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Optifine_cit

Oct 17th, 2021
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  1. ###############################################################################
  2. # Sample configuration for OptiFine's Custom Items feature.
  3. # Based on the configuration for MCPatcher's Custom Item Textures mod.
  4. # Reference: https://bitbucket.org/prupe/mcpatcher/wiki/Custom_Item_Textures
  5. #
  6. ###############################################################################
  7. # cit_single.properties
  8. ###############################################################################
  9. #
  10. # For each item you with to override with a custom texture, use this template
  11. # and create a .properties file in the optifine/cit folder of your texture
  12. # pack. Properties files can be organized into subfolders of any depth, as
  13. # long as everything is within the top-level optifine/cit folder.
  14. #
  15. # Each properties file specifies a list of matching item IDs or names, a
  16. # replacement texture, and an optional set of rules specifying damage, stack
  17. # size, or NBT tags.
  18. #
  19. # All property names are case-sensitive.
  20. # All paths are relative to assets/minecraft unless otherwise stated.
  21. ###############################################################################
  22.  
  23. ###############################################################################
  24. # General properties used by all types:
  25. ###############################################################################
  26.  
  27. # (Optional) Type of texture replacement.
  28. # item: Simple item texture replacement. Applies to items in GUI, held
  29. # in hand, and in the world. If multiple properties files match
  30. # the same item, only the first (sorted by weight, then by
  31. # filename) is used.
  32. # enchantment: Overlay texture for enchantments (replaces misc/glint.png). If
  33. # multiple properties files match the same item, they are blended
  34. # together using rules specified in the global cit.properties
  35. # file.
  36. # armor: Armor texture replacement. Applies to armor models worn by
  37. # players and mobs. If multiple properties files match the same
  38. # item, only the first (sorted by weight, then by filename) is
  39. # used.
  40. # elytra: Elytra texture replacement. Applies to elytra model worn by
  41. # players and mobs. If multiple properties files match the same
  42. # item, only the first (sorted by weight, then by filename) is
  43. # used.
  44. # The default type is item. Each type has additional properties defined in
  45. # later sections of this template.
  46. type=<item | enchantment | armor | elytra>
  47.  
  48. # (Optional for type=enchantment, required for other types) List of items to
  49. # apply the replacement texture to.
  50. items=<list of item IDs>
  51.  
  52. # (Optional) Replacement texture. Can be a full path or just a name:
  53. # mytextures/excalibur.png -> mytextures/excalibur.png
  54. # excalibur -> optifine/cit/excalibur.png
  55. # Texture format including animation is handled differently depending on the
  56. # type. See the type-specific sections below.
  57. #
  58. # If no texture is provided, OptiFine will use the name of the properties file,
  59. # optifine/cit/excalibur.properties -> optifine/cit/excalibur.png
  60. texture=<replacement texture>
  61.  
  62. # (Optional) Replacement model.
  63. # A json item model in vanilla format (http://minecraft.gamepedia.com/Model#Item_models)
  64. # item/mymodel -> /assets/minecraft/models/item/mymodel.json
  65. # ./mymodel -> mymodel.json from the same folder as the properties file
  66. # The model may reference textures from the same folder, for example: "./mytexture"
  67. model=<replacement model>
  68.  
  69. # (Optional) List of damage values. Use the replacement texture only when the
  70. # item damage is a certain value or range.
  71. #
  72. # For items with durability, damage starts at 0 for a new item and increases as
  73. # it gets damaged. The max damage an item can take varies, see
  74. # http://www.minecraftwiki.net/wiki/Item_durability
  75. #
  76. # For other items, damage represents different properties like potion type or
  77. # wool color. See http://www.minecraftwiki.net/wiki/Data_values for specifics.
  78. damage=<damage values 0-65535>
  79. # Damage can also be given as a percentage:
  80. # damage=0-50%
  81. #
  82. # An optional bitmask applied to the item's damage before checking it against
  83. # the list of eligible damage values. Examples,
  84. # Match any Fire Resistance potion:
  85. # damage=3
  86. # damageMask=15
  87. # Match any non-splash Fire Resistance potion:
  88. # damage=3
  89. # damageMask=16399
  90. # Match non-splash Fire Resistance I potion only:
  91. # damage=3
  92. # damageMask=16447
  93. # Match splash Fire Resistance II potion only:
  94. # damage=16403
  95. # damageMask=16447
  96. # For a simpler way to do potions, see the section at the end of this file.
  97. damageMask=<bitmask>
  98.  
  99. # (Optional) List of stack sizes. Use the replacement texture only when the
  100. # stack size is a certain value or range.
  101. stackSize=<stack sizes 0-65535>
  102.  
  103. # (Optional) List of enchantment names.
  104. # The enchantment names may be short ("flame") or full ("minecraft:flame").
  105. # For example:
  106. # enchantments=minecraft:silk_touch sharpness smite
  107. # The legacy property "enchantmentIDs" is also recognized.
  108. enchantments=<enchantment names>
  109.  
  110. # (Optional) List of enchantment levels.
  111. enchantmentLevels=<enchantment levels 0-255>
  112.  
  113. # (Optional) Hand
  114. # Hand in which the item is rendered (main hand, off hand)
  115. # When rendered in the GUI the item is considered to be in the main hand.
  116. # Default is "any"
  117. hand=any|main|off
  118.  
  119. # Examples:
  120. # Match Silk Touch, any level:
  121. # enchantmentIDs=33
  122. # Match Flame or Fire Aspect, level 3 or higher:
  123. # enchantmentIDs=flame minecraft:fire_aspect
  124. # enchantmentLevels=3-
  125. # Match any enchantment, with 8-10 total levels across all enchantments:
  126. # enchantmentLevels=8-10
  127.  
  128. # (Optional) NBT-based rule. Use the replacement texture only when an NBT tag
  129. # has a specific value. If multiple rules are provided, all of them must
  130. # match. Use a utility like NBTExplorer to view the NBT tags for various
  131. # items.
  132. nbt.<tag>=<value>
  133. # Currently, only the following NBT types are supported:
  134. # - String, Integer, Short, Long, Double, Float - match exact value only
  135. # - Compound - Can match a specific tag or any tag (*).
  136. # - List - Can match a specific index (starting at 0) or any index (*).
  137. # A value starting with "!" performs a negative match (not).
  138. # Integer values can also be specified as hex color, for example #ff99cc.
  139. # The list size is named "count".
  140. #
  141. # Examples:
  142. # Match item display name:
  143. # nbt.display.Name=My Sword
  144. #
  145. # Match item display name with special formatting:
  146. # NOTE: For best compatibility, use the escape sequence '\u00a7' instead of §:
  147. # nbt.display.Name=\u00a74\u00a7oMy Sword
  148. #
  149. # Match item lore (first line only):
  150. # nbt.display.Lore.0=My Lore Text
  151. #
  152. # Match item lore (any line):
  153. # nbt.display.Lore.*=My Lore Text
  154. #
  155. # Strings can be matched in several ways:
  156. # - Exact value
  157. # nbt.display.Name=Letter to Herobrine
  158. # Matches the exact string "Letter to Herobrine" and nothing else.
  159. #
  160. # - Wildcards using ? and *
  161. # nbt.display.Name=pattern:Letter to *
  162. # Matches
  163. # Letter to Herobrine
  164. # Letter to a creeper
  165. # but not
  166. # letter to Herobrine
  167. #
  168. # - Wildcards, case insensitive
  169. # nbt.display.Name=ipattern:Letter to *
  170. # Matches
  171. # Letter to Herobrine
  172. # Letter to a creeper
  173. # letter to Herobrine
  174. #
  175. # - Java regular expressions
  176. # (See http://docs.oracle.com/javase/6/docs/api/java/util/regex/Pattern.html)
  177. # nbt.display.Name=regex:Letter (to|from) .*
  178. # Matches
  179. # Letter to Herobrine
  180. # Letter from Herobrine
  181. # but not
  182. # letter to Herobrine
  183. # A Letter to Herobrine
  184. #
  185. # - Java regular expressions, case insensitive
  186. # nbt.display.Name=iregex:Letter (to|from) .*
  187. # Matches
  188. # Letter to Herobrine
  189. # Letter from Herobrine
  190. # letter to Herobrine
  191. # but not
  192. # A Letter to Herobrine
  193. #
  194. # NOTE: Any backslashes must be doubled as well. Literal backslashes within a
  195. # regular expression or wildcard must be quadrupled.
  196. # Correct:
  197. # nbt.display.name=regex:\\d+
  198. # nbt.display.name=regex:\\\\
  199. # nbt.display.name=/\\/\\
  200. # Wrong:
  201. # nbt.display.name=regex:\d+
  202. # nbt.display.name=regex:\\
  203. # nbt.display.name=/\/\
  204. #
  205. # You can match potions with custom effects using "damage=0" and NBT rules:
  206. # items=potion
  207. # damage=0
  208. # nbt.CustomPotionEffects.0.Id=20
  209. #
  210. # To override the default potion tint, you can use a CustomPotionColor tag:
  211. # /give @p minecraft:potion 1 0 {CustomPotionEffects:[{Id:20,Amplifier:0,Duration:20}],CustomPotionColor:-1}
  212. #
  213. ###############################################################################
  214. # Type-specific properties
  215. ###############################################################################
  216.  
  217. ###############################################################################
  218. # Items
  219. ###############################################################################
  220.  
  221. type=item
  222.  
  223. # Texture format:
  224. # Item replacement textures are stitched into items.png, and thus follow the
  225. # same rules as normal item textures. In particular, this means that
  226. # animations must use Mojang's system of .mcmeta files for frame order and
  227. # timing.
  228. texture=<replacement texture>
  229.  
  230. # (Optional) Replacement for alternate textures.
  231. # For items with more than one texture, this allows you to specify replacements
  232. # for each separately. For example, the vanilla bow has four possible textures
  233. # depending on its state: bow_standby, bow_pulling_0, bow_pulling_1,
  234. # bow_pulling_2. To replace all four, you could use
  235. # texture.bow_standby=my_special_bow_standby
  236. # texture.bow_pulling_0=my_special_bow_pulling_0
  237. # texture.bow_pulling_1=my_special_bow_pulling_1
  238. # texture.bow_pulling_2=my_special_bow_pulling_2
  239. # Potions also have two textures. To replace them, use
  240. # texture.potion_bottle_drinkable=...
  241. # -or-
  242. # texture.potion_bottle_splash=...
  243. # texture.potion_overlay=...
  244. # If no texture.<name> property matches, the generic texture property is used
  245. # instead.
  246. texture.<name>=<replacement texture>
  247.  
  248. # (Optional) Replacement model.
  249. # A json item model in vanilla format (http://minecraft.gamepedia.com/Model#Item_models)
  250. # item/mymodel -> assets/minecraft/models/item/mymodel.json
  251. # ./mymodel -> mymodel.json from the same folder as the properties file
  252. # The model may reference textures from the same folder, for example: "./mytexture"
  253. model=<replacement model>
  254.  
  255. # (Optional) Replacement for alternative models
  256. # For items with more than one model, this allows you to specify replacements
  257. # for each model separately, for example:
  258. # model.bow_standby=my_special_bow_standby
  259. # model.bow_pulling_0=my_special_bow_pulling_0
  260. # model.bow_pulling_1=my_special_bow_pulling_1
  261. # model.bow_pulling_2=my_special_bow_pulling_2
  262. model.<name>=<replacement model>
  263.  
  264. # (Optional) If multiple properties files match the same item, the highest
  265. # weighted one is used. In the event of a tie, the properties filenames are
  266. # compared next. The default weight is 0.
  267. weight=<integer>
  268.  
  269. ###############################################################################
  270. # Enchantments
  271. ###############################################################################
  272.  
  273. type=enchantment
  274.  
  275. # Texture format:
  276. # The enchantment texture can be any resolution. To animate an enchantment,
  277. # use the anim/*.properties method with
  278. # to=<full path to enchantment texture>
  279. texture=<enchantment texture>
  280.  
  281. # (Optional) Blend method when applying texture to the texture below it. See
  282. # Better Skies for a list of valid methods. The default is add.
  283. blend=<blend method>
  284.  
  285. # (Optional) Scrolling speed of texture.
  286. # The default value is 0 (no scrolling).
  287. speed=<value>
  288.  
  289. # (Optional) Angle of texture relative to the item. If speed is non-zero, the
  290. # texture will also scroll in this direction.
  291. # The default value is 0.
  292. rotation=<0-360 degrees>
  293.  
  294. # (Optional) Specifies a unique layer and the ordering of the layers as they
  295. # overlap each other. If two or more effects use the same layer, weight
  296. # determines which effect is rendered (the other is not rendered).
  297. # The default layer is 0 (bottommost).
  298. layer=<integer>
  299.  
  300. # (Optional) Relative priority of the enchantment within a layer.
  301. # Of the matching effects, only the highest weighted one within a layer is
  302. # rendered.
  303. # In other words,
  304. # - The layer property determines the ORDER in which effects are rendered.
  305. # - The weight property determines WHICH effect is rendered for each layer.
  306. # If two effects have the same weight and layer, the filename is used as a
  307. # tiebreaker.
  308. # The default weight is 0.
  309. weight=<integer>
  310.  
  311. # (Optional, for cycling enchantments only) Duration in seconds of enchantment
  312. # in a cycle.
  313. # The default is 1 second.
  314. duration=<seconds>
  315.  
  316. ###############################################################################
  317. # Armor
  318. ###############################################################################
  319.  
  320. type=armor
  321.  
  322. # Texture format:
  323. # The texture should match the format of the corresponding armor texture. For
  324. # animated textures, use the anim/*.properties method with
  325. # to=<path to replacement texture>
  326.  
  327. # (Required) Replacement textures. You need a replacement for each texture in
  328. # textures/models/armor for that armor type.
  329. # For diamond armor,
  330. # texture.diamond_layer_1=my_diamond_armor_1
  331. # texture.diamond_layer_2=my_diamond_armor_2
  332. # Leather armor has four layers:
  333. # texture.leather_layer_1=...
  334. # texture.leather_layer_1_overlay=...
  335. # texture.leather_layer_2=...
  336. # texture.leather_layer_2_overlay=...
  337. # If no texture.<name> property is matching, the generic texture will be used.
  338. texture.<name>=<replacement texture>
  339.  
  340. # (Optional) If multiple properties files match the same armor, the highest
  341. # weighted one is used. In the event of a tie, the properties filenames are
  342. # compared next. The default weight is 0.
  343. weight=<integer>
  344.  
  345. ###############################################################################
  346. # Potions
  347. ###############################################################################
  348.  
  349. # http://www.minecraftwiki.net/wiki/Data_values#Potions
  350. # As an alternative to listing potion damage values, you can specify
  351. # replacement textures for potions using a filename based system. Note that
  352. # everything described here CAN be done via cit properties files; this is just
  353. # a shortcut.
  354. #
  355. # There are two directories for potions:
  356. # optifine/cit/potion/normal - non-splash potions
  357. # optifine/cit/potion/splash - splash potions
  358. # optifine/cit/potion/linger - lingering potions
  359. #
  360. # Within either directory, create a .png file with the name of the potion
  361. # effect. No properties files are necessary.
  362. # absorption.png
  363. # blindness.png
  364. # confusion.png
  365. # damageboost.png (*)
  366. # digslowdown.png
  367. # digspeed.png
  368. # fireresistance.png (*)
  369. # harm.png (*)
  370. # heal.png (*)
  371. # healthboost.png
  372. # hunger.png
  373. # invisibility.png (*)
  374. # jump.png
  375. # moveslowdown.png (*)
  376. # movespeed.png (*)
  377. # nightvision.png (*)
  378. # poison.png (*)
  379. # regeneration.png (*)
  380. # resistance.png
  381. # saturation.png
  382. # waterbreathing.png
  383. # weakness.png (*)
  384. # wither.png
  385. # The names are the same as the potion.* properties in Custom Colors'
  386. # color.properties file. Case matters. Only potions marked (*) are obtainable
  387. # in-game. The others can only be created via editing.
  388. #
  389. # The replacement png will automatically be used for that potion type; no
  390. # properties file required. Note that this replaces BOTH
  391. # potion.png/potion_splash.png and potion_contents.png from the standard potion
  392. # rendering. So be sure to include the colored liquid in the replacement art.
  393. #
  394. # Similarly, you can replace textures for the various "no effect" potions.
  395. # These have non-splash versions only, and again only the ones marked (*)
  396. # actually exist in-game. The rest are in the code and are listed here only
  397. # for completeness.
  398. # artless.png
  399. # awkward.png (*)
  400. # bland.png
  401. # bulky.png
  402. # bungling.png
  403. # buttered.png
  404. # charming.png
  405. # clear.png
  406. # cordial.png
  407. # dashing.png
  408. # debonair.png
  409. # elegant.png
  410. # fancy.png
  411. # flat.png
  412. # foul.png
  413. # gross.png
  414. # harsh.png
  415. # milky.png
  416. # mundane.png (*)
  417. # odorless.png
  418. # potent.png
  419. # rank.png
  420. # sparkling.png
  421. # stinky.png
  422. # suave.png
  423. # thick.png (*)
  424. # thin.png
  425. # uninteresting.png
  426. #
  427. # If you'd rather have a single texture for all "no effect" potions, this file
  428. # is used as a fallback for any that do not have a specific replacement as
  429. # listed above:
  430. # optifine/cit/potion/normal/other.png
  431. #
  432. # Two additional textures (non-splash only) can also be provided:
  433. # optifine/cit/potion/normal/water.png - plain water bottle (item 373:0)
  434. # optifine/cit/potion/normal/empty.png - empty bottle (item 374)
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