config: dragon stuff
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21
config/dragonitegear-common.toml
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config/dragonitegear-common.toml
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["Dragonite Armor Effects"]
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#Enable the full set effect for the Dragonite Armor.
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"Enable Set Effect" = true
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#A list of effects to receive when full set is equipped.
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"Full Set Effects" = ["minecraft:strength", "minecraft:resistance"]
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#The duration of the full set effect.
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"Effect Duration" = 200
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#The amplifier of the full set effect.
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"Effect Amplifier" = 1
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["Dragonite Gear Weapons"]
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#The damage of the Dragonite Sword.
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"Sword Damage" = 11
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#The damage of the Dragonite Greatsword.
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"Greatsword Damage" = 17
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#The damage of the Stormforged Sword.
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"Stormforged Sword Damage" = 24
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#The damage of the Stormforged Greatsword.
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"Stormforged Greatsword Damage" = 32
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23
config/dragonlib-common.toml
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config/dragonlib-common.toml
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[dragonlib_common_config]
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[dragonlib_common_config.time]
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#The number of ticks for one Minecraft day. If in doubt, leave it unchanged! (Default: 24000)
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#Range: > 0
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ticks_per_day = 24000
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#The scale of the tick length. 1 means that a tick has normal duration (0.05 seconds). 20 would therefore result in a length of 1 second per tick. If in doubt, leave it unchanged! (Default: 1)
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#Range: 0.0 ~ 1.7976931348623157E308
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time_multiplier = 1.0
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#The number of ticks by which the time of day is shifted to match the real daytime. By default, 0 ticks is 6 AM, but 0 ticks should represent 12 AM (midnight). If in doubt, leave it unchanged! (Default: 6000)
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#Range: > 0
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daytime_shift = 6000
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[dragonlib_common_config.caching]
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#Specifies how aggressively data should be cached. The lower the value, the less data will be cached, which can reduce RAM usage. However, depending on the situation, less caching can lead to increased CPU usage and cause lag. Only works with mods that actively use the feature! If in doubt, leave unchanged. (Default: NORMAL, OFF = only the most important data will be cached)
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#Allowed Values: NORMAL, REDUCED, MINIMAL, OFF
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mode = "NORMAL"
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[dragonlib_common_config.compat]
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#Hides the warning when Sodium is installed, but no mod that fixes the visual glitches.
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hide_sodium_warning = false
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28
config/dragonmounts-client.toml
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config/dragonmounts-client.toml
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[client]
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#Is dragon flight vertical movement driven by the pitch of the game camera?
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#This option can be toggled in-game via keybinding for quick switching.
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#If you choose to disable this, vertical movement can still be achieved via dedicated keybindings.
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camera_driven_flight = true
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#When mounting and dismounting a dragon, should the camera automatically switch third-person perspectives?
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third_person_on_mount = true
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#The values that define the offset of the camera position when riding a dragon in the third person camera.
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[camera_offsets]
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[camera_offsets.third_person_back]
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#Range: -3.0 ~ 1000.0
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distance = 6.0
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#Range: -3.0 ~ 1000.0
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vertical = 4.0
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#Range: -1000.0 ~ 1000.0
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horizontal = 0.0
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[camera_offsets.third_person_front]
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#Range: -3.0 ~ 1000.0
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distance = 6.0
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#Range: -3.0 ~ 1000.0
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vertical = 4.0
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#Range: -1000.0 ~ 1000.0
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horizontal = 0.0
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87
config/dragonmounts-common.toml
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87
config/dragonmounts-common.toml
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[config]
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#Allow the vanilla ender egg to be interacted with? (Hatchable)
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#Useful to help with mod compatibility
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allow_egg_override = true
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#Should Ender Dragon Eggs replenish on the exit portal after a respawned dragon is defeated?
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#Useful for multiplayer scenarios.
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#NOTE: This may break with mods that add content in the end. (A big example is YUNG's better end islands)
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#You should see if those mods have ways to replenish dragon eggs themselves.
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replenish_eggs = false
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#Should dragon eggs generate in treasure chest loot tables?
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#Useful for multiplayer scenarios and offering alternative ways to obtain eggs.
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#Egg chance values can be modified below. If you'd like to change the loot tables the eggs appear
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#in, consider using a datapack, since the static nature of configs complicates things.
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use_loot_tables = true
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#Should Dragon Eggs adapt to their environments and change breeds?
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update_habitats = true
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#!!! THESE VALUES DO NOT TAKE EFFECT UNTIL `use_loot_tables` ABOVE IS SET TO `true` !!!
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#These entries define the chance values of which a dragon egg can appear in its respective loot table.
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#Due to the static nature of configs in general, DML cannot modify the chances of custom breed eggs
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#outside the built-in defaults, so those should be configured to use minecraft's built in random chance conditions.
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#(It is however, possible to point custom egg chances to the built-in values via the loot condition, therefore using a config chance)
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[egg_loot_chances]
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#The chance that a aether egg appears in chests/simple_dungeon.
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#0 = Never Appears, 1 = Guaranteed
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#Range: 0.0 ~ 1.0
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aether_in_simple_dungeon_chance = 0.15
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#The chance that a fire egg appears in chests/desert_pyramid.
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#0 = Never Appears, 1 = Guaranteed
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#Range: 0.0 ~ 1.0
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fire_in_desert_pyramid_chance = 0.075
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#The chance that a forest egg appears in chests/jungle_temple.
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#0 = Never Appears, 1 = Guaranteed
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#Range: 0.0 ~ 1.0
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forest_in_jungle_temple_chance = 0.3
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#The chance that a ghost egg appears in chests/woodland_mansion.
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#0 = Never Appears, 1 = Guaranteed
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#Range: 0.0 ~ 1.0
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ghost_in_woodland_mansion_chance = 0.2
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#The chance that a ghost egg appears in chests/abandoned_mineshaft.
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#0 = Never Appears, 1 = Guaranteed
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#Range: 0.0 ~ 1.0
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ghost_in_abandoned_mineshaft_chance = 0.095
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#The chance that a ice egg appears in chests/igloo_chest.
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#0 = Never Appears, 1 = Guaranteed
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#Range: 0.0 ~ 1.0
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ice_in_igloo_chest_chance = 0.2
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#The chance that a nether egg appears in chests/bastion_treasure.
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#0 = Never Appears, 1 = Guaranteed
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#Range: 0.0 ~ 1.0
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nether_in_bastion_treasure_chance = 0.35
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#The chance that a water egg appears in chests/buried_treasure.
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#0 = Never Appears, 1 = Guaranteed
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#Range: 0.0 ~ 1.0
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water_in_buried_treasure_chance = 0.175
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#These entries define the reproduction (breed) limits of each dragon breed.
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#Due to the static nature of configs in general, DML cannot modify the reproduction limits of custom breeds
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#outside the mod's built in breeds. Those should be configured in datapacks to use a direct number rather
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#than point to an entry here (unless that's the goal.)
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[reproduction_limits]
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#-1 = No Limit, 0 = Cannot breed, 2 = Can breed only two times
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#Range: > -1
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aether = 2
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#-1 = No Limit, 0 = Cannot breed, 2 = Can breed only two times
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#Range: > -1
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end = 2
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#-1 = No Limit, 0 = Cannot breed, 2 = Can breed only two times
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#Range: > -1
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fire = 2
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#-1 = No Limit, 0 = Cannot breed, 2 = Can breed only two times
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#Range: > -1
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forest = 2
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#-1 = No Limit, 0 = Cannot breed, 2 = Can breed only two times
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#Range: > -1
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ghost = 2
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#-1 = No Limit, 0 = Cannot breed, 2 = Can breed only two times
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#Range: > -1
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ice = 2
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#-1 = No Limit, 0 = Cannot breed, 2 = Can breed only two times
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#Range: > -1
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nether = 2
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#-1 = No Limit, 0 = Cannot breed, 2 = Can breed only two times
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#Range: > -1
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water = 2
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168
config/dragonsurvival-client.toml
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config/dragonsurvival-client.toml
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[animation]
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#The minimum animation speed allowed for dragons.
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#Range: 0.05 ~ 1.0
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minAnimationSpeed = 0.2
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#The maximum animation speed allowed for dragons.
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#Range: 1.0 ~ 5.0
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maxAnimationSpeed = 1.5
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#The amount by which the movement animation speed factor is multiplied. 1.0 represents the animation speed accurately reflecting the speed of your movement.
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#Range: 0.0 ~ 1.0
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movementAnimationSpeedFactor = 1.0
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#The factor by which the reduced additional animation speed from being bigger is multiplied. 1.0 represents the speed accurately reflecting the size of the dragon.
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#Range: 0.0 ~ 1.0
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largeSizeAnimationSpeedFactor = 1.0
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#The factor by which the additional animation speed from being smaller is multiplied. 1.0 represents the speed accurately reflecting the size of the dragon.
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#Range: 0.0 ~ 1.0
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smallSizeAnimationSpeedFactor = 0.3
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[misc]
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#How long the system will wait before trying to fetch skins online after a failed attempt
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#Range: > 0
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skinTimeoutInSeconds = 100
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#When enabled it stops the blinking effect of night vision when low duration, disable if it causes rendering issues with other mods.
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stableNightVision = true
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#Whether the range of the breath should be rendered (while hitboxes are shown)
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renderBreathRange = true
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#Enable client-side debug messages
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clientDebugMessages = false
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#Should the cast mode where you click the keybind to cast be used?
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alternateCastMode = false
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#The amount of undos and redos that are saved in the dragon editor.
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#Range: 1 ~ 1000
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editorHistory = 10
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[rendering]
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#Enable movement based physics on the tail, this is still a work in progress and can be buggy.
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enableTailPhysics = false
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#Should items be rendered in third person for dragon players?
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renderHeldItem = true
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#Should the player rotate their view when the dragon they are riding rotates their body?
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rotateCameraWithDragon = true
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#Should the body rotate with the camera when turning around.
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rotateBodyWithCamera = true
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#Should the armor be rendered as a layer on the dragon? Some shaders requires this to be off. Can cause some weird effects with armor when turned off.
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armorRenderLayer = true
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#Should other player skins be rendered?
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renderOtherPlayerSkins = true
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#Do you want your dragon skin to be rendered as a adult dragon?
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renderAdultSkin = true
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#Do you want your dragon skin to be rendered as a young dragon?
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renderYoungSkin = true
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#Do you want your dragon skin to be rendered as a newborn dragon?
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renderNewbornSkin = true
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#Should the tools on the claws and teeth be rendered for your dragon?
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renderDragonClaws = true
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#Should items be rendered near the mouth of dragons rather then hovering by their side?
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renderItemsInMouth = false
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#Particles (from the dragon type effects) will be rendered on dragons if this is enabled
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particles_on_dragons = false
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[nametag]
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#Show name tags for dragons.
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dragonNameTags = false
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[inventory]
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#Should the third person item render for dragons use the default rotations? Use this if modded items are rendering weird when held.
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thirdPersonItemRender = false
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#Should held items be rendered as if you are in third-person even in first person as a dragon?
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alternateHeldItem = false
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#Should the buttons for toggeling between dragon and normaly inventory be added?
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inventoryToggle = true
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#Should dragon tabs be added to the default player inventory?
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dragonTabs = false
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#Should the default inventory be replaced as a dragon?
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dragonInventory = true
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[flight]
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#Should the rotation effect during gliding of other players be shown?
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renderOtherPlayerRotation = true
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#Should other players particles from spin attack be shown for you?
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othersSpinParticles = true
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#Should particles from your own spin attack be displayed for you?
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ownSpinParticles = true
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#Should the camera movement while gliding as a dragon be enabled
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flightCameraMovement = true
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#Should the zoom effect while gliding as a dragon be enabled
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flightZoomEffect = true
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#Is it required to look up to start flying while jumping, requires that jumpToFly is on
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lookAtSkyForFlight = false
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#Should flight be activated when jumping in the air
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jumpToFly = false
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#Notifies of wing status in chat message
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notifyWingStatus = false
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[firstperson]
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#Use rotation of your tail in first person, otherwise the tail is always opposite of your camera. If the tail is constantly climbing in your face, put false.
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firstPersonRotation = false
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#Render dragon model in first person while gliding. We don't advise you to turn it on.
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renderFirstPersonFlight = false
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#Render dragon model in first person. If your own tail scares you, write false
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renderFirstPerson = true
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[ui]
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[ui.magic]
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#Offset the y position of the mana bar in relation to its normal position
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#Range: -1000 ~ 1000
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manabarYOffset = 0
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#Offset the x position of the mana bar in relation to its normal position
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#Range: -1000 ~ 1000
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manabarXOffset = 0
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#Offset the y position of the magic skill bar in relation to its normal position
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#Range: -1000 ~ 1000
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skillbarYOffset = 0
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#Offset the x position of the magic skill bar in relation to its normal position
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#Range: -1000 ~ 1000
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skillbarXOffset = 0
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#Offset the y position of the cast bar in relation to its normal position
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#Range: -1000 ~ 1000
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casterBarYPos = 0
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#Offset the x position of the cast bar in relation to its normal position
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#Range: -1000 ~ 1000
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casterBarXPos = 0
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[ui.growth]
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#Offset the y position of the item growth icon in relation to its normal position
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#Range: -1000 ~ 1000
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growthYOffset = 0
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#Offset the x position of the item growth icon in relation to its normal position
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#Range: -1000 ~ 1000
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growthXOffset = 0
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[ui.spin]
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#Offset the y position of the spin cooldown indicator in relation to its normal position
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#Range: -1000 ~ 1000
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spinCooldownYOffset = 0
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#Offset the x position of the spin cooldown indicator in relation to its normal position
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#Range: -1000 ~ 1000
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spinCooldownXOffset = 0
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[ui.emotes]
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#Offset the y position of the emote button in relation to its normal position
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#Range: -1000 ~ 1000
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emoteYOffset = 0
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#Offset the x position of the emote button in relation to its normal position
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#Range: -1000 ~ 1000
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emoteXOffset = 0
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[ui.hud]
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#Re-enable the vanilla hud for the experience bar
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vanillaExperienceBar = false
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#Re-enable the vanilla hud for the food level
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vanillaFoodLevel = false
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[tooltips]
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#Hide the AppleSkin tooltip if you're a dragon. The tooltip will only show correct food values for humans.
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hideAppleskinTooltip = true
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#Always show the help tooltip border
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alwaysShowHelpTooltip = false
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#Should the effect of the help tooltips be enabled?
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helpTooltips = false
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#Should dragon foods have their tooltip color changed to show which type of dragon can consume it?
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dragonFoodTooltips = false
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#Should the tooltip be hidden for unsafe (negative effects) food?
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hideUnsafeFood = false
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#Should the mod be allowed ot change the color and appearance of tooltips?
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tooltipChanges = false
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11
config/dragonsurvival_compatibility-client.toml
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11
config/dragonsurvival_compatibility-client.toml
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["Activate or Disable"]
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#Enable Better Combat compatibility
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bettercombat = true
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#Enable Jade compatibility
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enable_jade = true
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#Enable WTHIT compatibility
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wthit = true
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#Enable Cold Sweat compatibility (render changes)
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cold_sweat = true
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