Professional Documents
Culture Documents
###############################################################################
# General properties used by all types:
###############################################################################
# (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) 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>
###############################################################################
# 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) 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) 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>
###############################################################################
# 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>
# (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)