cteNEV/config/doggytalents-client.toml
2024-05-04 02:37:08 -07:00

70 lines
3.9 KiB
TOML

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