#Append Block Interaction Range attribute line to relevant tooltips (pickaxes, shovels, etc.)
appendBlockInteractionRangeTooltip = true
#Show the 'Hold [Shift] to expand...' hint in tooltips that have merged attributes or collapsed enchantments.
showUsabilityHint = false
#Collapse enchantment descriptions on gear, requiring Shift to be held to view them. 
#
#Enchanted Books always show descriptions.
collapseEnchantmentTooltipsOnGear = true
#Enable custom coloring of enchantments in tooltips.
colorEnchantmentNames = true
#Hex color code (#RRGGBB) for regular enchantment names (if colorEnchantmentNames is true). Curses are always red.
enchantmentNameColor = "#AAAAAA"
#Hex color code (#RRGGBB) for enchantment description text.
enchantmentDescriptionColor = "#808080"
#Hex color code (#RRGGBB) for enchantments above their max level (excluding curses) if colorEnchantmentNames is true.
superLeveledEnchantmentColor = "#FF55FF"
#Define custom color rules for specific attributes in tooltips.
#Format: "attribute_id:LOGIC[:#HEXCOLOR]"
#  attribute_id: The ResourceLocation of the attribute (e.g., minecraft:generic.movement_speed).
#  LOGIC: How to color the modifier value. Options: INVERTED, FIXED.
#    INVERTED: Use the opposite of the attribute's default sentiment coloring (e.g., positive value = red).
#    FIXED: Always use the specified hex color, regardless of value.
#  :#HEXCOLOR: Required only if LOGIC is FIXED. The hex color code (e.g., #RRGGBB).
#  (If no rule is specified for an attribute, vanilla default coloring is used).
attributeColorOverrides = ["additionalentityattributes:generic.hitbox_height:FIXED:#808080", "additionalentityattributes:generic.hitbox_width:FIXED:#808080", "additionalentityattributes:generic.model_height:FIXED:#808080", "additionalentityattributes:generic.model_width:FIXED:#808080", "additionalentityattributes:generic.height:FIXED:#808080", "additionalentityattributes:generic.width:FIXED:#808080", "additionalentityattributes:generic.model_scale:FIXED:#808080", "additionalentityattributes:generic.mob_detection_range:INVERTED", "ranged_weapon:pull_time:INVERTED"]
