From d1c1182b0264975dbb47a859caa1b6bc7c740e11 Mon Sep 17 00:00:00 2001 From: libraryaddict Date: Wed, 24 Oct 2018 11:09:45 +1300 Subject: [PATCH] Fix typos in config --- src/main/resources/config.yml | 76 +++++++++++++++++------------------ 1 file changed, 38 insertions(+), 38 deletions(-) diff --git a/src/main/resources/config.yml b/src/main/resources/config.yml index 2a5d46f5..0ceb2686 100644 --- a/src/main/resources/config.yml +++ b/src/main/resources/config.yml @@ -9,7 +9,7 @@ SaveGameProfiles: true # This option is useless if you don't enable SaveGameProfiles! # If a player has been disguised before and their skin saved into the cache -# When they join the server will automatically update the cache incase they changed their skin +# When they join the server will automatically update the cache in case they changed their skin UpdateGameProfiles: true # THIS IS A PREMIUM ONLY FEATURE. TO USE IT, PURCHASE THE PLUGIN. @@ -21,12 +21,12 @@ UpdateGameProfiles: true # This will enable premium only features for the dev builds. # The saved disguises are saved in a json file format inside the plugin folder, there will be no other formats SaveDisguises: - Players: false - Entities: false + Players: false + Entities: false # Does the player keep their disguise after they die? KeepDisguises: - PlayerDeath: false + PlayerDeath: false # Should the plugin use translations? Note that a player must see the message before it will appear in translations.yml Translations: false @@ -39,7 +39,7 @@ Translations: false # CREATE_SCOREBOARD - Creates a new team which copies the attributes of their previous scoreboard team which they are then assigned to. This means they keep nametag color and other options. SelfDisguisesScoreboard: MODIFY_SCOREBOARD -# More options incase you want to disable a specific setting of the scoreboard +# More options in case you want to disable a specific setting of the scoreboard Scoreboard: # Should it modify the scoreboard to turn collisions off? Collisions: true @@ -83,10 +83,10 @@ RemoveHeldItem: false # If you set a disguise to burning, it will no longer be able to be shown as sneaking or invisible. # Set this to true if you want the disguise to get the animations of the disguised entity. Such as invisible, on fire, sprinting, sneaking, blocking -# This is only valid if you set a animation on the disguise itself. Because the entitys animations are applied otherwise. +# This is only valid if you set a animation on the disguise itself. Because the entity's animations are applied otherwise. AddEntityAnimations: true -# When a sheep or wolf is right clicked with dye. The client automatically assumes it was successful and displays the sheeps wool or the wolfs collar as dyed. +# When a sheep or wolf is right clicked with dye. The client automatically assumes it was successful and displays the sheep's wool or the wolfs collar as dyed. # This is a option that either prevents that happening, or it changes their color officially in the plugin so that everyone sees it changed. # Its currently set to false which means that the color is not changed and will refresh itself to the player. # Please note that this will not remove the dye from their hands. This also does not check if the disguised entity is actually a sheep/wolf and wants a say in its color. @@ -105,13 +105,13 @@ ShowNamesAboveDisguises: false # If this is true, then the name shown above the head appears regardless of if you are looking at the disguise directly or not. NameAboveHeadAlwaysVisible: true -# This modifys the bounding box, This is stuff like can a arrow hit them. +# This modifies the bounding box, This is stuff like can a arrow hit them. # If you turn this to true, arrows will act like they hit the disguise in the right place! # So someone disguised as a enderdragon will easily get shot down by arrows! # This WILL conflict with NoCheatPlus. Other plugins may also get problems. # This shouldn't really be enabled for players as it also interferes with their movement because the server thinks the player is larger than he really is. # That makes the player unable to approach this building because the server thinks he is trying to glitch inside blocks. -# This feature is highly experimental and is garanteed to cause problems for players who are disguised +# This feature is highly experimental and is guaranteed to cause problems for players who are disguised ModifyBoundingBox: false # This prevents disguised players from being targeted by monsters. @@ -136,7 +136,7 @@ DisguiseCloneExpire: 10 # Max disguises to store at a time with the DisguiseClone command DisguiseCloneSize: 3 -# This controls if a entitys max health is determined by the entity, or by the disguise. +# This controls if a entity's max health is determined by the entity, or by the disguise. # Wither is 200, a player is 20. With this enabled, a player disguised as a wither will have the boss bar health accurate to the players health. # Else it will be 1/20 of the boss bar when he is full health. # Setting this in LivingWatcher overrides both values. @@ -166,31 +166,31 @@ DisableInvisibility: false # This will help performance, especially with CPU # Due to safety reasons, self disguises can never have their packets disabled. PacketsEnabled: - # This disables the animation packet. If a disguised entity sends a animation packet and they are using a non-living disguise. People will crash. - # Disabling this also means that if a player disguised as a non-player leaves a bug. People will crash - Animation: true - # Disabling this means that you can't use the setSleeping option on a player disguise. Also you will crash anyone watching when you try to sleep in a bed if disguised as a non-player - # This also sends a chunk packet at key positions else it doesn't work for 1.8. Lazyness means it does it for older versions too currently. - Bed: true - # This disguises the collect packet. If a living entity disguised as a non-living entity picks up a item. People will crash. This fixes it - # This also fixes people crashing if a item disguised as a sleeping player is picked up - Only true if Bed is enabled as well - Collect: true - # This disables a fix for when a disguised entity wearing armor dies, if the disguise can wear armor. It drops unpickupable items to anyone watching. - EntityStatus: true - # Entity equipment is the packets that are sent to ensure that a disguise has or doesn't have armor, and their held item. - # Disabling this means that any disguises which can wear armor or hold items will show the armor/held item that the disguised is wearing. - Equipment: true - # This doesn't actually disable the packet. It would introduce problems. Instead it does the next best thing and caches the data. - # This means that entity metadata will not change, and will only be sent in the spawn packet. - # This is good if performance is extremely in need. - # This is bad to disable unless you are ONLY going to use the disguises for decorations. - # To be honest. This is basically "Disable entity animations". That option is called 'AddEntityAnimations' in the config but unlike that, this is always in effect. - # Animations set by use of the api or through the disguise command are still in effect. - Metadata: true - # Movement packets are the biggest cpu hit. These are majorly used to ensure that the disguises facing direction isn't bugged up. - # If you are using the Item_Frame disguise, when a packet is sent (Roughly every 2min) the disguise will bug up until they move. - Movement: true - # Disable this if you don't mind crashing everytime you see someone riding something disguised as a non-living entity - Riding: true - # When disguised as a wither skull, it sends a look packet every tick so that the wither skull is facing the right way. - WitherSkull: true \ No newline at end of file + # This disables the animation packet. If a disguised entity sends a animation packet and they are using a non-living disguise. People will crash. + # Disabling this also means that if a player disguised as a non-player leaves a bug. People will crash + Animation: true + # Disabling this means that you can't use the setSleeping option on a player disguise. Also you will crash anyone watching when you try to sleep in a bed if disguised as a non-player + # This also sends a chunk packet at key positions + Bed: true + # This disguises the collect packet. If a living entity disguised as a non-living entity picks up a item. People will crash. This fixes it + # This also fixes people crashing if a item disguised as a sleeping player is picked up - Only true if Bed is enabled as well + Collect: true + # This disables a fix for when a disguised entity wearing armor dies, if the disguise can wear armor. It drops unpickupable items to anyone watching. + EntityStatus: true + # Entity equipment is the packets that are sent to ensure that a disguise has or doesn't have armor, and their held item. + # Disabling this means that any disguises which can wear armor or hold items will show the armor/held item that the disguised is wearing. + Equipment: true + # This doesn't actually disable the packet. It would introduce problems. Instead it does the next best thing and caches the data. + # This means that entity metadata will not change, and will only be sent in the spawn packet. + # This is good if performance is extremely in need. + # This is bad to disable unless you are ONLY going to use the disguises for decorations. + # To be honest. This is basically "Disable entity animations". That option is called 'AddEntityAnimations' in the config but unlike that, this is always in effect. + # Animations set by use of the api or through the disguise command are still in effect. + Metadata: true + # Movement packets are the biggest cpu hit. These are majorly used to ensure that the disguises facing direction isn't bugged up. + # If you are using the Item_Frame disguise, when a packet is sent (Roughly every 2min) the disguise will bug up until they move. + Movement: true + # Disable this if you don't mind crashing everytime you see someone riding something disguised as a non-living entity + Riding: true + # When disguised as a wither skull, it sends a look packet every tick so that the wither skull is facing the right way. + WitherSkull: true \ No newline at end of file