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