scalinghealth: adjust scaling
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								config/scalinghealth-client.toml
									
									
									
									
									
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										117
									
								
								config/scalinghealth-client.toml
									
									
									
									
									
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[debug]
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	[debug.overlay]
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		#Position of debug overlay
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		#Allowed Values: TOP_LEFT, TOP_CENTER, TOP_RIGHT, CENTER_LEFT, CENTER, CENTER_RIGHT, BOTTOM_LEFT, BOTTOM_CENTER, BOTTOM_RIGHT
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		anchor = "TOP_RIGHT"
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		#Overlay text size, where 1 is standard-sized text
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		#Range: 0.01 ~ 1.7976931348623157E308
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		textScale = 0.75
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[hearts]
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	[hearts.health]
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		[hearts.health.icons]
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			#Heart style
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			#REPLACE_ALL: All rows replaced with Scaling Health style hearts
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			#REPLACE_AFTER_FIRST_ROW: Leave the first row vanilla style, Scaling Health style for additional rows
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			#VANILLA: Do not change heart rendering (use this if you want another mod to handle heart rendering)
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			#Allowed Values: REPLACE_ALL, REPLACE_AFTER_FIRST_ROW, VANILLA
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			style = "REPLACE_ALL"
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			#The color of each row of hearts. If the player has more rows than colors, it starts over from the beginning.
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			colors = ["#BF0000", "#E66000", "#E69900", "#E6D300", "#99E600", "#4CE600", "#00E699", "#00E6E6", "#0099E6", "#0000E6", "#9900E6", "#D580FF", "#8C8C8C", "#E6E6E6"]
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			#The player's highest heart will get an outline around it.
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			lastHeartOutline = true
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			#The color of the last heart outline, if enabled (see lastHeartOutline)
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			lastHeartOutlineColor = 16777215
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			#If true, heart colors will 'loop around' to the first color after going through the
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			#entire list. Set false to have every row after the last have the same color.
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			colorLooping = true
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		[hearts.health.tanks]
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			#Enable heart tanks, the small icons above your hearts which indicate the number of filled health rows
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			enabled = true
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		[hearts.health.text]
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			#Style of health text
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			#Allowed Values: DISABLED, ROWS, HEALTH_AND_MAX, HEALTH_ONLY
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			style = "ROWS"
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			#Health text scale, relative to its normal size (which varies by style)
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			#Range: 0.01 ~ 1.7976931348623157E308
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			scale = 1.0
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			#Fine-tune text position
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			#Range: > -2147483648
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			offsetX = 0
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			#Fine-tune text position
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			#Range: > -2147483648
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			offsetY = 0
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			[hearts.health.text.color]
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				#Health text color style.
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				#TRANSITION: Gradually goes from full color to empty color as health is lost
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				#PSYCHEDELIC: Taste the rainbow!
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				#SOLID: Just stays at full color regardless of health
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				#Allowed Values: TRANSITION, SOLID, PSYCHEDELIC
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				style = "TRANSITION"
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				#Color when health is full or style is SOLID
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				full = 5046092
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				#Color when health is empty and style is TRANSITION
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				empty = 16731212
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	[hearts.absorption]
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		[hearts.absorption.icons]
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			#Style of absorption icons
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			#Allowed Values: SHIELD, GOLD_OUTLINE, VANILLA
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			style = "SHIELD"
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			#The color of each row of absorption hearts. If the player has more rows than colors, it starts over from the beginning.
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			colors = ["#BF0000", "#E66000", "#E69900", "#E6D300", "#99E600", "#4CE600", "#00E699", "#00E6E6", "#0099E6", "#0000E6", "#9900E6", "#D580FF", "#8C8C8C", "#E6E6E6"]
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		[hearts.absorption.text]
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			#Style for absorption text. Because there is no 'max' value, the options are more limited.
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			#Allowed Values: DISABLED, ROWS, HEALTH_ONLY
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			style = "DISABLED"
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			#Fine-tune text position
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			#Range: > -2147483648
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			offsetX = 0
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			#Fine-tune text position
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			#Range: > -2147483648
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			offsetY = 0
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			#The color of the absorption text
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			color = 16777215
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[difficulty]
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	#Display a warning to players trying to sleep, to remind them their difficulty may change. Sleeping is still allowed.
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	warnWhenSleeping = false
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	[difficulty.meter]
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		#When to show the difficulty meter.
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		#Allowed Values: ALWAYS, SOMETIMES, NEVER
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		show = "SOMETIMES"
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		#Show the difficulty meter for this many seconds (only on SOMETIMES mode)
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		#Range: 0.0 ~ 1.7976931348623157E308
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		showDuration = 8.0
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		[difficulty.meter.position]
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			#Position of the difficulty meter.
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			#Allowed Values: TOP_LEFT, TOP_CENTER, TOP_RIGHT, CENTER_LEFT, CENTER, CENTER_RIGHT, BOTTOM_LEFT, BOTTOM_CENTER, BOTTOM_RIGHT
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			anchor = "BOTTOM_LEFT"
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			#Fine-tune the difficulty meter's position
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			#Range: > -2147483648
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			offsetX = 5
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			#Fine-tune the difficulty meter's position
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			#Range: > -2147483648
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			offsetY = -30
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		[difficulty.meter.text]
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			#Scale of text on the difficulty meter
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			#Range: 0.0 ~ 1.7976931348623157E308
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			scale = 0.6
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[blights]
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	#whether the purple flame should render on blights or not.
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	#This does not change whether the mob is a blight, only hides the effect.
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	render = false
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										46
									
								
								defaultconfigs/scalinghealth-server.toml
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										46
									
								
								defaultconfigs/scalinghealth-server.toml
									
									
									
									
									
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							@@ -0,0 +1,46 @@
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#All SH features can be disabled here. False to disable.
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[features]
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	#Enable player bonus hp by crystals.
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	crystalsAddHealth = false
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	#Enable player bonus hp by xp.
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	xpAddHealth = false
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	#Enable player regen hp by crystals.
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	crystalsRegenHealth = true
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	#Enable pet add hp by crystals.
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	crystalsAddPetHealth = false
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	#Enable player add damage by crystals.
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	crystalsAddDamage = false
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	#Enable ore gen of health crystals. Still drops as loot.
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	hpCrystalsOreGen = false
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	#Enable ore gen of power crystals. Still drops as loot.
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	powerCrystalsOreGen = false
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	#Mobs will gain bonus health with difficulty.
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	mobHpIncrease = true
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	#Mobs will gain bonus damage with difficulty.
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	mobDamageIncrease = true
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	#Enable player damage scaling.
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	playerDamageScaling = false
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	#Enable mob damage scaling.
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	mobDamageScaling = true
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	#Enable difficulty system. If disabled, everything will have 0 difficulty.
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	enableDifficulty = true
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	#Enable blights. If disabled, no blights will spawn.
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	enableBlights = true
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#Debug settings are intended for tuning configs or diagnosing issues.
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#They may decrease performance and should be disabled for normal play.
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[debug]
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	#Must be true for other debug settings to apply
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	masterSwitch = false
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	#Show some text in-game about player health, difficulty, and maybe other things.
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	showOverlay = true
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	#Log details of entity spawns, including effects of difficulty.
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	#This creates a lot of log spam, and will likely lag the game.
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	logEntitySpawns = false
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	#Logs details of potions effects added to mobs.
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	logApplyingMobPotions = false
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	#Log details of scaled damage, useful for fine-tuning damage scaling.
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	#May create a fair amount of log spam, but shouldn't slow down the game too much.
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	logDamageScaling = false
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