118 lines
4.3 KiB
TOML
118 lines
4.3 KiB
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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