# 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 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: 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