config: parties
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config/sedparties-client.toml
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36
config/sedparties-client.toml
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#--------------------------------------------------------
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#Client Party Settings
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#Type /party reload in-game to reload this configuration.
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#--------------------------------------------------------
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[party-ui]
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#End the potion effects on the client without the server packet
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#If true, the client won't wait for the server to send a potion effect packet to remove the potion effects from the UI.
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#If false, the potion effects will stay on the client until the server says the client no longer has it.
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endPotionEffects = true
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#Enables the Player Frame under specific conditions.
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#ON - Enables the Player Frame.
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#PARTY - Enables the Player Frame only when the player is in a party.
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#OFF - Disables the Player Frame.
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#Allowed Values: ON, PARTY, OFF
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playerRender = "ON"
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#Renders armor toughness as text in paranthesis next to the armor value if it's not zero.
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toughnessRender = false
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#Makes all the models drawn on the party frame face forward if true.
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#Self model is drawn when the head element has Head Type at 1, or 2 for the entire party.
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forceModelRotation = false
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#Offset of the front-facing model if forceModelRotation is enabled.
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#Negative values make the model face right, while positive values make the model face left.
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#Range: -180 ~ 180
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rotationOffset = -20
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[mod-options]
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#This allows you to set the type of automatic syncing you'd like for GameStages support
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#When prompted from a party invite. Syncing only occurs if players allow it.
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#ALL - Prompt disabled, all game stages are synced. Only works if server allows it.
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#FUTURE - Prompt disabled, future game stages are synced. Only works if server allows it.
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#NONE - Prompt disabled, no game stages are synced at all.
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#PROMPT - A prompt asking for sync permission is sent each time you join a party.
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#Allowed Values: ALL, FUTURE, NONE
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defaultSync = "NONE"
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config/sedparties-common.toml
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83
config/sedparties-common.toml
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#Common Party Settings
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[timers]
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#Delay (in seconds) for player to accept invite before it automatically expires.
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#Range: 5 ~ 60
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playerAcceptTimer = 30
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#Delay (in ticks) for player packet syncing (hunger, xp)
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#Range: 10 ~ 200
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playerUpdateInterval = 10
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#Delay (in ticks) for player packet syncing for less frequent items (World Temp, etc)
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#Range: 40 ~ 800
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playerSlowUpdateInterval = 40
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[mechanics]
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#Max size for a party
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#Range: > 2
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partySize = 5
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#Makes the party system utilize the vanilla team system as well.
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useVanillaTeams = true
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#Allow players to attack each other in parties
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friendlyFire = false
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[xp-share]
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#Allow players to share XP in a party. This is a universal option.
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enableShare = true
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#Enables XP Sharing between party members regardless of distance from each other.
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globalShare = true
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#Disables XP Sharing from vanilla commands that give experience *points*.
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#(/xp add [name] [amount] points)
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ignoreCommand = true
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[mod-support]
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#This allows for extra modded information (like cast bars) to update regardless of distance.
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#true - Enables this feature. Members have all information shared regardless of distance.
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#false - Disables this feature. Members have to be within tracking range for updates.
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#APPLIES TO: Cast Bar Element
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allowGlobalUpdates = true
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#Allow you to enable specific type of game stage syncing between party members.
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#ALL - Players can opt-in to allow all game stage syncing, including previous entries.
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#FUTURE - Players can only opt-in to allow future game stages to be synced
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#NONE - Game stage syncing is disabled completely.
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#Allowed Values: ALL, FUTURE, NONE
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syncGameStages = "NONE"
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#Specifies if Game Stages (and other mods with similar systems) should utilize server lists for syncing.
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#These white/blacklists determine what stages are allowed to be synced by the client, regardless of sync settings.
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#If the list is a whitelist, only stages in the list will be syncable.
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#For a blacklist, all stages that aren't in the list will be syncable.
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useSyncLists = false
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#Uses FTB Teams to handle party management instead. Commands will be disabled.
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useFTBTeams = false
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[boss-module]
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#The boss module allows you to alter boss attributes and loot depending on the number of players from various types of sources.
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#true - Enables the boss module.
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#false - Disables the boss module.
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bossModuleEnabled = false
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#A list of entity IDs that the Parties mod treats as bosses. These entities will utilize the scaling of the Boss Module. Changes to this list require a restart.
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markBosses = ["minecraft:wither", "minecraft:ender_dragon", "minecraft:warden"]
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#Changes the way the player count is calculated to adjust the attributes and loot drops of bosses.
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#SERVER - Counts all online players.
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#DIMENSION - Counts all players in the same dimension.
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#RADIUS - Counts all players in a defined radius from the spawned boss. (Not functional yet)
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#PARTY - Counts all players in the nearest player's party.
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#Allowed Values: SERVER, DIMENSION, RADIUS, PARTY
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playerCountType = "DIMENSION"
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#If playerCountType is RADIUS, this defines the radius size from the boss to look for players, in meters.
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#Range: > 1
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playerCountRadius = 256
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#The health mod per player count defined above, as a total multiplier. (0.5 = 150%)
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#A value of 0 disables health modifiers.
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#Range: 0.0 ~ 2.147483647E9
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healthMod = 0.25
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#The damage mod per player count defined above, as a total multiplier. (0.5 = 150%)
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#A value of 0 disables damage modifiers.
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#Range: 0.0 ~ 2.147483647E9
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damageMod = 0.25
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#If true, scales the loot to the amount of players from the player count above.
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#Setting this value to false disables this feature.
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scaleLoot = true
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#If true, scales special loot just like above.
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#Currently determines whether you'd get more Affixed items from Apotheosis mini-bosses.
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scaleSpecialLoot = false
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