we’ll have 3 bar which stack on top of each other and will be update one by one
when the damage exceed 200 point (aka worth one bar) it will delete the top most bar then proceed to update the next one down the line
If each bar has exactly 250 Hp, then you could probably make it like a normal health bar and just add checks if it reached below a certain value and then you’d just swap the bar its changing the size of
local greenbar = -- put your frame here
local orangebar = -- put your frame here
local redbar = -- put your frame here
function setbar(health, maxhealth)
local nmh = maxhealth/3
greenbar.Size = Udim2.FromScale(math.clamp((health-(nmh*2))/nmh,0,1),1)
orangebar.Size = Udim2.FromScale(math.clamp((health-nmh)/nmh,0,1),1)
redbar.Size = Udim2.FromScale(math.clamp((health)/nmh,0,1),1)
end