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2db78d6587
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839ae89dce |
117
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
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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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10
index.toml
10
index.toml
@@ -132,6 +132,10 @@ hash = "4ba7ff7a0a190e39da08a71862b45a317bdfe210395c1f19f685fd9f2104936a"
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file = "config/quark-common.toml"
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hash = "febfb0c7770388581a90f230c0c74afa4e3c75ae03b6fbe450222f026bd66ab1"
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[[files]]
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file = "config/scalinghealth-client.toml"
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hash = "37ed12381b513e5565e4ce6448120f6de46fef68d801c398f1697f3fbc0bacef"
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[[files]]
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file = "config/serverconfigupdater-common.toml"
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hash = "a99af7b99ef3e625557c07e4dea8a602729c000cc3190f2772bc51220d693ea2"
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@@ -180,6 +184,10 @@ hash = "4ce84f0da35036f810959086ea1043062993bf34ae704fc9cd4f1a67810090a6"
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file = "defaultconfigs/irons_rpg_tweaks-server.toml"
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hash = "feea89cd657cc5b0aa7465a8fba7a95ed6fec5648084a7198ca868da8be2de08"
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[[files]]
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file = "defaultconfigs/scalinghealth-server.toml"
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hash = "58f2248756fbb1198b9f9babfa1a65dbed9ff2331326a8a52c5e248aeb35ee0f"
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[[files]]
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file = "defaultconfigs/sebastrnlib-server.toml"
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hash = "2a5a7e97cc8b21baa4a3f4b06fb48383abe8638f50b0138d3127ef22f6deb010"
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@@ -1137,7 +1145,7 @@ metafile = true
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[[files]]
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file = "mods/distant-horizons.pw.toml"
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hash = "3892e936e3d9d260a12716c63d418be38acb98a42c2f050110484061ddc965d8"
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hash = "65009247d7407af232a5959d12d71f13332be181d2042e8e8d743e5096a825d4"
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metafile = true
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[[files]]
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@@ -1,6 +1,6 @@
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name = "Distant Horizons: A Level of Detail mod"
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filename = "DistantHorizons-fabric-forge-2.3.2-b-1.20.1.jar"
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side = "client"
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side = "both"
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[download]
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hash-format = "sha1"
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@@ -6,7 +6,7 @@ pack-format = "packwiz:1.1.0"
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[index]
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file = "index.toml"
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hash-format = "sha256"
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hash = "9fd0b3d6c4fe17c6785eeb02ebad9e82bece8c06728b0a8006b0a6094862343a"
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hash = "29adce1411063a4d79d5c101fa8c8fe13db1f9e11fe309f57808d2544582cb1f"
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[versions]
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forge = "47.4.0"
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