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- ###############################################################################
- # Sample configuration for OptiFine's Custom Items feature.
- # Based on the configuration for MCPatcher's Custom Item Textures mod.
- # Reference: https://bitbucket.org/prupe/mcpatcher/wiki/Custom_Item_Textures
- #
- ###############################################################################
- # cit_single.properties
- ###############################################################################
- #
- # For each item you with to override with a custom texture, use this template
- # and create a .properties file in the optifine/cit folder of your texture
- # pack. Properties files can be organized into subfolders of any depth, as
- # long as everything is within the top-level optifine/cit folder.
- #
- # Each properties file specifies a list of matching item IDs or names, a
- # replacement texture, and an optional set of rules specifying damage, stack
- # size, or NBT tags.
- #
- # All property names are case-sensitive.
- # All paths are relative to assets/minecraft unless otherwise stated.
- ###############################################################################
- ###############################################################################
- # General properties used by all types:
- ###############################################################################
- # (Optional) Type of texture replacement.
- # item: Simple item texture replacement. Applies to items in GUI, held
- # in hand, and in the world. If multiple properties files match
- # the same item, only the first (sorted by weight, then by
- # filename) is used.
- # enchantment: Overlay texture for enchantments (replaces misc/glint.png). If
- # multiple properties files match the same item, they are blended
- # together using rules specified in the global cit.properties
- # file.
- # armor: Armor texture replacement. Applies to armor models worn by
- # players and mobs. If multiple properties files match the same
- # item, only the first (sorted by weight, then by filename) is
- # used.
- # elytra: Elytra texture replacement. Applies to elytra model worn by
- # players and mobs. If multiple properties files match the same
- # item, only the first (sorted by weight, then by filename) is
- # used.
- # The default type is item. Each type has additional properties defined in
- # later sections of this template.
- type=<item | enchantment | armor | elytra>
- # (Optional for type=enchantment, required for other types) List of items to
- # apply the replacement texture to.
- items=<list of item IDs>
- # (Optional) Replacement texture. Can be a full path or just a name:
- # mytextures/excalibur.png -> mytextures/excalibur.png
- # excalibur -> optifine/cit/excalibur.png
- # Texture format including animation is handled differently depending on the
- # type. See the type-specific sections below.
- #
- # If no texture is provided, OptiFine will use the name of the properties file,
- # optifine/cit/excalibur.properties -> optifine/cit/excalibur.png
- texture=<replacement texture>
- # (Optional) Replacement model.
- # A json item model in vanilla format (http://minecraft.gamepedia.com/Model#Item_models)
- # item/mymodel -> /assets/minecraft/models/item/mymodel.json
- # ./mymodel -> mymodel.json from the same folder as the properties file
- # The model may reference textures from the same folder, for example: "./mytexture"
- model=<replacement model>
- # (Optional) List of damage values. Use the replacement texture only when the
- # item damage is a certain value or range.
- #
- # For items with durability, damage starts at 0 for a new item and increases as
- # it gets damaged. The max damage an item can take varies, see
- # http://www.minecraftwiki.net/wiki/Item_durability
- #
- # For other items, damage represents different properties like potion type or
- # wool color. See http://www.minecraftwiki.net/wiki/Data_values for specifics.
- damage=<damage values 0-65535>
- # Damage can also be given as a percentage:
- # damage=0-50%
- #
- # An optional bitmask applied to the item's damage before checking it against
- # the list of eligible damage values. Examples,
- # Match any Fire Resistance potion:
- # damage=3
- # damageMask=15
- # Match any non-splash Fire Resistance potion:
- # damage=3
- # damageMask=16399
- # Match non-splash Fire Resistance I potion only:
- # damage=3
- # damageMask=16447
- # Match splash Fire Resistance II potion only:
- # damage=16403
- # damageMask=16447
- # For a simpler way to do potions, see the section at the end of this file.
- damageMask=<bitmask>
- # (Optional) List of stack sizes. Use the replacement texture only when the
- # stack size is a certain value or range.
- stackSize=<stack sizes 0-65535>
- # (Optional) List of enchantment names.
- # The enchantment names may be short ("flame") or full ("minecraft:flame").
- # For example:
- # enchantments=minecraft:silk_touch sharpness smite
- # The legacy property "enchantmentIDs" is also recognized.
- enchantments=<enchantment names>
- # (Optional) List of enchantment levels.
- enchantmentLevels=<enchantment levels 0-255>
- # (Optional) Hand
- # Hand in which the item is rendered (main hand, off hand)
- # When rendered in the GUI the item is considered to be in the main hand.
- # Default is "any"
- hand=any|main|off
- # Examples:
- # Match Silk Touch, any level:
- # enchantmentIDs=33
- # Match Flame or Fire Aspect, level 3 or higher:
- # enchantmentIDs=flame minecraft:fire_aspect
- # enchantmentLevels=3-
- # Match any enchantment, with 8-10 total levels across all enchantments:
- # enchantmentLevels=8-10
- # (Optional) NBT-based rule. Use the replacement texture only when an NBT tag
- # has a specific value. If multiple rules are provided, all of them must
- # match. Use a utility like NBTExplorer to view the NBT tags for various
- # items.
- nbt.<tag>=<value>
- # Currently, only the following NBT types are supported:
- # - String, Integer, Short, Long, Double, Float - match exact value only
- # - Compound - Can match a specific tag or any tag (*).
- # - List - Can match a specific index (starting at 0) or any index (*).
- # A value starting with "!" performs a negative match (not).
- # Integer values can also be specified as hex color, for example #ff99cc.
- # The list size is named "count".
- #
- # Examples:
- # Match item display name:
- # nbt.display.Name=My Sword
- #
- # Match item display name with special formatting:
- # NOTE: For best compatibility, use the escape sequence '\u00a7' instead of §:
- # nbt.display.Name=\u00a74\u00a7oMy Sword
- #
- # Match item lore (first line only):
- # nbt.display.Lore.0=My Lore Text
- #
- # Match item lore (any line):
- # nbt.display.Lore.*=My Lore Text
- #
- # Strings can be matched in several ways:
- # - Exact value
- # nbt.display.Name=Letter to Herobrine
- # Matches the exact string "Letter to Herobrine" and nothing else.
- #
- # - Wildcards using ? and *
- # nbt.display.Name=pattern:Letter to *
- # Matches
- # Letter to Herobrine
- # Letter to a creeper
- # but not
- # letter to Herobrine
- #
- # - Wildcards, case insensitive
- # nbt.display.Name=ipattern:Letter to *
- # Matches
- # Letter to Herobrine
- # Letter to a creeper
- # letter to Herobrine
- #
- # - Java regular expressions
- # (See http://docs.oracle.com/javase/6/docs/api/java/util/regex/Pattern.html)
- # nbt.display.Name=regex:Letter (to|from) .*
- # Matches
- # Letter to Herobrine
- # Letter from Herobrine
- # but not
- # letter to Herobrine
- # A Letter to Herobrine
- #
- # - Java regular expressions, case insensitive
- # nbt.display.Name=iregex:Letter (to|from) .*
- # Matches
- # Letter to Herobrine
- # Letter from Herobrine
- # letter to Herobrine
- # but not
- # A Letter to Herobrine
- #
- # NOTE: Any backslashes must be doubled as well. Literal backslashes within a
- # regular expression or wildcard must be quadrupled.
- # Correct:
- # nbt.display.name=regex:\\d+
- # nbt.display.name=regex:\\\\
- # nbt.display.name=/\\/\\
- # Wrong:
- # nbt.display.name=regex:\d+
- # nbt.display.name=regex:\\
- # nbt.display.name=/\/\
- #
- # You can match potions with custom effects using "damage=0" and NBT rules:
- # items=potion
- # damage=0
- # nbt.CustomPotionEffects.0.Id=20
- #
- # To override the default potion tint, you can use a CustomPotionColor tag:
- # /give @p minecraft:potion 1 0 {CustomPotionEffects:[{Id:20,Amplifier:0,Duration:20}],CustomPotionColor:-1}
- #
- ###############################################################################
- # Type-specific properties
- ###############################################################################
- ###############################################################################
- # Items
- ###############################################################################
- type=item
- # Texture format:
- # Item replacement textures are stitched into items.png, and thus follow the
- # same rules as normal item textures. In particular, this means that
- # animations must use Mojang's system of .mcmeta files for frame order and
- # timing.
- texture=<replacement texture>
- # (Optional) Replacement for alternate textures.
- # For items with more than one texture, this allows you to specify replacements
- # for each separately. For example, the vanilla bow has four possible textures
- # depending on its state: bow_standby, bow_pulling_0, bow_pulling_1,
- # bow_pulling_2. To replace all four, you could use
- # texture.bow_standby=my_special_bow_standby
- # texture.bow_pulling_0=my_special_bow_pulling_0
- # texture.bow_pulling_1=my_special_bow_pulling_1
- # texture.bow_pulling_2=my_special_bow_pulling_2
- # Potions also have two textures. To replace them, use
- # texture.potion_bottle_drinkable=...
- # -or-
- # texture.potion_bottle_splash=...
- # texture.potion_overlay=...
- # If no texture.<name> property matches, the generic texture property is used
- # instead.
- texture.<name>=<replacement texture>
- # (Optional) Replacement model.
- # A json item model in vanilla format (http://minecraft.gamepedia.com/Model#Item_models)
- # item/mymodel -> assets/minecraft/models/item/mymodel.json
- # ./mymodel -> mymodel.json from the same folder as the properties file
- # The model may reference textures from the same folder, for example: "./mytexture"
- model=<replacement model>
- # (Optional) Replacement for alternative models
- # For items with more than one model, this allows you to specify replacements
- # for each model separately, for example:
- # model.bow_standby=my_special_bow_standby
- # model.bow_pulling_0=my_special_bow_pulling_0
- # model.bow_pulling_1=my_special_bow_pulling_1
- # model.bow_pulling_2=my_special_bow_pulling_2
- model.<name>=<replacement model>
- # (Optional) If multiple properties files match the same item, the highest
- # weighted one is used. In the event of a tie, the properties filenames are
- # compared next. The default weight is 0.
- weight=<integer>
- ###############################################################################
- # Enchantments
- ###############################################################################
- type=enchantment
- # Texture format:
- # The enchantment texture can be any resolution. To animate an enchantment,
- # use the anim/*.properties method with
- # to=<full path to enchantment texture>
- texture=<enchantment texture>
- # (Optional) Blend method when applying texture to the texture below it. See
- # Better Skies for a list of valid methods. The default is add.
- blend=<blend method>
- # (Optional) Scrolling speed of texture.
- # The default value is 0 (no scrolling).
- speed=<value>
- # (Optional) Angle of texture relative to the item. If speed is non-zero, the
- # texture will also scroll in this direction.
- # The default value is 0.
- rotation=<0-360 degrees>
- # (Optional) Specifies a unique layer and the ordering of the layers as they
- # overlap each other. If two or more effects use the same layer, weight
- # determines which effect is rendered (the other is not rendered).
- # The default layer is 0 (bottommost).
- layer=<integer>
- # (Optional) Relative priority of the enchantment within a layer.
- # Of the matching effects, only the highest weighted one within a layer is
- # rendered.
- # In other words,
- # - The layer property determines the ORDER in which effects are rendered.
- # - The weight property determines WHICH effect is rendered for each layer.
- # If two effects have the same weight and layer, the filename is used as a
- # tiebreaker.
- # The default weight is 0.
- weight=<integer>
- # (Optional, for cycling enchantments only) Duration in seconds of enchantment
- # in a cycle.
- # The default is 1 second.
- duration=<seconds>
- ###############################################################################
- # Armor
- ###############################################################################
- type=armor
- # Texture format:
- # The texture should match the format of the corresponding armor texture. For
- # animated textures, use the anim/*.properties method with
- # to=<path to replacement texture>
- # (Required) Replacement textures. You need a replacement for each texture in
- # textures/models/armor for that armor type.
- # For diamond armor,
- # texture.diamond_layer_1=my_diamond_armor_1
- # texture.diamond_layer_2=my_diamond_armor_2
- # Leather armor has four layers:
- # texture.leather_layer_1=...
- # texture.leather_layer_1_overlay=...
- # texture.leather_layer_2=...
- # texture.leather_layer_2_overlay=...
- # If no texture.<name> property is matching, the generic texture will be used.
- texture.<name>=<replacement texture>
- # (Optional) If multiple properties files match the same armor, the highest
- # weighted one is used. In the event of a tie, the properties filenames are
- # compared next. The default weight is 0.
- weight=<integer>
- ###############################################################################
- # Potions
- ###############################################################################
- # http://www.minecraftwiki.net/wiki/Data_values#Potions
- # As an alternative to listing potion damage values, you can specify
- # replacement textures for potions using a filename based system. Note that
- # everything described here CAN be done via cit properties files; this is just
- # a shortcut.
- #
- # There are two directories for potions:
- # optifine/cit/potion/normal - non-splash potions
- # optifine/cit/potion/splash - splash potions
- # optifine/cit/potion/linger - lingering potions
- #
- # Within either directory, create a .png file with the name of the potion
- # effect. No properties files are necessary.
- # absorption.png
- # blindness.png
- # confusion.png
- # damageboost.png (*)
- # digslowdown.png
- # digspeed.png
- # fireresistance.png (*)
- # harm.png (*)
- # heal.png (*)
- # healthboost.png
- # hunger.png
- # invisibility.png (*)
- # jump.png
- # moveslowdown.png (*)
- # movespeed.png (*)
- # nightvision.png (*)
- # poison.png (*)
- # regeneration.png (*)
- # resistance.png
- # saturation.png
- # waterbreathing.png
- # weakness.png (*)
- # wither.png
- # The names are the same as the potion.* properties in Custom Colors'
- # color.properties file. Case matters. Only potions marked (*) are obtainable
- # in-game. The others can only be created via editing.
- #
- # The replacement png will automatically be used for that potion type; no
- # properties file required. Note that this replaces BOTH
- # potion.png/potion_splash.png and potion_contents.png from the standard potion
- # rendering. So be sure to include the colored liquid in the replacement art.
- #
- # Similarly, you can replace textures for the various "no effect" potions.
- # These have non-splash versions only, and again only the ones marked (*)
- # actually exist in-game. The rest are in the code and are listed here only
- # for completeness.
- # artless.png
- # awkward.png (*)
- # bland.png
- # bulky.png
- # bungling.png
- # buttered.png
- # charming.png
- # clear.png
- # cordial.png
- # dashing.png
- # debonair.png
- # elegant.png
- # fancy.png
- # flat.png
- # foul.png
- # gross.png
- # harsh.png
- # milky.png
- # mundane.png (*)
- # odorless.png
- # potent.png
- # rank.png
- # sparkling.png
- # stinky.png
- # suave.png
- # thick.png (*)
- # thin.png
- # uninteresting.png
- #
- # If you'd rather have a single texture for all "no effect" potions, this file
- # is used as a fallback for any that do not have a specific replacement as
- # listed above:
- # optifine/cit/potion/normal/other.png
- #
- # Two additional textures (non-splash only) can also be provided:
- # optifine/cit/potion/normal/water.png - plain water bottle (item 373:0)
- # optifine/cit/potion/normal/empty.png - empty bottle (item 374)
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