# Shall I notify people of a LibsDisguises update? NotifyUpdate: true # Whats the permission to get the notification? Permission: 'libsdisguises.update' # Whats the max size allowed for command disguiseradius DisguiseRadiusMax: 50 # Whats the max size allowed for command undisguiseradius UndisguiseRadiusMax: 50 # Shall the players view their disguises? # Best used when viewing yourself in 3rd person ViewSelfDisguises: false # Shall I disguise the sounds? # This turns your damage sound into a MOOOO DisguiseSounds: true # Shall the disguised hear their disguise sounds or their damage sounds. # I disable this as it can be a little confusing when not used with self disguises HearSelfDisguise: false # Shall I send the velocity packets? I REALLY recommend you don't disable. # This is the only thing allowing the mobs to fly without glitching out. SendVelocity: true # For self disguises, they need to have the armor and the held item removed # Else they see floating armor, floating held items. # However! This doesn't actually remove the armor! # It just makes the client think the armor was removed so that it doesn't render it! RemoveArmor: true 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. 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. # 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. DyeableSheep: false DyeableWolf: false # This is only called into action when the disguise is constructed using the commands. # And when the disguise supports that. This will not be used at all for plugins constructing the disguises for instance. # Such as prophunt. Its also false because its kind of a retarded feature. # This is pretty simple. It shows the players displayname (Name as it appears in chat) above their head. # This also overrides any custom name they have set in their disguise options. ShowNamesAboveDisguises: false # This supports the above option. # 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. # 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 may have conflicts with some plugins, such as nocheatplus ModifyBoundingBox: false # This prevents disguised players from being targeted by monsters. # This doesn't prevent their targeting you if already targeting when disguised # They will just ignore you unless provoked. MonstersIgnoreDisguises: false # Sigh. People are going to want this. # So lets make your disguise blown if you are attacked.. # Works only for disguised players when attacked by a entity (arrow, monster. etc) # This will blow all disguises he has on him BlowDisguises: false BlownDisguiseMessage: '&cYour disguise was blown!' # A option to choose how many seconds a DisguiseEntity command is valid for people to right click a entity to disguise it before expiring DisguiseEntityExpire: 10 # Another option to choose the same thing for DisguiseClone command DisguiseCloneExpire: 10 # Max disguises to store at a time with the DisguiseClone command DisguiseCloneSize: 3 # This I don't really recommend turning on as it can make a memory leak.. # These disguises, as normal will not persist after a server restart. # There is also no EntityDeath option as entities do not revive after death. KeepDisguises: EntityDespawn: false PlayerDeath: false PlayerLogout: false # This controls if a entitys 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. MaxHealthDeterminedByEntity: true # This here is a option to turn off misc disguises. # This means you can not have a living entity disguise as a non-living entity. # This disables the Attributes packet, Non-living entities can still disguise as other non-living # This means that the above option will not work as it uses the attribute packet. MiscDisguisesForLiving: true # Turn this to true to have players undisguised when switching worlds UndisguiseOnWorldChange: 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 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 enquipment 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. Enquipment: 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 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