oo3server/config/tslatentitystatus-common.toml

155 lines
7.5 KiB
TOML

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