scalinghealth: adjust scaling
This commit is contained in:
117
config/scalinghealth-client.toml
Normal file
117
config/scalinghealth-client.toml
Normal file
@ -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
|
||||
|
Reference in New Issue
Block a user