131 lines
8.3 KiB
YAML
131 lines
8.3 KiB
YAML
# Shall I notify people of a LibsDisguises update?
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NotifyUpdate: true
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# Whats the permission to get the notification?
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Permission: 'libsdisguises.update'
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# Whats the max size allowed for command disguiseradius
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DisguiseRadiusMax: 50
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# Whats the max size allowed for command undisguiseradius
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UndisguiseRadiusMax: 50
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# Shall the players view their disguises?
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# Best used when viewing yourself in 3rd person
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ViewSelfDisguises: true
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# Shall I disguise the sounds?
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# This turns your damage sound into a MOOOO
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DisguiseSounds: true
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# Shall the disguised hear their disguise sounds or their damage sounds.
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# I disable this as it can be a little confusing when not used with self disguises
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HearSelfDisguise: true
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# Shall I send the velocity packets? I REALLY recommend you don't disable.
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# This is the only thing allowing the mobs to fly without glitching out.
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SendVelocity: true
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# For self disguises, they need to have the armor and the held item removed
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# Else they see floating armor, floating held items.
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# This turns the items invisible in the disguised players inventory. It does not actually remove them!
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RemoveArmor: true
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RemoveHeldItem: false
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# If you set a disguise to burning, it will no longer be able to be shown as sneaking or invisible.
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# 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
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# This is only valid if you set a animation on the disguise itself. Because the entitys animations are applied otherwise.
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AddEntityAnimations: true
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# 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.
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# This is a option that either prevents that happening, or it changes their color officially in the plugin so that everyone sees it changed.
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# Its currently set to false which means that the color is not changed and will refresh itself to the player.
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# 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.
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DyeableSheep: false
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DyeableWolf: false
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# This is only called into action when the disguise is constructed using the commands.
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# And when the disguise supports that. This will not be used at all for plugins constructing the disguises for instance.
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# Such as prophunt. Its also false because its kind of a retarded feature.
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# This is pretty simple. It shows the players displayname (Name as it appears in chat) above their head.
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# This also overrides any custom name they have set in their disguise options.
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ShowNamesAboveDisguises: false
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# This supports the above option.
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# If this is true, then the name shown above the head appears regardless of if you are looking at the disguise directly or not.
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NameAboveHeadAlwaysVisible: true
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# This modifys the bounding box, This is stuff like can a arrow hit them.
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# If you turn this to true, arrows will act like they hit the disguise in the right place!
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# So someone disguised as a enderdragon will easily get shot down by arrows!
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# This WILL conflict with NoCheatPlus. Other plugins may also get problems.
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# 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.
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# That makes the player unable to approach this building because the server thinks he is trying to glitch inside blocks.
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ModifyBoundingBox: false
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# This prevents disguised players from being targeted by monsters.
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# This doesn't prevent their targeting you if already targeting when disguised
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# They will just ignore you unless provoked.
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MonstersIgnoreDisguises: false
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# Sigh. People are going to want this.
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# So lets make your disguise blown if you are attacked..
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# Works only for disguised players when attacked by a entity (arrow, monster. etc)
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# This will blow all disguises he has on him
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BlowDisguises: false
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BlownDisguiseMessage: '&cYour disguise was blown!'
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#Stop shulker disguises from moving, they're weird. This option only effects PLAYERS that are disguised, other entities disguised as shulkers will NOT be effected!
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StopShulkerDisguisesFromMoving: true
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# A option to choose how many seconds a DisguiseEntity command is valid for people to right click a entity to disguise it before expiring
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DisguiseEntityExpire: 10
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# Another option to choose the same thing for DisguiseClone command
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DisguiseCloneExpire: 10
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# Max disguises to store at a time with the DisguiseClone command
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DisguiseCloneSize: 3
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# This I don't really recommend turning on as it can make a memory leak..
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# These disguises, as normal will not persist after a server restart.
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# There is also no EntityDeath option as entities do not revive after death.
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KeepDisguises:
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EntityDespawn: false
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PlayerDeath: false
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PlayerLogout: false
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# This controls if a entitys max health is determined by the entity, or by the disguise.
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# 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.
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# Else it will be 1/20 of the boss bar when he is full health.
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# Setting this in LivingWatcher overrides both values.
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MaxHealthDeterminedByEntity: true
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# This here is a option to turn off misc disguises.
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# This means you can not have a living entity disguise as a non-living entity.
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# This disables the Attributes packet, Non-living entities can still disguise as other non-living
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# This means that the above option will not work as it uses the attribute packet.
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MiscDisguisesForLiving: true
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# Turn this to true to have players undisguised when switching worlds
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UndisguiseOnWorldChange: false
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# Contact Mojang's servers? Disabling this option will disable player skin disguises!
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ContactMojangServers: true
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# This will help performance, especially with CPU
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# Due to safety reasons, self disguises can never have their packets disabled.
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PacketsEnabled:
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# This disables the animation packet. If a disguised entity sends a animation packet and they are using a non-living disguise. People will crash.
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# Disabling this also means that if a player disguised as a non-player leaves a bug. People will crash
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Animation: true
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# 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
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# 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.
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Bed: true
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# 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
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# This also fixes people crashing if a item disguised as a sleeping player is picked up - Only true if Bed is enabled as well
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Collect: true
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# 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.
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EntityStatus: true
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# Entity equipment is the packets that are sent to ensure that a disguise has or doesn't have armor, and their held item.
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# Disabling this means that any disguises which can wear armor or hold items will show the armor/held item that the disguised is wearing.
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Equipment: true
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# This doesn't actually disable the packet. It would introduce problems. Instead it does the next best thing and caches the data.
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# This means that entity metadata will not change, and will only be sent in the spawn packet.
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# This is good if performance is extremely in need.
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# This is bad to disable unless you are ONLY going to use the disguises for decorations.
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# 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.
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# Animations set by use of the api or through the disguise command are still in effect.
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Metadata: true
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# Movement packets are the biggest cpu hit. These are majorly used to ensure that the disguises facing direction isn't bugged up.
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# If you are using the Item_Frame disguise, when a packet is sent (Roughly every 2min) the disguise will bug up until they move.
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Movement: true
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# Disable this if you don't mind crashing everytime you see someone riding something disguised as a non-living entity
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Riding: true
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# When disguised as a wither skull, it sends a look packet every tick so that the wither skull is facing the right way.
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WitherSkull: true
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