From 839ae89dceff02d64b35c7992806204c1c1a3286 Mon Sep 17 00:00:00 2001 From: Victoria Fischer Date: Sat, 10 May 2025 16:27:24 +0200 Subject: [PATCH] scalinghealth: adjust scaling --- config/scalinghealth-client.toml | 117 +++++++++++++++++++++++ defaultconfigs/scalinghealth-server.toml | 46 +++++++++ 2 files changed, 163 insertions(+) create mode 100644 config/scalinghealth-client.toml create mode 100644 defaultconfigs/scalinghealth-server.toml diff --git a/config/scalinghealth-client.toml b/config/scalinghealth-client.toml new file mode 100644 index 0000000..5a2a851 --- /dev/null +++ b/config/scalinghealth-client.toml @@ -0,0 +1,117 @@ + +[debug] + + [debug.overlay] + #Position of debug overlay + #Allowed Values: TOP_LEFT, TOP_CENTER, TOP_RIGHT, CENTER_LEFT, CENTER, CENTER_RIGHT, BOTTOM_LEFT, BOTTOM_CENTER, BOTTOM_RIGHT + anchor = "TOP_RIGHT" + #Overlay text size, where 1 is standard-sized text + #Range: 0.01 ~ 1.7976931348623157E308 + textScale = 0.75 + +[hearts] + + [hearts.health] + + [hearts.health.icons] + #Heart style + #REPLACE_ALL: All rows replaced with Scaling Health style hearts + #REPLACE_AFTER_FIRST_ROW: Leave the first row vanilla style, Scaling Health style for additional rows + #VANILLA: Do not change heart rendering (use this if you want another mod to handle heart rendering) + #Allowed Values: REPLACE_ALL, REPLACE_AFTER_FIRST_ROW, VANILLA + style = "REPLACE_ALL" + #The color of each row of hearts. If the player has more rows than colors, it starts over from the beginning. + colors = ["#BF0000", "#E66000", "#E69900", "#E6D300", "#99E600", "#4CE600", "#00E699", "#00E6E6", "#0099E6", "#0000E6", "#9900E6", "#D580FF", "#8C8C8C", "#E6E6E6"] + #The player's highest heart will get an outline around it. + lastHeartOutline = true + #The color of the last heart outline, if enabled (see lastHeartOutline) + lastHeartOutlineColor = 16777215 + #If true, heart colors will 'loop around' to the first color after going through the + #entire list. Set false to have every row after the last have the same color. + colorLooping = true + + [hearts.health.tanks] + #Enable heart tanks, the small icons above your hearts which indicate the number of filled health rows + enabled = true + + [hearts.health.text] + #Style of health text + #Allowed Values: DISABLED, ROWS, HEALTH_AND_MAX, HEALTH_ONLY + style = "ROWS" + #Health text scale, relative to its normal size (which varies by style) + #Range: 0.01 ~ 1.7976931348623157E308 + scale = 1.0 + #Fine-tune text position + #Range: > -2147483648 + offsetX = 0 + #Fine-tune text position + #Range: > -2147483648 + offsetY = 0 + + [hearts.health.text.color] + #Health text color style. + #TRANSITION: Gradually goes from full color to empty color as health is lost + #PSYCHEDELIC: Taste the rainbow! + #SOLID: Just stays at full color regardless of health + #Allowed Values: TRANSITION, SOLID, PSYCHEDELIC + style = "TRANSITION" + #Color when health is full or style is SOLID + full = 5046092 + #Color when health is empty and style is TRANSITION + empty = 16731212 + + [hearts.absorption] + + [hearts.absorption.icons] + #Style of absorption icons + #Allowed Values: SHIELD, GOLD_OUTLINE, VANILLA + style = "SHIELD" + #The color of each row of absorption hearts. If the player has more rows than colors, it starts over from the beginning. + colors = ["#BF0000", "#E66000", "#E69900", "#E6D300", "#99E600", "#4CE600", "#00E699", "#00E6E6", "#0099E6", "#0000E6", "#9900E6", "#D580FF", "#8C8C8C", "#E6E6E6"] + + [hearts.absorption.text] + #Style for absorption text. Because there is no 'max' value, the options are more limited. + #Allowed Values: DISABLED, ROWS, HEALTH_ONLY + style = "DISABLED" + #Fine-tune text position + #Range: > -2147483648 + offsetX = 0 + #Fine-tune text position + #Range: > -2147483648 + offsetY = 0 + #The color of the absorption text + color = 16777215 + +[difficulty] + #Display a warning to players trying to sleep, to remind them their difficulty may change. Sleeping is still allowed. + warnWhenSleeping = false + + [difficulty.meter] + #When to show the difficulty meter. + #Allowed Values: ALWAYS, SOMETIMES, NEVER + show = "SOMETIMES" + #Show the difficulty meter for this many seconds (only on SOMETIMES mode) + #Range: 0.0 ~ 1.7976931348623157E308 + showDuration = 8.0 + + [difficulty.meter.position] + #Position of the difficulty meter. + #Allowed Values: TOP_LEFT, TOP_CENTER, TOP_RIGHT, CENTER_LEFT, CENTER, CENTER_RIGHT, BOTTOM_LEFT, BOTTOM_CENTER, BOTTOM_RIGHT + anchor = "BOTTOM_LEFT" + #Fine-tune the difficulty meter's position + #Range: > -2147483648 + offsetX = 5 + #Fine-tune the difficulty meter's position + #Range: > -2147483648 + offsetY = -30 + + [difficulty.meter.text] + #Scale of text on the difficulty meter + #Range: 0.0 ~ 1.7976931348623157E308 + scale = 0.6 + +[blights] + #whether the purple flame should render on blights or not. + #This does not change whether the mob is a blight, only hides the effect. + render = false + diff --git a/defaultconfigs/scalinghealth-server.toml b/defaultconfigs/scalinghealth-server.toml new file mode 100644 index 0000000..60baf24 --- /dev/null +++ b/defaultconfigs/scalinghealth-server.toml @@ -0,0 +1,46 @@ + +#All SH features can be disabled here. False to disable. +[features] + #Enable player bonus hp by crystals. + crystalsAddHealth = false + #Enable player bonus hp by xp. + xpAddHealth = false + #Enable player regen hp by crystals. + crystalsRegenHealth = true + #Enable pet add hp by crystals. + crystalsAddPetHealth = false + #Enable player add damage by crystals. + crystalsAddDamage = false + #Enable ore gen of health crystals. Still drops as loot. + hpCrystalsOreGen = false + #Enable ore gen of power crystals. Still drops as loot. + powerCrystalsOreGen = false + #Mobs will gain bonus health with difficulty. + mobHpIncrease = true + #Mobs will gain bonus damage with difficulty. + mobDamageIncrease = true + #Enable player damage scaling. + playerDamageScaling = false + #Enable mob damage scaling. + mobDamageScaling = true + #Enable difficulty system. If disabled, everything will have 0 difficulty. + enableDifficulty = true + #Enable blights. If disabled, no blights will spawn. + enableBlights = true + +#Debug settings are intended for tuning configs or diagnosing issues. +#They may decrease performance and should be disabled for normal play. +[debug] + #Must be true for other debug settings to apply + masterSwitch = false + #Show some text in-game about player health, difficulty, and maybe other things. + showOverlay = true + #Log details of entity spawns, including effects of difficulty. + #This creates a lot of log spam, and will likely lag the game. + logEntitySpawns = false + #Logs details of potions effects added to mobs. + logApplyingMobPotions = false + #Log details of scaled damage, useful for fine-tuning damage scaling. + #May create a fair amount of log spam, but shouldn't slow down the game too much. + logDamageScaling = false +