70 lines
3.9 KiB
TOML
70 lines
3.9 KiB
TOML
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["Dog Render"]
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#Disable this if you want to force all PackPuppy Dog to not render their Chest.
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render_chest = true
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#When enabled, Dogs will show injured texture while incapacitated.
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render_incapacitated_overlay = true
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#When sneaking, a part of the dog's name will be rendered with a certain color
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#, the length of the part is based on the health percentage the dog has left
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render_health_in_name = true
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#Render a universal dog inventory access button in your inventory gui.
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#If this is turned off, you can still access the button via the dog's
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#GUI in Talents > Pack Puppy.
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dog_inv_button_in_inv = true
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#If the default incapacitated texture proof too many graphics.
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#You can substitute this friendlier texture instead.
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render_incap_txt_less_graphic = false
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#Render the dogs' name whose owner is not you with a different color.
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render_diffowner_name_different = true
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#Attempt to block third parties from rendering overlays that may conflict
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#with DT's built-in tag. It is recommended that this be achieved via the target third-party's
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#configurations if they have the option to disable nametag overlay for certain mobs
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#(Which they should). This option should only be used as the last resort.
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block_third_party_nametag = false
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#By default, a copy of the Classical (Vanilla Wolf Texture) provided by the mod
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#is used to render The Classical Skin, this is to avoid conflicts with resource packs
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#like Fresh Animations which are directly using the in-game wolf texture. Turning this on
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#will make DTN directly reference the in-game texture.
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use_vanilla_res_for_classical = false
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#Show a fun icon on world loading screen.
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world_load_icon = false
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#Determine if dogs will render their armor.
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render_armor = true
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#Determine if dogs still render with a red overlay upon hurt like they usually do.
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#This can be toggled on if the user prefers to not have the red overlay and relies on the animation
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#to indicate hurting.
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block_red_overlay_when_hurt = false
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#Display extra smoke when the dog is on fire.
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display_smoke_when_on_fire = true
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#By default, dogs will render items in their mouth, regardless of models.
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#This can be disabled if you prefer not to render it on some
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#less compatible model.
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mouth_item_force_render = true
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#Enables the particle effect on Full Kami dogs.
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enable_kami_particles = false
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#Do not render dogs' names whose owner is not you.
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render_diffowner_name_dont = false
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#Always render dog nametags regardless even if the player blocks it by F1 mode.
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always_render_dog_name = false
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#Specify the max latency allowed before force adjusting the animation time
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#client side to sync with server's animation time. The unit is in ticks.
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#Provide a non positive integer to disable this. Value from 0 to 7 both inclusive will be defaulted to 7.
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#Range: > -2147483648
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max_animation_latency_allowed = 10
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#Disable this if you prefer to have The Classical Skin rendered on all dog regardless.
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always_render_classical_skin = true
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#Currently, DTN is utilizing a new system for rendering Doggy Armor's Armor
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#which allows DTN to directly use any texture which the armor item provided
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#for the player, thus better replicating third-party armor. Set this to true
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#if you prefer to use the old system instead.
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use_legacy_dog_armor_render = false
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#By default, DTN will try querying models from third parties designed for the player when
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#rendering helmet on the Dog. Disable this to force DTN to use either vanilla's player model or
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#DTN provided model designed for Dogs (specified by the below option).
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use_third_party_player_helmet_model = false
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#By default, if there is no custom Helmet Armor model for the Helmet Item,
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#DTN will use its own helmet armor model designed for DTN Dog to
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#render it on the Dog's head. Enable this to make DTN reuse the player's Helmet Model instead.
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use_player_helmet_model_by_default = false
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