testing pre-commit strats
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@ -1,120 +1,120 @@
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# Legendary Tooltips Configuration Instructions
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#
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# *** READ THIS FIRST ***
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#
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# By default, this mod does not apply special borders to most items. It was designed to work well with mod packs where
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# the available selection of items can vary widely, so it is up to the user or mod pack designer to customize as needed.
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# There are many options available for setting up which custom borders (also called frames) apply to which items. Follow these steps:
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# 1. Decide which items you want to have custom borders, and which borders. Note that each custom border has a number associated with it (starting at 0).
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# 2. For each custom border you want to use, fill out the associated list in the "definitions" section. This will be filled out with a list of "selectors",
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# each of which tell the mod what items have that border. Please read the information above the definitions section for specifics.
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# 3. Selectors for borders are checked in the order provided in the "priorities" section. Once a match is found, that border is displayed.
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# For example, if border 0 had the selector "%Diamond" and border 1 had the selector "diamond_sword", they would both match for diamond swords.
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# In this case, whichever border number came first in the priority list would be the border that would get drawn in-game.
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# 4. Optionally, border colors associated with custom borders can be set in the "colors" section. The start color is the color at the top of the tooltip,
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# and the end color is the bottom, with a smooth transition between. Please read the information above the color section for specifics.
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[client]
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[client.visual_options]
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# Whether item names in tooltips should have a line under them separating them from the rest of the tooltip.
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name_separator = true
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# If enabled, tooltip border colors will match item rarity colors (except for custom borders).
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borders_match_rarity = true
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# If enabled, tooltips will display a drop shadow.
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tooltip_shadow = true
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# If enabled, items showing a custom border will have a special shine effect when hovered over.
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shine_effect = true
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# If enabled, tooltip titles will be drawn centered.
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centered_title = true
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# If enabled, tooltips with custom borders will always be at least wide enough to display all border decorations.
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enforce_minimum_width = false
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# If enabled, some unnecessary text and spacing will be removed from equipment tooltips.
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compact_tooltips = true
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# Which items should have a 3D model rendered in the tooltip. If set to "equipment", the model will only be rendered for items with durability.
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#Allowed Values: NONE, EQUIPMENT, ALL
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render_item_model = "EQUIPMENT"
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# The speed at which 3D models in tooltips will rotate. Lower values rotate faster, set to 0 to disable rotation.
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#Range: 0.0 ~ 50.0
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model_rotation_speed = 12.0
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# Entry types:
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# Match all - Specifying just an asterisk (*) will match all items. Examples: "*"
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# Item ID - Use item ID to match single items. Must include mod name for modded items. Examples: "minecraft:stick", "iron_ore", "spoiledeggs:spoiled_egg"
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# Tag - $ followed by tag name to match all items with that tag. Examples: "$forge:stone", "$planks"
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# Mod name - @ followed by mod identifier to match all items from that mod. Examples: "@spoiledeggs"
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# Rarity - ! followed by item's rarity to match all items with that rarity. This is ONLY vanilla rarities. Examples: "!uncommon", "!rare", "!epic"
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# Item name color - # followed by color hex code, to match all items with that exact color item name. Examples: "#23F632"
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# Display name - % followed by any text. Will match any item with this text (case-sensitive) in its tooltip display name. Examples: "%Netherite", "%Uncommon"
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# Tooltip text - ^ followed by any text. Will match any item with this text (case-sensitive) anywhere in the tooltip text (besides the name). Examples: "^Legendary"
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# NBT tag - & followed by tag name and optional comparator (=, >, <, or !=) and value, in the format <tag><comparator><value> or just <tag>. Examples: "&Damage=0", "&Tier>1", "&map!=128", "&Enchantments"
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# Negation - ~ followed by any selector above. This selector will be negated, matching every item that does NOT match the selector. Examples: "~minecraft:stick", "~!uncommon", "~@minecraft"
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# Combining selectors - Any number of selectors can be combined by separating them with a plus sign. Examples: "minecraft:diamond_sword+&Enchantments", "minecraft:stick+~!common+&Damage=0"
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[client.definitions]
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level0_entries = ["!epic", "!rare"]
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level1_entries = []
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level2_entries = []
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level3_entries = []
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level4_entries = []
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level5_entries = []
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level6_entries = []
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level7_entries = []
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level8_entries = []
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level9_entries = []
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level10_entries = []
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level11_entries = []
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level12_entries = []
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level13_entries = []
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level14_entries = []
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level15_entries = []
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# Enter blacklist selectors here using the same format as above. Any items that match these selectors will NOT show a border.
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blacklist = []
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# Set border priorities here. This should be a list of numbers that correspond to border levels, with numbers coming first being higher priority.
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# Optionally, -1 can be inserted to indicate relative priority of data and api-defined borders. If you don't know what that means, you don't need to worry about it.
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[client.priorities]
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priorities = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15]
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# The colors used for each tooltip, in this order: top border color, bottom border color, top background color, bottom background color.
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# None of these colors are required, though any colors not specified will be replaced with the default tooltip colors.
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#
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# VALID COLOR FORMATS
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# Hex color code - A hex color code is preceded by # or 0x and must be quoted. Supports 3, 4, 6, or 8 digit codes in the formats RGB, ARGB, RRGGBB, AARRGGBB.
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# Examples: "#F4C", "0xFEE0", "#40FF2E", "#CC00E2EE"
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#
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# Decimal color code - A decimal color code, which is just a hex color code converted to decimal. May or may not be quoted.
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# Examples: 15614720, "4278251143"
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#
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# Minecraft color name - One of the standard 16 Minecraft color names. Must be quoted.
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# Examples: "red", "dark_purple", "gold"
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#
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# Web color name - One of the standard 140 web/HTML color names or "transparent". Must be quoted.
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# Examples: "chartreuse", "darkorange", "deeppink", "deepskyblue"
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#
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# Modifiers - Colors specified in any of the above formats can be modified by using modifiers.
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# Modifiers are specified after any color in the format "<+, -, or =><h, s, v, r, g, b, or a><amount>".
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# The letters represent h - hue, s - saturation, v - value, r - red, g - green, b - blue, a - alpha.
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# Valid amounts are 0 to 255 for all types except hue, which accepts 0 to 359.
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# Examples: "red+h15", "#saddlebrown-v20+s5", "10_aqua_aqua+v15-h5", "#F4C-r15-v10=a40"
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#
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# Animated color - An animated color that fades from one to another in sequence.
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# A string in the format "<duration in seconds>_<list of color definitions separated by underscores>". Must be quoted.
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# Examples: "10_black_#7FFF00", "5.5_gold_orange_orangered", "20_red_orange_yellow_green_blue_purple"
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[client.colors]
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level0_colors = [-6723294, -10864099, -266991104, -401208832]
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level1_colors = ["auto", "auto", "auto", "auto"]
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level2_colors = ["auto", "auto", "auto", "auto"]
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level3_colors = ["auto", "auto", "auto", "auto"]
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level4_colors = ["auto", "auto", "auto", "auto"]
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level5_colors = ["auto", "auto", "auto", "auto"]
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level6_colors = ["auto", "auto", "auto", "auto"]
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level7_colors = ["auto", "auto", "auto", "auto"]
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level8_colors = ["auto", "auto", "auto", "auto"]
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level9_colors = ["auto", "auto", "auto", "auto"]
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level10_colors = ["auto", "auto", "auto", "auto"]
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level11_colors = ["auto", "auto", "auto", "auto"]
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level12_colors = ["auto", "auto", "auto", "auto"]
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level13_colors = ["auto", "auto", "auto", "auto"]
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level14_colors = ["auto", "auto", "auto", "auto"]
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level15_colors = ["auto", "auto", "auto", "auto"]
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# Legendary Tooltips Configuration Instructions
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#
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# *** READ THIS FIRST ***
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#
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# By default, this mod does not apply special borders to most items. It was designed to work well with mod packs where
|
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# the available selection of items can vary widely, so it is up to the user or mod pack designer to customize as needed.
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# There are many options available for setting up which custom borders (also called frames) apply to which items. Follow these steps:
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# 1. Decide which items you want to have custom borders, and which borders. Note that each custom border has a number associated with it (starting at 0).
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# 2. For each custom border you want to use, fill out the associated list in the "definitions" section. This will be filled out with a list of "selectors",
|
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# each of which tell the mod what items have that border. Please read the information above the definitions section for specifics.
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# 3. Selectors for borders are checked in the order provided in the "priorities" section. Once a match is found, that border is displayed.
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# For example, if border 0 had the selector "%Diamond" and border 1 had the selector "diamond_sword", they would both match for diamond swords.
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# In this case, whichever border number came first in the priority list would be the border that would get drawn in-game.
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# 4. Optionally, border colors associated with custom borders can be set in the "colors" section. The start color is the color at the top of the tooltip,
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# and the end color is the bottom, with a smooth transition between. Please read the information above the color section for specifics.
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[client]
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[client.visual_options]
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# Whether item names in tooltips should have a line under them separating them from the rest of the tooltip.
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name_separator = true
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# If enabled, tooltip border colors will match item rarity colors (except for custom borders).
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borders_match_rarity = true
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# If enabled, tooltips will display a drop shadow.
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tooltip_shadow = true
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# If enabled, items showing a custom border will have a special shine effect when hovered over.
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shine_effect = true
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# If enabled, tooltip titles will be drawn centered.
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centered_title = true
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# If enabled, tooltips with custom borders will always be at least wide enough to display all border decorations.
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enforce_minimum_width = false
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# If enabled, some unnecessary text and spacing will be removed from equipment tooltips.
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compact_tooltips = true
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# Which items should have a 3D model rendered in the tooltip. If set to "equipment", the model will only be rendered for items with durability.
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#Allowed Values: NONE, EQUIPMENT, ALL
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render_item_model = "EQUIPMENT"
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# The speed at which 3D models in tooltips will rotate. Lower values rotate faster, set to 0 to disable rotation.
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#Range: 0.0 ~ 50.0
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model_rotation_speed = 12.0
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# Entry types:
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# Match all - Specifying just an asterisk (*) will match all items. Examples: "*"
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# Item ID - Use item ID to match single items. Must include mod name for modded items. Examples: "minecraft:stick", "iron_ore", "spoiledeggs:spoiled_egg"
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# Tag - $ followed by tag name to match all items with that tag. Examples: "$forge:stone", "$planks"
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# Mod name - @ followed by mod identifier to match all items from that mod. Examples: "@spoiledeggs"
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# Rarity - ! followed by item's rarity to match all items with that rarity. This is ONLY vanilla rarities. Examples: "!uncommon", "!rare", "!epic"
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# Item name color - # followed by color hex code, to match all items with that exact color item name. Examples: "#23F632"
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# Display name - % followed by any text. Will match any item with this text (case-sensitive) in its tooltip display name. Examples: "%Netherite", "%Uncommon"
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# Tooltip text - ^ followed by any text. Will match any item with this text (case-sensitive) anywhere in the tooltip text (besides the name). Examples: "^Legendary"
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# NBT tag - & followed by tag name and optional comparator (=, >, <, or !=) and value, in the format <tag><comparator><value> or just <tag>. Examples: "&Damage=0", "&Tier>1", "&map!=128", "&Enchantments"
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# Negation - ~ followed by any selector above. This selector will be negated, matching every item that does NOT match the selector. Examples: "~minecraft:stick", "~!uncommon", "~@minecraft"
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# Combining selectors - Any number of selectors can be combined by separating them with a plus sign. Examples: "minecraft:diamond_sword+&Enchantments", "minecraft:stick+~!common+&Damage=0"
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[client.definitions]
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level0_entries = ["!epic", "!rare"]
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level1_entries = []
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level2_entries = []
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level3_entries = []
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level4_entries = []
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level5_entries = []
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level6_entries = []
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level7_entries = []
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level8_entries = []
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level9_entries = []
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level10_entries = []
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level11_entries = []
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level12_entries = []
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level13_entries = []
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level14_entries = []
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level15_entries = []
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# Enter blacklist selectors here using the same format as above. Any items that match these selectors will NOT show a border.
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blacklist = []
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# Set border priorities here. This should be a list of numbers that correspond to border levels, with numbers coming first being higher priority.
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# Optionally, -1 can be inserted to indicate relative priority of data and api-defined borders. If you don't know what that means, you don't need to worry about it.
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[client.priorities]
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priorities = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15]
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# The colors used for each tooltip, in this order: top border color, bottom border color, top background color, bottom background color.
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# None of these colors are required, though any colors not specified will be replaced with the default tooltip colors.
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#
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# VALID COLOR FORMATS
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# Hex color code - A hex color code is preceded by # or 0x and must be quoted. Supports 3, 4, 6, or 8 digit codes in the formats RGB, ARGB, RRGGBB, AARRGGBB.
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# Examples: "#F4C", "0xFEE0", "#40FF2E", "#CC00E2EE"
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#
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# Decimal color code - A decimal color code, which is just a hex color code converted to decimal. May or may not be quoted.
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# Examples: 15614720, "4278251143"
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#
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# Minecraft color name - One of the standard 16 Minecraft color names. Must be quoted.
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# Examples: "red", "dark_purple", "gold"
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#
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# Web color name - One of the standard 140 web/HTML color names or "transparent". Must be quoted.
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# Examples: "chartreuse", "darkorange", "deeppink", "deepskyblue"
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#
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# Modifiers - Colors specified in any of the above formats can be modified by using modifiers.
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# Modifiers are specified after any color in the format "<+, -, or =><h, s, v, r, g, b, or a><amount>".
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# The letters represent h - hue, s - saturation, v - value, r - red, g - green, b - blue, a - alpha.
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# Valid amounts are 0 to 255 for all types except hue, which accepts 0 to 359.
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# Examples: "red+h15", "#saddlebrown-v20+s5", "10_aqua_aqua+v15-h5", "#F4C-r15-v10=a40"
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#
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# Animated color - An animated color that fades from one to another in sequence.
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# A string in the format "<duration in seconds>_<list of color definitions separated by underscores>". Must be quoted.
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# Examples: "10_black_#7FFF00", "5.5_gold_orange_orangered", "20_red_orange_yellow_green_blue_purple"
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[client.colors]
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level0_colors = [-6723294, -10864099, -266991104, -401208832]
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level1_colors = ["auto", "auto", "auto", "auto"]
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level2_colors = ["auto", "auto", "auto", "auto"]
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level3_colors = ["auto", "auto", "auto", "auto"]
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level4_colors = ["auto", "auto", "auto", "auto"]
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level5_colors = ["auto", "auto", "auto", "auto"]
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level6_colors = ["auto", "auto", "auto", "auto"]
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level7_colors = ["auto", "auto", "auto", "auto"]
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level8_colors = ["auto", "auto", "auto", "auto"]
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level9_colors = ["auto", "auto", "auto", "auto"]
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level10_colors = ["auto", "auto", "auto", "auto"]
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level11_colors = ["auto", "auto", "auto", "auto"]
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level12_colors = ["auto", "auto", "auto", "auto"]
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level13_colors = ["auto", "auto", "auto", "auto"]
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level14_colors = ["auto", "auto", "auto", "auto"]
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level15_colors = ["auto", "auto", "auto", "auto"]
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