361

Good news! I've at least gotten it to work for bottom-anchored positions. As soon as I either figure out how to also anchor it to the top without the health bar going AWOL (or give up on those positions), your dice, and your boss bar UI, should no longer be butting heads. I'll respond again when it's updated and playable.

Thinkcrown
May 11th, 2026, 07:46
This is a very cool extension. Would like to see the ability to move the bar. I play with my map at largest setting, and the left half of the bar is covered by the dice.

67361

It's live! (I managed to figure it out after all! How 'bout that, eh?)

MrDDT
May 14th, 2026, 00:46
I posted this to you in discord, but no reply so going to post here also.

I found an issue with Boss Bar causing an issue with the targeting in the CT when the targeting drop down.
When you click the targeting icon in the CT, correctly the targeting area expands, however, there is no longer the targeting options to add a target or remove all targets. I tested with no other exts loaded.

Thinkcrown
May 14th, 2026, 07:11
I posted this to you in discord, but no reply so going to post here also.

I found an issue with Boss Bar causing an issue with the targeting in the CT when the targeting drop down.
When you click the targeting icon in the CT, correctly the targeting area expands, however, there is no longer the targeting options to add a target or remove all targets. I tested with no other exts loaded.

I got'chu, fam.

Not only did I fix it, I added those other sheet buttons, and an option to only have them.

Chivalrous1
May 14th, 2026, 11:20
It's live! (I managed to figure it out after all! How 'bout that, eh?)

Most definitely a huge thank you. Having it at the top is awesome.

Thinkcrown
May 15th, 2026, 19:51
Most definitely a huge thank you. Having it at the top is awesome.

You're welcome!

Now, if only there was an option to shift the toast notifications below (if its on the top) or above (GM-narrative text posts, if it's on the bottom) where the boss UI sits... Kind of a bummer, having to click through on-map GM narration toasts all the time, to get them out of the way!

Chivalrous1
May 16th, 2026, 22:17
You're welcome!

Now, if only there was an option to shift the toast notifications below (if its on the top) or above (GM-narrative text posts, if it's on the bottom) where the boss UI sits... Kind of a bummer, having to click through on-map GM narration toasts all the time, to get them out of the way!

If you could do it as a notification like they have for damage and other notifications (I have mine coming from the top)... I have less than zero clue how they coded that.

PredaBear
May 16th, 2026, 23:17
Hi! After trying out the extension, i notice that the ruleset for dnd 3.5 is not integrated in your files. Can you add the ruleset because i dont have any button to active the boss hp. Thanks in advance!

Thinkcrown
May 17th, 2026, 01:44
Hi! After trying out the extension, i notice that the ruleset for dnd 3.5 is not integrated in your files. Can you add the ruleset because i dont have any button to active the boss hp. Thanks in advance!

Huh. You're right! That's worrying.

Gimme a day, I'll figure it out. Hmm.

Thanks for the heads up!

Thinkcrown
May 17th, 2026, 02:47
Hi! After trying out the extension, i notice that the ruleset for dnd 3.5 is not integrated in your files. Can you add the ruleset because i dont have any button to active the boss hp. Thanks in advance!

Should be fixed now! Sorry about that. And thank you for pointing it out!

PredaBear
May 17th, 2026, 03:30
Yes its working! Something ive notice tho, the bar is not aligned to his frame style. Its doing the same thing for every frame. Also, it looks like if the monster has a vunerability to cold by example, it doesnt add the full green circle icon over the bar. Finally, for the bloodied and the enrage, what kind of macro for the effect do i need to do to add buffs or stuff like this when it reach that point? All those things are for D&D 3.5 :) Thanks and the fast response are really appreciated!!!!

67483

PredaBear
May 17th, 2026, 03:37
Also, it looks like on my side of view (DM), i can still see the icon over the bar (example immune to fire). But sometimes, it disappear from my player point of view

67484
67485

Thinkcrown
May 18th, 2026, 01:42
Yes its working! Something ive notice tho, the bar is not aligned to his frame style. Its doing the same thing for every frame. Also, it looks like if the monster has a vunerability to cold by example, it doesnt add the full green circle icon over the bar. Finally, for the bloodied and the enrage, what kind of macro for the effect do i need to do to add buffs or stuff like this when it reach that point? All those things are for D&D 3.5 :) Thanks and the fast response are really appreciated!!!!

67483

I see... Sigh; it looks like the fix for the Unification update messing with the Map side-panel fix screwed up all the extensive theme-specific math.

I'll see what I can do.

Thinkcrown
May 18th, 2026, 06:56
Yes its working! Something ive notice tho, the bar is not aligned to his frame style. Its doing the same thing for every frame. Also, it looks like if the monster has a vunerability to cold by example, it doesnt add the full green circle icon over the bar. Finally, for the bloodied and the enrage, what kind of macro for the effect do i need to do to add buffs or stuff like this when it reach that point? All those things are for D&D 3.5 :) Thanks and the fast response are really appreciated!!!!

67483

The health bar itself being offset weirdly, and the PC and NPC sheet boss buttons being offset weirdly, should now all be fixed with BBv1.2.5.

I noticed horizontal lines in your player's boss health bar. Those are usually caused by setting the UI scale to something other than 100, 150, or 175. Though A lot has changed since I did that, so it's possible it occurs even at 150% and 175% scale now--what scale is the player running FG at?

Edit: I found the bug causing the loss of some condition icons, and another bug for vulnerability not showing up. Should be fixed now also. Tell me if it isn't!

I'm not quite sure anymore what syntax adds effects at half-health (bloodied) or at the enrage health section--there were a number of third-party extensions that added effect coding, but the CoreRPG Unification update added a bunch to the innate game engine, so I'm still a little in the dark as to what does what now. I'm sure someone around here would know though!

PredaBear
May 21st, 2026, 23:04
The fix did repaired all the bugs it looks like! Thanks!

For the bloodied, enraged and the mythic part, i was more thinking if you could add some automatic buff. I know that the mythic part reset the HP of the boss, but it you could integrated some interesting buffs or we could automated effects on our side, it could be interesting! Thanks :)