malloc-s4/config/scalinghealth-client.toml

118 lines
4.3 KiB
TOML

[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