155 lines
7.5 KiB
TOML
155 lines
7.5 KiB
TOML
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["General Settings"]
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#How close (in blocks) entities should be before TES starts tracking them
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#Range: 8.0 ~ 512.0
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entityTrackingDistance = 64.0
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#How frequently TES should clear out its tracking cache. Generally this should stay at default, but if you are noticing issues you can try adjusting it
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#Range: > 20
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cacheCleanFrequency = 400
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["HUD Settings"]
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#Whether the TES HUD should be enabled or not
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hudEnabled = false
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#What position the TES HUD should render in
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#Allowed Values: TOP_LEFT, CENTER_TOP, TOP_RIGHT, CENTER_RIGHT, BOTTOM_RIGHT, BOTTOM_LEFT, CENTER_LEFT
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hudRenderPosition = "TOP_LEFT"
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#Manually adjust the left-offset rendering position of the TES HUD
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#Range: -100000 ~ 100000
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hudPositionLeftAdjust = 0
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#Manually adjust the top-offset rendering position of the TES HUD
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#Range: -100000 ~ 100000
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hudPositionTopAdjust = 0
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#How close (in blocks) the player has to be to render a HUD for an entity under the crosshairs
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#Larger values may cost more performance
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#Range: 4.0 ~ 256.0
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hudTargetDistance = 64.0
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#How long (in ticks) after looking away from an entity before its HUD should stop rendering
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#Range: > 0
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hudTargetGracePeriod = 10
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#Whether the TES HUD should render the entity's image
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hudEntityRender = false
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#Select the health render type for the TES HUD
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#Options:
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#NUMERIC - Use numeric values for health only
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#BAR - Use a health-bar style render
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#COMBINED - Use a health-bar style render with numeric values overlaid
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#Allowed Values: NUMERIC, BAR, COMBINED
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healthRenderType = "COMBINED"
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#What style TES font should render in for entity health in the HUD (if applicable)
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#Allowed Values: NORMAL, DROP_SHADOW, GLOWING, OUTLINED
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hudHealthFontStyle = "NORMAL"
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#Set whether the TES HUD health bar should render bar-segments
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hudHealthBarSegments = false
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#Set how long the TES HUD health bar should be
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#Range: > 10
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hudHealthBarLength = 100
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#Set whether the TES HUD's entity icon should keep the red 'tint' entities get when the real entity takes damage or not
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hudEntityDamageTint = false
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#Whether the TES HUD should render the entity's name
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hudEntityName = false
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#What style TES font should render in for entity names in the HUD
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#Allowed Values: NORMAL, DROP_SHADOW, GLOWING, OUTLINED
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hudEntityNameFontStyle = "NORMAL"
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#Whether the TES HUD should render if the entity is a boss (they usually have their own boss bars)
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hudBossesEnabled = false
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#Whether the TES HUD should render the entity's armour and toughness
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hudArmour = false
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#What style TES font should render in for entity armour values in the HUD
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#Allowed Values: NORMAL, DROP_SHADOW, GLOWING, OUTLINED
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hudArmourFontStyle = "DROP_SHADOW"
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#Whether the TES HUD should render the entity's alignment icons
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hudEntityIcons = false
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#Whether the TES HUD should render the entity's effect icons
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hudPotionIcons = false
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#Set how opaque the TES HUD should be, overall. The lower the value, the more transparent the HUD will be
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#Range: 0.0 ~ 1.0
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hudOpacity = 1.0
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#Set how opaque the background behind the text on TES bars, if a render type is set that renders text
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#Range: 0.0 ~ 1.0
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hudBarFontBackingOpacity = 0.5
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["In-World Bars Settings"]
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#Whether TES should do in-world entity status bars
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inWorldBarsEnabled = true
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#Whether the TES in-world HUD should be enabled for the player or not
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inWorldHudForSelf = false
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#When the TES in-world status bars should render
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#Options:
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#ALWAYS - Any entity currently visible
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#NEARBY_ONLY - Only entities nearby
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#DAMAGED_ONLY - Only entities that have less than full health
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#DAMAGED_AND_NEARBY - Only entities that are nearby and have less than full health
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#LOOKING_AT - Only the currently targeted entity
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#LOOKING_AT_AND_DAMAGED - Only the currently targeted entity, if it has less than full health
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#LOOKING_AT_NEARBY_AND_DAMAGED - Only the currently targeted entity if it is nearby and has less than full health
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#NOT_LOOKING_AT - Only when the entity isn't the one being rendered for the on-screen HUD
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#NOT_LOOKING_AT_AND_DAMAGED - Only if not the currently targeted entity, if it has less than full health
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#NOT_LOOKING_AT_NEARBY_AND_DAMAGED - Only if not the currently targeted entity, it is nearby and has less than full health
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#Allowed Values: ALWAYS, NEARBY_ONLY, DAMAGED_ONLY, DAMAGED_AND_NEARBY, LOOKING_AT, LOOKING_AT_AND_DAMAGED, LOOKING_AT_NEARBY_AND_DAMAGED, NOT_LOOKING_AT, NOT_LOOKING_AT_AND_DAMAGED, NOT_LOOKING_AT_NEARBY_AND_DAMAGED
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inWorldHudActivation = "DAMAGED_AND_NEARBY"
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#Select the bar render type for the in-game TES entity status HUD
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#Options:
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#NUMERIC - Use numeric values only
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#BAR - Use a health-bar style render
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#COMBINED - Use a health-bar style render with numeric values overlaid
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#Allowed Values: NUMERIC, BAR, COMBINED
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inWorldBarsRenderType = "BAR"
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#What style TES font should render in for entity health in the in-world HUD (if applicable)
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#Allowed Values: NORMAL, DROP_SHADOW, GLOWING, OUTLINED
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inWorldHudHealthFontStyle = "NORMAL"
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#How opaque the TES in-world entity HUD should be.
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#Range: 0.0 ~ 1.0
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inWorldHudOpacity = 1.0
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#Set how long the TES in-world entity status bars should be
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#Range: > 10
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inWorldBarsLength = 50
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#Whether the in-world entity status bars should be segmented
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inWorldBarsSegments = true
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#Whether the in-world entity status HUD should render the entity's name
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inWorldHudEntityName = false
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#What style TES font should render in for entity names in the in-world HUD
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#Allowed Values: NORMAL, DROP_SHADOW, GLOWING, OUTLINED
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inWorldHudEntityNameFontStyle = "DROP_SHADOW"
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#Whether the in-world entity status HUD should render the entity's armour values
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inWorldHudArmour = false
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#What style TES font should render in for entity armour values in the in-world HUD
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#Allowed Values: NORMAL, DROP_SHADOW, GLOWING, OUTLINED
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inWorldHudArmourFontStyle = "DROP_SHADOW"
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#Whether the in-world entity status HUD should render the entity's alignment icons
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inWorldHudEntityIcons = false
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#Whether the in-world entity status HUD should render the entity's effects icons
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inWorldHudPotionIcons = false
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#Whether the in-world TES entity status HUD should override vanilla name rendering
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inWorldHudNameOverride = true
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#Set a manual vertical offset for the TES in-world HUD (in blocks) in the event of other mods doing overhead rendering
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#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
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inWorldHudManualVerticalOffset = 1.401298464324817E-45
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["Particle Settings"]
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#Whether TES should do particles for various status changes such as damage dealt or health healed
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tesParticlesEnabled = false
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#What style TES particles' font should render in
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#Allowed Values: NORMAL, DROP_SHADOW, GLOWING, OUTLINED
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particleFontStyle = "OUTLINED"
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#How long (in ticks) TES particles should display for
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#Range: 5 ~ 200
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defaultParticleLifespan = 60
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#How many decimals the numeric TES Particles should round to
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#Or set to 0 to only use whole-numbers
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#Range: 0 ~ 8
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particleDecimalPoints = 1
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#Scale modifier for TES-Particles. The higher the value, the larger the particles
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#Range: 0.0 ~ 10.0
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particleScale = 1.0
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#Whether TES should do verbal health-status particles (E.G. INSTAKILL) in certain situations
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verbalHealthParticles = true
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#What colour the damage-type particles should be. Value can be a packed int, byte, or hex value. Format is ARGB
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#Range: > -2147483648
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damageParticleColour = -65536
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#What colour the healing-type particles should be. Value can be a packed int, byte, or hex value. Format is ARGB
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#Range: > -2147483648
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healParticleColour = -16711936
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#Whether TES should change the colour of damage particles to the colour of the team that dealt the damage (if applicable)
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teamBasedDamageParticleColours = false
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