# Shall I notify people of a LibsDisguises update? NotifyUpdate: false # The disguise plugin stores all GameProfiles inside a file called 'cache.yml' # This means that the plugin doesn't need to constantly call Mojang just to find a skin for an offline player # However some people may prefer to disable this. # Even if you disable this, if there was disguises in the cache already then it will use them SaveGameProfiles: true # This option is useless if you don't enable SaveGameProfiles! # If a player has been disguised before and their skin saved into the cache # When they join the server will automatically update the cache incase they changed their skin UpdateGameProfiles: true # THIS IS A PREMIUM ONLY FEATURE. TO USE IT, PURCHASE THE PLUGIN. # Saves disguises so that they persist after server shutdown, chunks unload, player logouts and so on. # As such, this completely replaces the KeepDisguises aspect which has been removed except for the player death. # Players - Are player disguises saved # Entities - Are entities disguises saved (This is everything that's not a player) # If you are using the dev builds, place your premium version of Lib's Disguises.jar inside the LibsDisguises folder # This will enable premium only features for the dev builds. # The saved disguises are saved in a json file format inside the plugin folder, there will be no other formats SaveDisguises: Players: false Entities: false # Does the player keep their disguise after they die? KeepDisguises: PlayerDeath: true # Should the plugin use translations? Note that a player must see the message before it will appear in translations.yml Translations: false # How should the plugin handle self disguises scoreboards? It disables pushing in whichever team they're assigned. # If you want them to be able to push again when they undisguise, set this to CREATE_SCOREBOARD # I have to disable pushing or you will be pushed around by your own self disguise # MODIFY_SCOREBOARD - Modifies the player's current team if possible, otherwise assigns them to a new scoreboard team. # IGNORE_SCOREBOARD - Doesn't touch scoreboards at all, effectively means that if you didn't disable pushing in their scoreboard team; They will still be pushed around # CREATE_SCOREBOARD - Creates a new team which copies the attributes of their previous scoreboard team which they are then assigned to. This means they keep nametag color and other options. SelfDisguisesScoreboard: MODIFY_SCOREBOARD # 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: true # 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: true # 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. # This turns the items invisible in the disguised players inventory. It does not actually remove them! # Be warned that in creative this can actually delete the item from the inventory due to a weird bug 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. # This does not take effect on player disguises 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 WILL conflict with NoCheatPlus. Other plugins may also get problems. # 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. # That makes the player unable to approach this building because the server thinks he is trying to glitch inside blocks. # This feature is highly experimental and is garanteed to cause problems for players who are disguised 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 # This works only for players, disguised monsters and the like will not be undisguised # Should the player's disguises be removed if he attacks something? BlowDisguisesWhenAttacking: false # Should the player's disguises be removed if he's attacked by something? BlowDisguisesWhenAttacked: false #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! StopShulkerDisguisesFromMoving: true # 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 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 # Contact Mojang's servers? Disabling this option will disable player skin disguises! ContactMojangServers: true # Hide players in tab when disguised? This means a disguised player cannot be seen when you press tab! This can be toggled on/off per disguise HideDisguisedPlayersFromTab: false # Always show player disguises in tab? The names will continue to appear in tab until the disguise is removed. ShowPlayerDisguisesInTab: false # Don't like players able to set themselves invisible when using the disguise commands? Toggle this to true and no one can use setInvisible! Plugins can still use this however. DisableInvisibility: 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 if disguised as a non-player # 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. 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 equipment 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. Equipment: 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. # If you are using the Item_Frame disguise, when a packet is sent (Roughly every 2min) the disguise will bug up until they move. Movement: false # 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