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Identity settings that works best with Creepings Origin.
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{ | |
// Whether an overlay message appears above the hotbar when a new identity is unlocked. | |
"overlayIdentityUnlocks": false, | |
// Whether an overlay message appears above the hotbar when a new identity is revoked. | |
"overlayIdentityRevokes": false, | |
// Whether a player's equipped identity is revoked on death. | |
"revokeIdentityOnDeath": false, | |
// Whether identities equip the items (swords, items, tools) held by the underlying player. | |
"identitiesEquipItems": true, | |
// Whether identities equip the armor (chestplate, leggings, elytra) worn by the underlying player. | |
"identitiesEquipArmor": true, | |
// Whether hostile mobs ignore players with hostile mob identities. | |
"hostilesIgnoreHostileIdentityPlayer": true, | |
// Whether a hostile mob will stop targeting you after switching to a hostile mob identity. | |
"hostilesForgetNewHostileIdentityPlayer": false, | |
// Whether Wolves will attack Players with an identity that the Wolf would normally hunt (Sheep, Fox, Skeleton). | |
"wolvesAttackIdentityPrey": true, | |
// Whether owned Wolves will attack Players with an identity that the Wolf would normally hunt (Sheep, Fox, Skeleton). | |
"ownedWolvesAttackIdentityPrey": false, | |
// Whether Villagers will run from Players morphed as identities villagers normally run from (Zombies). | |
"villagersRunFromIdentities": true, | |
// Whether Foxes will attack Players with an identity that the Fox would normally hunt (Fish, Chicken). | |
"foxesAttackIdentityPrey": true, | |
// Whether Identity sounds take priority over Player Sounds (eg. Blaze hurt sound when hit). | |
"useIdentitySounds": true, | |
// Whether disguised players should randomly emit the ambient sound of their Identity. | |
"playAmbientSounds": true, | |
// Whether disguised players should hear their own ambient sounds (only if playAmbientSounds is true). | |
"hearSelfAmbient": false, | |
// Whether mobs in the flying entity tag can fly. | |
"enableFlight": true, | |
// How long hostility lasts for players morphed as hostile mobs (think: Pigman aggression | |
"hostilityTime": 300, | |
// A list of Advancements required before the player can fly using an Identity. | |
"advancementsRequiredForFlight": [ | |
], | |
// Whether Identities modify your max health value based on their max health value. | |
"scalingHealth": true, | |
// The maximum value of scaling health. Useful for not giving players 300 HP when they turn into a wither. | |
"maxHealth": 40, | |
/* If set to false, only operators can switch identities through the ` menu. | |
Note that this config option is synced from S2C when a client joins the game, but a client can still open the menu if they have a modified version of Identity. | |
*/ | |
"enableClientSwapMenu": false, | |
// If set to false, only operators can switch identities. Used on the server; guaranteed to be authoritative. | |
"enableSwaps": false, | |
// In ticks, how long until the Ghast can shoot a fireball again? | |
"ghastAbilityCooldown": 60, | |
// In ticks, how long until the Blaze can shoot a mini fireball again? | |
"blazeAbilityCooldown": 20, | |
// In ticks, how long until the Ender Dragon can shoot a dragon fireball again? | |
"dragonAbilityCooldown": 20, | |
// In ticks, how long until the Enderman can teleport again? | |
"endermanAbilityCooldown": 100, | |
// In blocks, how far can the Enderman ability teleport? | |
"endermanAbilityTeleportDistance": 32, | |
// In ticks, how long until the Creeper can ka-boom again? | |
"creeperAbilityCooldown": 100, | |
// In ticks, how long until the Wither can shoot a wither skull again? | |
"witherAbilityCooldown": 200, | |
// In ticks, how long until the Wither can shoot a wither skull again? | |
"snowGolemAbilityCooldown": 10, | |
/* Should player nametags render above players disguised with an identity? | |
Note that the server is the authority for this config option. | |
*/ | |
"showPlayerNametag": false, | |
// If true, players that gain a NEW Identity will be forcibly changed into it on kill. | |
"forceChangeNew": false, | |
// If true, players will be forcibly changed into any entity they kill. The above option, forceChangeNew, only applies to new unlocks. | |
"forceChangeAlways": false, | |
// If true, /identity commands will send feedback in the action bar. | |
"logCommands": false | |
} |
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