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Mini Vitals

All four vitals in one strip, the width of a header — for when four separate bar windows are three windows too many.

What it’s for

Four progress bars tell you everything you need, and cost you four windows to place, four borders to align, and four things to re-drag every time you rearrange a layout. Mini Vitals is the same information as one window: health, mana, stamina and spirit drawn side by side across a single row, sized and moved as one thing.

It is also the widget that knows your real numbers. Ordinary bars and the phone’s chrome work in percentages; this one carries 142/193 because the game sends the current value and the maximum together. Pick it when you want a compact strip and exact figures, and pick separate bars when you want each vital in a different corner of the screen.

Set it up

  1. Click Windows in the top toolbar and expand Progress Bars. The row reads minivitals in lowercase — this widget ships with no title, so the catalog falls back to its key. Tick it. (Typed equivalent: .addwindow minivitals minivitals 0 0 80 3.)
  2. Right-click the window and open the Vitals section. It holds Layout (One row or Stacked), Bar height, Bar text, Depleted color, and a Bars shown (in display order) list with a checkbox and ▲ ▼ buttons per bar.
  3. Set Bar text to taste. The choices show you their own output: Health: 191/193, Health: 99%, 191/193, 99%, or No text.
📷 screenshot pending
A Mini Vitals window right-clicked with the Vitals section open, showing Layout, Bar height, Bar text, Depleted color, and the Bars shown (in display order) list with its ▲ ▼ reorder buttons.

Expected result: one window carrying four filled bars that redraw the moment the game sends a vitals update, each reading its current value over its maximum.

Common setups

A Wrayth-style stats strip across the top of the screen

This is what the widget was shaped for: one row, no title, no wasted height.

  1. Add minivitals from the catalog and set its row’s zone to Header.
  2. Right-click it ▸ Vitals ▸ set Layout to One row and Bar text to 191/193 — position and color already tell you which bar is which, so the word is spent space.
  3. Right-click ▸ Appearance ▸ Frame and turn the border off, so the strip reads as part of the chrome rather than a box sitting on it.
  4. Drag the bottom edge until the bars are the height you want, or set Bar height directly.

You’ll see: a single unbroken row across the top of your layout reading four pairs of numbers in red, blue, orange and gray, each fill draining as you take the hit that caused it.

Tips & gotchas

⚠️ In the GUI these settings are shared by every Mini Vitals window; in the terminal they belong to the window. The GUI stores Layout, Bar height, Bar text, Depleted color and the bar list once, in your per-character GUI layout — change them on one window and every Mini Vitals window changes with it. The terminal stores its own set of fields per window in layout.toml. The two frontends do not share these settings at all, so a window you tuned in the GUI arrives in the terminal with terminal defaults, and the reverse.

⚠️ The GUI version draws four bars the terminal version cannot. The GUI’s bar list offers Mind, Encumbrance, Next Level and Blood alongside the four vitals, so one window can carry your health and your encumbrance together. The terminal accepts only health, mana, stamina, spirit and concentration, and silently ignores anything else in the list — a layout using the GUI’s extra bars renders in the terminal with those bars missing rather than with an error.

⚠️ Four bars maximum in the terminal, no cap in the GUI. The terminal’s [ Edit Bars & Colors ] editor refuses a fifth tick. The GUI lets you enable all eight, and they divide the width between them.

This widget and your ordinary bars read the same feed, so both are live at once. The game sends one health update and it lands in every place that wants it: each progress window bound to health, this widget, and the phone’s status row. Running a Mini Vitals strip and a separate health bar is not a conflict and costs you nothing.

The window ships with no title on purpose, which is why the catalog row reads minivitals in lowercase where its neighbours read proper names. Give it a title under Window if you want one, or leave the title bar off entirely.

Current Only beats Numbers Only in the terminal. With both ticked you get the bare current value. The order is: current-only, then numbers-only, then the game’s own text.

Nothing here changes color at a threshold. No low-health red, no flash, no pulse — each bar draws one solid color at every value. Alerting on low health is a hotbar button’s condition state, an indicator, a sound, or controller rumble; see Make your health bar shout when you’re hurt.

Depleted color is the unfilled part of each bar. Leave it empty and the unfilled portion follows the window background, which is usually what you want. Set it to pick out how much of each bar is gone at a glance.

This widget is GemStone IV only. Both pickers hide it from DragonRealms characters — it is absent from the GUI Windows catalog and from the bare-.addwindow picker. The full six-argument form does not check, so it will build the window on a DR character. If the game is not set at all, VellumFE assumes GemStone IV and the row appears, which is why it shows up when you connect through Lich without naming a game.

See also

Config reference (TOML)

Written by the catalog and the editors above. Hand-editing is for troubleshooting, not the normal path.

[[windows]]
name = "minivitals"
widget_type = "minivitals"
row = 0
col = 0
rows = 3
cols = 80
show_border = true
numbers_only = false
current_only = false
bar_order = ["health", "mana", "stamina", "spirit"]

widget_type = "minivitals". The type string is exactly minivitals; an unrecognized type does not error, it quietly creates a text window instead.

Widget fields (MiniVitalsWidgetData) — read by the terminal

FieldTypeDefaultWhat it does
numbers_onlybooleanfalseDraw current/max instead of the game’s text
current_onlybooleanfalseDraw only the current value. Takes precedence over numbers_only.
bar_orderarray of string["health","mana","stamina","spirit"]Which bars, in which order. Names outside health, mana, concentration, stamina, spirit are dropped.
health_colorstring#6e0202Fill color for the health bar
mana_colorstring#08086dFill color for the mana bar
stamina_colorstring#bd7b00Fill color for the stamina bar
spirit_colorstring#6e727cFill color for the spirit bar
concentration_colorstring(none)Fill color for the concentration bar
depleted_colorstring(none)Unfilled portion of each bar. Empty follows the window background.

The desktop GUI reads none of these. Its equivalent settings live in the per-character GUI layout file as one shared vitals config — orientation (horizontal / vertical), bar height (default 18.0, clamped 8–60), text format (label_value_max / label_percent / value_max / percent / none), depleted color, and the bar list (default health, mana, stamina, spirit; the full vocabulary adds mind, encumbrance, next_level, blood).

Catalog preset

Catalog rowCategoryTitleSizeGame
minivitalsProgress Bars(none — the row shows the key)3 rows x 80 cols (fixed at 3 rows; floor 40 cols)GemStone IV only

Rows are pinned at 3 by min_rows and max_rows — one content row plus two borders. The game gate hides the row from DragonRealms characters in both pickers; the six-argument .addwindow form is not gated. An unset game counts as GemStone IV.

Where the settings live

SettingDesktop GUITerminal (TUI)
Layout / orientationRight-click ▸ VitalsLayoutnot offered (always one row)
Bar heightRight-click ▸ VitalsBar heightwindow height
Bar textRight-click ▸ VitalsBar text.editwindowNumbers Only / Current Only
Which bars, and their orderRight-click ▸ VitalsBars shown.editwindow[ Edit Bars & Colors ]
Per-bar colornot offered.editwindow[ Edit Bars & Colors ] ▸ color column
Depleted colorRight-click ▸ VitalsDepleted color.editwindowDepleted

Standard window keys — row, col, rows, cols, show_border, border_style, title, locked — apply as they do to any window.