Fix typos in config

This commit is contained in:
libraryaddict 2018-10-24 11:09:45 +13:00
parent dda362f082
commit d1c1182b02

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@ -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
# 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