[
  {
    "name": "Glass",
    "category": "Client",
    "description": "Tune the liquid glass used by the menu, HUD and Minecraft's own screens.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Preset",
            "type": "mode",
            "description": "A starting point. Picking one sets the sliders below; change any of them afterwards to make it your own.",
            "options": [
              "Custom",
              "Liquid",
              "Crystal",
              "Frosted",
              "Smoked",
              "Gilded"
            ],
            "default": "Custom"
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Bend",
            "type": "number",
            "description": "How strongly the glass bends whatever is behind it into flowing curves.",
            "min": 0.0,
            "max": 100.0,
            "default": 100.0,
            "unit": ""
          },
          {
            "name": "Bend size",
            "type": "number",
            "description": "Size of the bends. Small values make tight curls, large values make long lazy waves.",
            "min": 5.0,
            "max": 200.0,
            "default": 20.0,
            "unit": ""
          },
          {
            "name": "Flow speed",
            "type": "number",
            "description": "How fast the bends drift. 0 freezes them in place.",
            "min": 0.0,
            "max": 100.0,
            "default": 100.0,
            "unit": ""
          },
          {
            "name": "Softness",
            "type": "number",
            "description": "Blurs what you see through the glass. 0 is crystal clear.",
            "min": 0.0,
            "max": 8.0,
            "default": 8.0,
            "unit": ""
          },
          {
            "name": "Stretch",
            "type": "number",
            "description": "How much the curved edge stretches the image outward toward the rim.",
            "min": 0.0,
            "max": 50.0,
            "default": 50.0,
            "unit": ""
          },
          {
            "name": "Edge width",
            "type": "number",
            "description": "How wide the curved, light-bending edge of each glass shape is.",
            "min": 8.0,
            "max": 90.0,
            "default": 44.0,
            "unit": ""
          },
          {
            "name": "Color split",
            "type": "number",
            "description": "Rainbow fringing at the edge, like light through a real lens.",
            "min": 0.0,
            "max": 30.0,
            "default": 30.0,
            "unit": ""
          },
          {
            "name": "Dim",
            "type": "number",
            "description": "Darkens the glass so text stays readable over bright scenes.",
            "min": 0.0,
            "max": 40.0,
            "default": 0.0,
            "unit": ""
          },
          {
            "name": "Roundness",
            "type": "number",
            "description": "How round the corners of menu panels are. 0 is square, 200 is pill-shaped.",
            "min": 0.0,
            "max": 200.0,
            "default": 100.0,
            "unit": "%"
          },
          {
            "name": "Shine",
            "type": "number",
            "description": "How bright the light catching the curved rim is.",
            "min": 0.0,
            "max": 250.0,
            "default": 100.0,
            "unit": "%"
          },
          {
            "name": "Cursor light",
            "type": "number",
            "description": "How much the highlight swings toward your pointer, as if you were holding a light.",
            "min": 0.0,
            "max": 100.0,
            "default": 30.0,
            "unit": "%"
          },
          {
            "name": "Saturation",
            "type": "number",
            "description": "Colour strength of what you see through the glass. 0 is black and white.",
            "min": 0.0,
            "max": 200.0,
            "default": 110.0,
            "unit": "%"
          },
          {
            "name": "Brightness",
            "type": "number",
            "description": "Brightens or darkens everything seen through the glass.",
            "min": -50.0,
            "max": 50.0,
            "default": 0.0,
            "unit": ""
          }
        ]
      },
      {
        "title": "Colours",
        "settings": [
          {
            "name": "Tint",
            "type": "color",
            "description": "Colour the glass is stained with.",
            "default": "#E9B949"
          },
          {
            "name": "Tint amount",
            "type": "number",
            "description": "How strongly the glass is stained. 0 is perfectly clear.",
            "min": 0.0,
            "max": 100.0,
            "default": 0.0,
            "unit": "%"
          }
        ]
      }
    ]
  },
  {
    "name": "HUD",
    "category": "Client",
    "description": "Theme colours and which HUD elements are shown in-game. Arrange and resize the widgets with the Edit HUD button left of the menu search bar.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "HUD look",
            "type": "mode",
            "description": "Glass: liquid glass panels with gold accents, matching the menu. Dark: compact tinted panels.",
            "options": [
              "Glass",
              "Dark"
            ],
            "default": "Glass"
          },
          {
            "name": "Accent mode",
            "type": "mode",
            "description": "How accent colours behave across the HUD, menu highlights and every glow effect. Gradient flows between the two accent colours.",
            "options": [
              "Static",
              "Gradient",
              "Rainbow"
            ],
            "default": "Gradient"
          },
          {
            "name": "Accent color",
            "type": "color",
            "description": "Main accent. Gold matches the Temple.nz logo.",
            "default": "#E9B949"
          },
          {
            "name": "Accent color 2",
            "type": "color",
            "description": "Second colour of the gradient accent.",
            "default": "#FFE3A1"
          },
          {
            "name": "Accent speed",
            "type": "number",
            "description": "How quickly gradients and rainbows flow.",
            "min": 0.1,
            "max": 4.0,
            "default": 1.0,
            "unit": "x"
          },
          {
            "name": "HUD scale",
            "type": "number",
            "description": "Size of the HUD widgets. They keep this size whatever Minecraft's GUI scale is set to.",
            "min": 60.0,
            "max": 150.0,
            "default": 100.0,
            "unit": "%"
          },
          {
            "name": "Visuals reach render distance",
            "type": "bool",
            "description": "ESP, chams, tracers, nametags, item ESP and storage ESP reach at least as far as your render distance, whatever their own Range says. Turn off to keep each module to its own range.",
            "default": true
          },
          {
            "name": "Adapt to light",
            "type": "bool",
            "description": "Glass widgets darken their backing in bright daylight and against the open sky, so white text stays readable, and clear up again at night and underground.",
            "default": true
          },
          {
            "name": "Effect intensity",
            "type": "number",
            "description": "One master dial over every visual effect at once. Turn it down for a subtle look or up for a loud one, without touching each module's own brightness.",
            "min": 0.0,
            "max": 150.0,
            "default": 100.0,
            "unit": "%"
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Module list",
            "type": "bool",
            "description": "Shows every enabled module in the top-right corner.",
            "default": true
          },
          {
            "name": "List style",
            "type": "mode",
            "description": "Chips: separate glass tags. Sidebar: stacked rows with an accent edge (Dark look only).",
            "options": [
              "Chips",
              "Sidebar"
            ],
            "default": "Chips"
          },
          {
            "name": "Target HUD",
            "type": "bool",
            "description": "Shows a card with your combat target's face, health, armor, distance and win chance.",
            "default": true
          },
          {
            "name": "Target HUD position",
            "type": "mode",
            "description": "Follow target: the card glides beside whoever you are fighting. Fixed: it stays where you drag it.",
            "options": [
              "Follow target",
              "Fixed"
            ],
            "default": "Follow target"
          },
          {
            "name": "Armor on target card",
            "type": "bool",
            "description": "Your target's armor and held items, with durability, in a panel joined to the target card. The Enemy armor list then leaves your target out.",
            "default": true
          },
          {
            "name": "Target effects",
            "type": "bool",
            "description": "Your target's effects as their real icons, with level and time left when the server has told the client.",
            "default": true
          },
          {
            "name": "Block info position",
            "type": "mode",
            "description": "Where Block Highlight's info card sits. Follow block: it glides beside the block you look at. Fixed: it stays where you drag it in Edit HUD.",
            "options": [
              "Follow block",
              "Fixed"
            ],
            "default": "Follow block"
          },
          {
            "name": "Notifications",
            "type": "bool",
            "description": "Pops a toast when a module turns on or off. Errors always show.",
            "default": true
          },
          {
            "name": "Notification size",
            "type": "number",
            "description": "Size of the toasts in the bottom-right corner.",
            "min": 30.0,
            "max": 150.0,
            "default": 55.0,
            "unit": "%"
          },
          {
            "name": "Watermark",
            "type": "bool",
            "description": "A top-left glass bar with the gold client mark, your name, FPS, ping and time.",
            "default": true
          },
          {
            "name": "Keybinds",
            "type": "bool",
            "description": "A panel listing every bound module with its key and whether it is on.",
            "default": true
          },
          {
            "name": "Potions",
            "type": "bool",
            "description": "Active effects with level and remaining time.",
            "default": true
          },
          {
            "name": "Armor",
            "type": "bool",
            "description": "Your armor pieces and their durability above the hotbar.",
            "default": false
          },
          {
            "name": "Coordinates",
            "type": "bool",
            "description": "Your X Y Z, plus the matching Nether coordinates.",
            "default": true
          },
          {
            "name": "FPS",
            "type": "bool",
            "description": "A separate FPS readout. The watermark already shows FPS.",
            "default": false
          },
          {
            "name": "Speed",
            "type": "bool",
            "description": "How fast you're moving in blocks per second.",
            "default": true
          }
        ]
      },
      {
        "title": "Extra widgets",
        "settings": [
          {
            "name": "Speed graph",
            "type": "bool",
            "description": "A live graph of your speed over the last few seconds, with your current speed and the peak.",
            "default": false
          },
          {
            "name": "Graph length",
            "type": "number",
            "description": "How many seconds the graph shows.",
            "min": 3.0,
            "max": 30.0,
            "default": 10.0,
            "unit": "s"
          },
          {
            "name": "Elytra HUD",
            "type": "bool",
            "description": "While gliding: speed, height, climb or sink rate, elytra durability and fireworks left. Warns you to pull up when you are about to hit the ground.",
            "default": true
          },
          {
            "name": "Enemy armor",
            "type": "bool",
            "description": "Cards for the nearest players: their armor and held items with durability, armor points, health and totem pops.",
            "default": false
          },
          {
            "name": "Players shown",
            "type": "number",
            "description": "How many of the nearest players get a card.",
            "min": 1.0,
            "max": 6.0,
            "default": 3.0,
            "unit": ""
          },
          {
            "name": "Enemy range",
            "type": "number",
            "description": "How close a player has to be to show up.",
            "min": 8.0,
            "max": 128.0,
            "default": 32.0,
            "unit": "m"
          },
          {
            "name": "Include friends",
            "type": "bool",
            "description": "Also show cards for your friends.",
            "default": false
          }
        ]
      }
    ]
  },
  {
    "name": "Menu",
    "category": "Client",
    "description": "How every screen looks and moves: click GUI size, Minecraft's own buttons and tooltips, screen transitions and the menu backdrop.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Click GUI",
            "type": "mode",
            "description": "Glass: the liquid glass windows. Simple: one plain panel with a sidebar of categories, on/off switches and settings beside them, in Minecraft's own font at your GUI scale. No glass, no animation; easiest to read.",
            "options": [
              "Glass",
              "Simple"
            ],
            "default": "Glass"
          },
          {
            "name": "Size",
            "type": "number",
            "description": "Scales every click GUI window. The menu already keeps one size whatever Minecraft's GUI scale is; this is the dial for how big that size is.",
            "min": 50.0,
            "max": 100.0,
            "default": 65.0,
            "unit": "%"
          },
          {
            "name": "Text centering",
            "type": "number",
            "description": "Fine-tune for how labels sit vertically. 0 is the measured centre; positive pushes text down, negative pulls it up.",
            "min": -0.3,
            "max": 0.3,
            "default": 0.0,
            "unit": ""
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Glass buttons",
            "type": "bool",
            "description": "Restyle Minecraft's own buttons as liquid glass: a gold bead follows your pointer and the surface splashes when pressed.",
            "default": true
          },
          {
            "name": "Glass tooltips",
            "type": "bool",
            "description": "Draw Minecraft's tooltips as the gold surface that sits above everything, instead of the vanilla purple box.",
            "default": true
          },
          {
            "name": "Glass widgets",
            "type": "bool",
            "description": "Restyle Minecraft's sliders, checkboxes and scrolling lists to match the glass buttons.",
            "default": true
          },
          {
            "name": "Temple logo",
            "type": "bool",
            "description": "Replace the Minecraft logo on the title screen with the Temple.nz mark.",
            "default": true
          },
          {
            "name": "Hide title icons",
            "type": "bool",
            "description": "Remove the small round language, accessibility and friends buttons from the title screen.",
            "default": true
          },
          {
            "name": "Hide pause icons",
            "type": "bool",
            "description": "Remove the row of small icon buttons (report bugs, feedback, friends, player reporting) from the pause menu.",
            "default": true
          },
          {
            "name": "Logo style",
            "type": "mode",
            "description": "Artwork: the mark as drawn. Traced: the same shape rebuilt as geometry, which stays exact at tiny sizes and takes the accent colour.",
            "options": [
              "Artwork",
              "Traced"
            ],
            "default": "Artwork"
          },
          {
            "name": "Screen transitions",
            "type": "bool",
            "description": "Ease each screen in as it opens instead of cutting to it.",
            "default": true
          },
          {
            "name": "Smooth scrolling",
            "type": "bool",
            "description": "Scrolling glides toward where the wheel sent it instead of jumping a fixed step per notch.",
            "default": true
          },
          {
            "name": "Uncap menu FPS",
            "type": "bool",
            "description": "Minecraft limits the title screen and server list to 60 FPS whatever your Max Framerate says. On, menus run at your chosen framerate so the glass animations stay smooth.",
            "default": true
          },
          {
            "name": "Transition time",
            "type": "number",
            "description": "How long a screen takes to settle.",
            "min": 80.0,
            "max": 2500.0,
            "default": 900.0,
            "unit": "ms"
          },
          {
            "name": "Menu background",
            "type": "mode",
            "description": "What sits behind the menus. Temple: night sky, stars and the mark. Image: a picture you choose. Panorama keeps the vanilla drifting world.",
            "options": [
              "Temple",
              "Liquid gold",
              "Aurora",
              "Deep space",
              "Void",
              "Depths",
              "Image",
              "Panorama"
            ],
            "default": "Temple"
          },
          {
            "name": "Background image",
            "type": "file",
            "description": "The picture behind the menus. Click to choose a file; it reloads by itself when the file changes."
          },
          {
            "name": "Menu ambience",
            "type": "mode",
            "description": "Drifting matter in front of the backdrop.",
            "options": [
              "Motes",
              "Embers",
              "Rain",
              "Snow",
              "Bubbles",
              "Off"
            ],
            "default": "Motes"
          },
          {
            "name": "Ambience amount",
            "type": "number",
            "description": "How much of it there is.",
            "min": 10.0,
            "max": 250.0,
            "default": 70.0,
            "unit": ""
          }
        ]
      }
    ]
  },
  {
    "name": "Privacy",
    "category": "Client",
    "description": "Spoofs the client brand as vanilla or filters custom payload channels to an explicit namespace whitelist.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Network mode",
            "type": "mode",
            "description": "Vanilla reports vanilla and blocks non-vanilla custom payloads. Whitelist keeps Fabric branding and allows listed namespaces.",
            "options": [
              "Vanilla",
              "Whitelist"
            ],
            "default": "Vanilla"
          },
          {
            "name": "Namespaces",
            "type": "namespacelist",
            "description": "Allowed namespaces in Whitelist mode. Use .set Privacy Namespaces fabric,voicechat or none."
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Notify on block",
            "type": "bool",
            "description": "Show a toast naming the channel whenever a server's probe is refused.",
            "default": true
          },
          {
            "name": "Whoosh",
            "type": "bool",
            "description": "Play a short whoosh with the notification.",
            "default": true
          },
          {
            "name": "Repeat delay",
            "type": "number",
            "description": "How long the same channel stays quiet after being announced once. Servers often probe in a loop.",
            "min": 0.0,
            "max": 120.0,
            "default": 15.0,
            "unit": "s"
          }
        ]
      }
    ]
  },
  {
    "name": "All Legit",
    "category": "Client",
    "description": "Turns on the Legit option of every module at once. Turning this off puts each module back the way it was. You can still change any single module afterwards.",
    "groups": []
  },
  {
    "name": "Fullbright",
    "category": "Render",
    "description": "Lights up caves and nights as if everything were fully lit. Only changes what you see.",
    "groups": []
  },
  {
    "name": "No Block Rotation",
    "category": "Render",
    "description": "Draw equivalent blocks with the same random model rotation. Directional block states are unchanged.",
    "groups": []
  },
  {
    "name": "Spoof",
    "category": "Render",
    "description": "Shows a fake balance on your own screen, in the sidebar and the tab list, and can fake /pay payments in chat. The server and other players still see the real ones.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Spoof money",
            "type": "bool",
            "description": "Replace your balance in the scoreboard sidebar and the tab list, where DonutSMP shows \"$ 1.5B\".",
            "default": true
          },
          {
            "name": "Fake money",
            "type": "text",
            "description": "The balance shown instead of yours, without the $, like 250M or 1.2B."
          },
          {
            "name": "Fake payment",
            "type": "bool",
            "description": "/pay <player> <amount> is not sent: chat shows \"You paid <player> $<amount>\" like DonutSMP does, and the amount comes off the fake balance. Nobody is paid and nobody else sees it.",
            "default": false
          }
        ]
      }
    ]
  },
  {
    "name": "Waving Foliage",
    "category": "Render",
    "description": "Trees, grass, flowers and crops sway in the wind, with gusts rolling across the land.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Leaves",
            "type": "bool",
            "description": "Leaves and vines sway.",
            "default": true
          },
          {
            "name": "Trees",
            "type": "bool",
            "description": "Whole trees sway: trunks bend more the higher they go, and the crown moves with its trunk. Log builds stay still; only logs that carry natural leaves count as trees.",
            "default": true
          },
          {
            "name": "Plants",
            "type": "bool",
            "description": "Grass, flowers, crops and saplings bend from the base.",
            "default": true
          },
          {
            "name": "Strength",
            "type": "number",
            "description": "How far things sway.",
            "min": 0.2,
            "max": 3.0,
            "default": 1.0,
            "unit": "x"
          },
          {
            "name": "Speed",
            "type": "number",
            "description": "How fast the wind moves.",
            "min": 0.2,
            "max": 3.0,
            "default": 1.0,
            "unit": "x"
          },
          {
            "name": "Gusts",
            "type": "number",
            "description": "How much the wind comes and goes in gusts.",
            "min": 0.0,
            "max": 100.0,
            "default": 60.0,
            "unit": "%"
          }
        ]
      }
    ]
  },
  {
    "name": "Motion Blur",
    "category": "Render",
    "description": "Smooths fast turns and movement with a short, fading blur on the world. Your hand and the HUD stay sharp.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Strength",
            "type": "number",
            "description": "How much turning and moving smear the world, like a camera shutter. Looks the same at any framerate.",
            "min": 10.0,
            "max": 90.0,
            "default": 55.0,
            "unit": "%"
          }
        ]
      }
    ]
  },
  {
    "name": "Wet Ground",
    "category": "Render",
    "description": "Rain-soaked ground: damp, darker soil, puddles that mirror the sky with a sun glint, and raindrops rippling across them. Always there, wetter in the rain.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Puddles",
            "type": "number",
            "description": "How much of the ground is covered in puddles.",
            "min": 0.0,
            "max": 100.0,
            "default": 45.0,
            "unit": "%"
          },
          {
            "name": "Shine",
            "type": "number",
            "description": "How strongly wet ground and puddles reflect the sky and sun.",
            "min": 0.0,
            "max": 100.0,
            "default": 70.0,
            "unit": "%"
          },
          {
            "name": "Raindrops",
            "type": "bool",
            "description": "Small raindrops ringing out across the puddles.",
            "default": true
          },
          {
            "name": "Wetter in rain",
            "type": "bool",
            "description": "More puddles and a stronger sheen while it rains.",
            "default": true
          }
        ]
      }
    ]
  },
  {
    "name": "Ambience",
    "category": "Render",
    "description": "Change the world's fog, clouds, sky, stars and visual weather.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Custom fog",
            "type": "bool",
            "description": "Use your own fog colour and distance.",
            "default": true
          },
          {
            "name": "Fog color",
            "type": "color",
            "description": "Colour of distance fog.",
            "default": "#8A789F"
          },
          {
            "name": "Fog start",
            "type": "number",
            "description": "Distance where fog begins.",
            "min": 0.0,
            "max": 256.0,
            "default": 2.0,
            "unit": "b"
          },
          {
            "name": "Fog end",
            "type": "number",
            "description": "Distance where the fog has built up to its full thickness.",
            "min": 2.0,
            "max": 512.0,
            "default": 32.0,
            "unit": "b"
          },
          {
            "name": "Fog thickness",
            "type": "number",
            "description": "How opaque the fog gets, sky included. This is Temple's own exponential fog, not Minecraft's: 0 is clear air, 100 hides everything past Fog end.",
            "min": 0.0,
            "max": 100.0,
            "default": 70.0,
            "unit": "%"
          },
          {
            "name": "Fog in fluids",
            "type": "bool",
            "description": "Also replace water, lava and powder-snow fog.",
            "default": false
          }
        ]
      },
      {
        "title": "Colours",
        "settings": [
          {
            "name": "Clouds",
            "type": "mode",
            "description": "Keep vanilla clouds, recolour them, or remove their render pass.",
            "options": [
              "Vanilla",
              "Custom",
              "Hidden"
            ],
            "default": "Vanilla"
          },
          {
            "name": "Cloud color",
            "type": "color",
            "description": "Cloud tint.",
            "default": "#FFD9A8"
          },
          {
            "name": "Sky",
            "type": "mode",
            "description": "Keep the vanilla sky colour or replace it.",
            "options": [
              "Vanilla",
              "Custom"
            ],
            "default": "Vanilla"
          },
          {
            "name": "Sky color",
            "type": "color",
            "description": "Overworld sky colour.",
            "default": "#3C315E"
          },
          {
            "name": "Star brightness",
            "type": "number",
            "description": "Multiplier for vanilla star brightness.",
            "min": 0.0,
            "max": 300.0,
            "default": 100.0,
            "unit": "%"
          },
          {
            "name": "Weather",
            "type": "mode",
            "description": "Hide rain and snow visually without changing server weather or sounds.",
            "options": [
              "Vanilla",
              "Hidden"
            ],
            "default": "Vanilla"
          }
        ]
      }
    ]
  },
  {
    "name": "Chams",
    "category": "Render",
    "description": "Renders entity bodies in flat colour or as a window onto a picture, through walls, drawn with the model itself so there is zero delay.",
    "groups": [
      {
        "title": "Targets",
        "settings": [
          {
            "name": "Entities",
            "type": "entityselection",
            "description": "Tap to choose exactly which entity types get chams. Players only by default."
          },
          {
            "name": "Self",
            "type": "bool",
            "description": "Chams on your own body too, seen in third person, Freecam or Freelook.",
            "default": false
          },
          {
            "name": "Range",
            "type": "number",
            "description": "Only tint entities within this distance.",
            "min": 8.0,
            "max": 512.0,
            "default": 128.0,
            "unit": "m"
          }
        ]
      },
      {
        "title": "Style",
        "settings": [
          {
            "name": "Style",
            "type": "mode",
            "description": "Color: a flat colour. Image: a window onto a picture. Astral: a drifting nebula full of stars with a burning rim. Void: carved out of the dark, ringed by a turning event horizon. Plasma: dark glass with living veins of light. Hologram: a flickering projection with scanlines.",
            "options": [
              "Color",
              "Image",
              "Astral",
              "Void",
              "Plasma",
              "Hologram"
            ],
            "default": "Color"
          },
          {
            "name": "Glow aura",
            "type": "bool",
            "description": "Light spilling off the body in soft layers, like the entity is radiating. Brightest against the dark.",
            "default": true
          },
          {
            "name": "Glow strength",
            "type": "number",
            "description": "How bright the aura is.",
            "min": 10.0,
            "max": 100.0,
            "default": 60.0,
            "unit": "%"
          },
          {
            "name": "Glow size",
            "type": "number",
            "description": "How far the light spreads from the body.",
            "min": 3.0,
            "max": 30.0,
            "default": 12.0,
            "unit": ""
          },
          {
            "name": "Mode",
            "type": "mode",
            "description": "Visible: only where you could see the body anyway. Walls: through terrain as well. Both: a visible colour plus a different through-wall colour.",
            "options": [
              "Both",
              "Visible",
              "Walls"
            ],
            "default": "Both"
          },
          {
            "name": "Opacity",
            "type": "number",
            "description": "How solid the chams are. Lower lets the real model show through.",
            "min": 10.0,
            "max": 100.0,
            "default": 100.0,
            "unit": "%"
          },
          {
            "name": "Pulse",
            "type": "bool",
            "description": "Gently breathe the opacity and animated theme colour. Off keeps chams stable and prevents bright flashes.",
            "default": false
          },
          {
            "name": "Outline",
            "type": "bool",
            "description": "A crisp border hugging the model. It is a fixed thickness on the entity itself, so it stays thin at a distance.",
            "default": true
          },
          {
            "name": "Outline width",
            "type": "number",
            "description": "How far the border stands off the body, in centimetres of the entity (a block is 100 cm).",
            "min": 1.0,
            "max": 10.0,
            "default": 3.0,
            "unit": "cm"
          },
          {
            "name": "Outline color",
            "type": "color",
            "description": "Colour of the border.",
            "default": "#FFE3A1"
          }
        ]
      },
      {
        "title": "Colours",
        "settings": [
          {
            "name": "Use theme colour",
            "type": "bool",
            "description": "Follow the client's accent colour (gold unless changed in HUD). Turn off to pick your own.",
            "default": true
          },
          {
            "name": "Visible color",
            "type": "color",
            "description": "Colour where the body is in plain sight.",
            "default": "#E9B949"
          },
          {
            "name": "Wall color",
            "type": "color",
            "description": "Colour where the body is behind terrain.",
            "default": "#8A5CF6"
          },
          {
            "name": "Image",
            "type": "file",
            "description": "The picture the bodies show. Click to choose one; the default is desert dunes. Edit the file and it reloads by itself."
          },
          {
            "name": "Image hue",
            "type": "color",
            "description": "The hue the picture is recoloured toward.",
            "default": "#E9B949"
          },
          {
            "name": "Hue strength",
            "type": "number",
            "description": "0 keeps the picture's own colours, 100 paints it entirely in your hue.",
            "min": 0.0,
            "max": 100.0,
            "default": 70.0,
            "unit": "%"
          }
        ]
      },
      {
        "title": "Held items",
        "settings": [
          {
            "name": "Held items",
            "type": "bool",
            "description": "Chams on what they hold too: the weapon or tool in their hands gets the same look as their body.",
            "default": true
          },
          {
            "name": "Held item types",
            "type": "mode",
            "description": "Weapons & tools: swords, axes, maces, tridents, spears, bows, crossbows and tools. Weapons: only weapons. Everything: any held item.",
            "options": [
              "Weapons & tools",
              "Weapons",
              "Everything"
            ],
            "default": "Weapons & tools"
          }
        ]
      }
    ]
  },
  {
    "name": "Crystal Chams",
    "category": "Render",
    "description": "Change the colour, size, spin and bounce of end crystals.",
    "groups": [
      {
        "title": "Colours",
        "settings": [
          {
            "name": "Color mode",
            "type": "mode",
            "description": "Theme follows the HUD accent. Custom uses the colour below. Rainbow cycles hues. Original keeps the vanilla texture colours.",
            "options": [
              "Theme",
              "Custom",
              "Rainbow",
              "Original"
            ],
            "default": "Theme"
          },
          {
            "name": "Color",
            "type": "color",
            "description": "Crystal tint.",
            "default": "#E9B949"
          },
          {
            "name": "Opacity",
            "type": "number",
            "description": "How solid the crystal is. Below 100 you can see through it.",
            "min": 10.0,
            "max": 100.0,
            "default": 100.0,
            "unit": "%"
          },
          {
            "name": "Glow",
            "type": "bool",
            "description": "Full-bright, so crystals stand out in the dark.",
            "default": true
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Size",
            "type": "number",
            "description": "Crystal size. Its hitbox does not change.",
            "min": 20.0,
            "max": 300.0,
            "default": 100.0,
            "unit": "%"
          },
          {
            "name": "Spin rate",
            "type": "number",
            "description": "How fast the crystal turns. 0 stops it.",
            "min": 0.0,
            "max": 600.0,
            "default": 100.0,
            "unit": "%"
          },
          {
            "name": "Bounce",
            "type": "number",
            "description": "How high it bobs. 0 keeps it still.",
            "min": 0.0,
            "max": 300.0,
            "default": 100.0,
            "unit": "%"
          },
          {
            "name": "Base",
            "type": "mode",
            "description": "Whether the bedrock plate under the crystal is shown.",
            "options": [
              "Default",
              "Always",
              "Never"
            ],
            "default": "Default"
          }
        ]
      }
    ]
  },
  {
    "name": "Hand Chams",
    "category": "Render",
    "description": "Restyles your own first-person arm and the weapon you hold: eighteen looks from chrome and crystal to fire, galaxy and falling code, with an optional glowing halo.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Hand",
            "type": "bool",
            "description": "Chams on your arm (and sleeve).",
            "default": true
          },
          {
            "name": "Hand style",
            "type": "mode",
            "description": "Flat: one solid colour. Tinted: your skin/item recoloured with a moving sheen. Gradient: two colours flowing. Rainbow: a travelling hue wheel. Glass: clear with a bright rim. Chrome: a polished mirror. Liquid: molten metal that keeps flowing. Galaxy: a nebula full of stars. Void: carved out of the dark. Plasma: veins of light. Hologram: a flickering projection. Fire: flames licking upward. Electric: arcs crawling over it. Crystal: glittering cut facets. Matrix: falling code. Wireframe: the pixel grid as glowing lines. Ghost: only the edges. Toon: cel-shaded with an ink edge.",
            "options": [
              "Flat",
              "Tinted",
              "Gradient",
              "Rainbow",
              "Glass",
              "Chrome",
              "Liquid",
              "Galaxy",
              "Void",
              "Plasma",
              "Hologram",
              "Fire",
              "Electric",
              "Crystal",
              "Matrix",
              "Wireframe",
              "Ghost",
              "Toon"
            ],
            "default": "Galaxy"
          },
          {
            "name": "Hand blend",
            "type": "mode",
            "description": "Replace: only the chams arm is drawn. Overlay: drawn over your real arm, so lowering Opacity lets the skin show through.",
            "options": [
              "Replace",
              "Overlay"
            ],
            "default": "Replace"
          }
        ]
      },
      {
        "title": "Weapon & tool",
        "settings": [
          {
            "name": "Weapon & tool",
            "type": "bool",
            "description": "Chams on the weapon or tool in your hand.",
            "default": true
          },
          {
            "name": "Items",
            "type": "mode",
            "description": "Weapons & tools: swords, axes, maces, tridents, spears, bows and crossbows plus pickaxes, shovels, hoes, shears, fishing rods, flint and steel and brushes. Weapons: only the weapons. Everything: any held item, blocks included.",
            "options": [
              "Weapons & tools",
              "Weapons",
              "Everything"
            ],
            "default": "Weapons & tools"
          },
          {
            "name": "Weapon style",
            "type": "mode",
            "description": "Flat: one solid colour. Tinted: your skin/item recoloured with a moving sheen. Gradient: two colours flowing. Rainbow: a travelling hue wheel. Glass: clear with a bright rim. Chrome: a polished mirror. Liquid: molten metal that keeps flowing. Galaxy: a nebula full of stars. Void: carved out of the dark. Plasma: veins of light. Hologram: a flickering projection. Fire: flames licking upward. Electric: arcs crawling over it. Crystal: glittering cut facets. Matrix: falling code. Wireframe: the pixel grid as glowing lines. Ghost: only the edges. Toon: cel-shaded with an ink edge.",
            "options": [
              "Flat",
              "Tinted",
              "Gradient",
              "Rainbow",
              "Glass",
              "Chrome",
              "Liquid",
              "Galaxy",
              "Void",
              "Plasma",
              "Hologram",
              "Fire",
              "Electric",
              "Crystal",
              "Matrix",
              "Wireframe",
              "Ghost",
              "Toon"
            ],
            "default": "Chrome"
          },
          {
            "name": "Weapon blend",
            "type": "mode",
            "description": "Replace: only the chams item is drawn. Overlay: drawn over the real item.",
            "options": [
              "Replace",
              "Overlay"
            ],
            "default": "Replace"
          }
        ]
      },
      {
        "title": "Colours",
        "settings": [
          {
            "name": "Use theme colour",
            "type": "bool",
            "description": "Follow the client's accent colour instead of the two colours below.",
            "default": false
          },
          {
            "name": "Hand color",
            "type": "color",
            "description": "Main colour of the arm's look.",
            "default": "#8A5CF6"
          },
          {
            "name": "Weapon color",
            "type": "color",
            "description": "Main colour of the weapon's look.",
            "default": "#7FD8FF"
          },
          {
            "name": "Opacity",
            "type": "number",
            "description": "How solid the chams are.",
            "min": 10.0,
            "max": 100.0,
            "default": 100.0,
            "unit": "%"
          },
          {
            "name": "Animation speed",
            "type": "number",
            "description": "How fast the animated looks move. 0 freezes them.",
            "min": 0.0,
            "max": 300.0,
            "default": 100.0,
            "unit": "%"
          }
        ]
      },
      {
        "title": "Glow",
        "settings": [
          {
            "name": "Glow",
            "type": "bool",
            "description": "A soft halo of light around the arm and weapon.",
            "default": true
          },
          {
            "name": "Glow strength",
            "type": "number",
            "description": "How bright the halo is.",
            "min": 10.0,
            "max": 100.0,
            "default": 55.0,
            "unit": "%"
          },
          {
            "name": "Glow size",
            "type": "number",
            "description": "How far the halo stands off the surface.",
            "min": 0.3,
            "max": 3.0,
            "default": 1.2,
            "unit": "cm"
          }
        ]
      }
    ]
  },
  {
    "name": "Skybox",
    "category": "Render",
    "description": "Swaps the sky: the golden Temple night, a painted golden sky with the Temple constellation, a starry sky, an animated storm or a nebula, with an aurora. Or any 2:1 panorama you pick.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Style",
            "type": "mode",
            "description": "Painted: a painted golden night sky with a cluster of stars shaped like the Temple logo. Temple: the night graded gold, with a golden Milky Way. Starry: a clear night sky with the Milky Way. Storm: heavy clouds rolling overhead, lit by lightning. Nebula: slowly turning clouds of glowing gas. A sky image below replaces all of them.",
            "options": [
              "Painted",
              "Temple",
              "Starry",
              "Storm",
              "Nebula"
            ],
            "default": "Painted"
          },
          {
            "name": "Sky color",
            "type": "color",
            "description": "Main colour of the storm, the nebula and the theme-coloured aurora. Follows the theme until changed.",
            "default": "#E9B949"
          },
          {
            "name": "Sky accent",
            "type": "color",
            "description": "Second colour: the lightning in the storm, the second gas in the nebula, the top of the aurora.",
            "default": "#FFE3A1"
          },
          {
            "name": "Sky image",
            "type": "file",
            "description": "A wrap-around (equirectangular, 2:1) picture with the horizon across the middle. Leave on Default for the Temple sky."
          },
          {
            "name": "Dimensions",
            "type": "mode",
            "description": "Where the sky is replaced. The Nether has no sky to replace.",
            "options": [
              "Overworld",
              "Overworld + End"
            ],
            "default": "Overworld"
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Brightness",
            "type": "number",
            "description": "How bright the sky picture is.",
            "min": 20.0,
            "max": 160.0,
            "default": 100.0,
            "unit": "%"
          },
          {
            "name": "Follow daylight",
            "type": "bool",
            "description": "Dim the sky at night and in storms, like the real one.",
            "default": false
          },
          {
            "name": "Sun, moon and stars",
            "type": "bool",
            "description": "Keep vanilla's sun, moon and stars drawn over the picture.",
            "default": false
          },
          {
            "name": "Hide clouds",
            "type": "bool",
            "description": "Vanilla's clouds are coloured for vanilla's sky and show as dark blocks over the picture at night.",
            "default": true
          },
          {
            "name": "Twinkle",
            "type": "number",
            "description": "How much the stars of the built-in sky shimmer.",
            "min": 0.0,
            "max": 100.0,
            "default": 60.0,
            "unit": "%"
          },
          {
            "name": "Temple constellation",
            "type": "bool",
            "description": "A cluster of stars in the shape of the Temple logo, high in the Painted sky.",
            "default": true
          },
          {
            "name": "Rotation speed",
            "type": "number",
            "description": "How fast the sky turns. 0 holds it still.",
            "min": 0.0,
            "max": 60.0,
            "default": 4.0,
            "unit": ""
          },
          {
            "name": "Tilt",
            "type": "number",
            "description": "Tilts the whole sky, for a horizon that is not level.",
            "min": -30.0,
            "max": 30.0,
            "default": 0.0,
            "unit": "°"
          },
          {
            "name": "Tint",
            "type": "bool",
            "description": "Wash the picture in a colour.",
            "default": false
          },
          {
            "name": "Tint color",
            "type": "color",
            "description": "The wash colour. Defaults to the theme gold.",
            "default": "#E9B949"
          },
          {
            "name": "Aurora",
            "type": "bool",
            "description": "Northern lights across the sky, drawn live so they stay sharp and never repeat.",
            "default": true
          },
          {
            "name": "Aurora strength",
            "type": "number",
            "description": "How bright the aurora is.",
            "min": 10.0,
            "max": 100.0,
            "default": 70.0,
            "unit": "%"
          },
          {
            "name": "Aurora colors",
            "type": "mode",
            "description": "Theme follows the HUD accent. Natural: green into violet. Arctic: cyan into deep blue. Crimson: the rare red aurora.",
            "options": [
              "Theme",
              "Natural",
              "Arctic",
              "Crimson"
            ],
            "default": "Theme"
          }
        ]
      }
    ]
  },
  {
    "name": "Death Recovery",
    "category": "Player",
    "description": "Shows where you died, how long your items have left and the way back, including from the other dimension. Deaths are always logged, even with this off.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "On-screen guide",
            "type": "bool",
            "description": "An arrow, distance and time left, at the top of the screen.",
            "default": true
          },
          {
            "name": "Death marker",
            "type": "bool",
            "description": "A tall marker where you died, visible from far away.",
            "default": true
          },
          {
            "name": "Item beams",
            "type": "bool",
            "description": "A beam over each of your dropped items near the death spot.",
            "default": true
          },
          {
            "name": "Chat message",
            "type": "bool",
            "description": "Post your death coordinates in chat (only you see it).",
            "default": true
          },
          {
            "name": "Clear when collected",
            "type": "bool",
            "description": "Stop guiding once you reach the spot and no items are left there.",
            "default": true
          },
          {
            "name": "Keep for",
            "type": "number",
            "description": "Stop guiding after this long.",
            "min": 5.0,
            "max": 240.0,
            "default": 30.0,
            "unit": "min"
          }
        ]
      },
      {
        "title": "Colours",
        "settings": [
          {
            "name": "Material",
            "type": "mode",
            "description": "Glass: liquid glass that bends the world behind it. Gold: polished metal. Light: glowing energy. Matte: soft solid colour. Glow: neon, a white-hot core in a strong halo of colour.",
            "options": [
              "Glass",
              "Gold",
              "Light",
              "Matte",
              "Glow"
            ],
            "default": "Glass"
          },
          {
            "name": "Color",
            "type": "mode",
            "description": "Theme follows the HUD accent. Custom uses the two colours below. Rainbow cycles hues.",
            "options": [
              "Theme",
              "Custom",
              "Rainbow"
            ],
            "default": "Theme"
          },
          {
            "name": "Color A",
            "type": "color",
            "description": "Main colour.",
            "default": "#E9B949"
          },
          {
            "name": "Color B",
            "type": "color",
            "description": "Secondary colour, used for gradients.",
            "default": "#FFE3A1"
          },
          {
            "name": "Brightness",
            "type": "number",
            "description": "How bright and solid the effect is.",
            "min": 10.0,
            "max": 100.0,
            "default": 90.0,
            "unit": "%"
          },
          {
            "name": "Pulse",
            "type": "bool",
            "description": "Gently breathe the brightness. Off by default so cosmetics stay visually stable.",
            "default": false
          }
        ]
      }
    ]
  },
  {
    "name": "ESP",
    "category": "Render",
    "description": "Highlights the entities you choose through walls: hitbox wireframes, flat-shaded silhouettes or a glow outline.",
    "groups": [
      {
        "title": "Targets",
        "settings": [
          {
            "name": "Entities",
            "type": "entityselection",
            "description": "Choose exactly which entity types are highlighted."
          },
          {
            "name": "Range",
            "type": "number",
            "description": "Only highlight entities within this distance.",
            "min": 8.0,
            "max": 512.0,
            "default": 128.0,
            "unit": "m"
          },
          {
            "name": "Target limit",
            "type": "number",
            "description": "The nearest entities up to this many get boxes and labels.",
            "min": 8.0,
            "max": 256.0,
            "default": 64.0,
            "unit": ""
          }
        ]
      },
      {
        "title": "Look",
        "settings": [
          {
            "name": "Mode",
            "type": "mode",
            "description": "Box: a clean flat frame with a soft shadow and a faint fill. Corners: only the corners of that frame. Hitbox: a 3D wireframe of the entity's box, drawn by the client so it works at any distance. Shaded: the entity's own silhouette filled with flat colour and edged with a thin border. Glow: just the outline around the silhouette. Shaded and Glow need the entity to be on screen and within Minecraft's entity render distance, because they ride on the entity's own model.",
            "options": [
              "Box",
              "Corners",
              "Hitbox",
              "Shaded",
              "Glow"
            ],
            "default": "Box"
          },
          {
            "name": "Outline",
            "type": "bool",
            "description": "Draw the thin border around the silhouette.",
            "default": true
          },
          {
            "name": "Fill opacity",
            "type": "number",
            "description": "How solidly the silhouette or box is filled.",
            "min": 0.0,
            "max": 100.0,
            "default": 85.0,
            "unit": "%"
          },
          {
            "name": "Line width",
            "type": "number",
            "description": "Line width in screen pixels.",
            "min": 1.0,
            "max": 3.0,
            "default": 1.0,
            "unit": "px"
          },
          {
            "name": "Box padding",
            "type": "number",
            "description": "Grows the hitbox slightly so the lines don't sit on the model.",
            "min": 0.0,
            "max": 0.4,
            "default": 0.0,
            "unit": "b"
          }
        ]
      },
      {
        "title": "Colours",
        "settings": [
          {
            "name": "Color",
            "type": "mode",
            "description": "Type: players, hostiles, passives and others each get a colour. Theme: HUD accent. Health: green to red. Distance: red near, green far. Static: one colour.",
            "options": [
              "Type",
              "Theme",
              "Health",
              "Distance",
              "Static"
            ],
            "default": "Type"
          },
          {
            "name": "Players",
            "type": "color",
            "description": "Player colour in Type mode.",
            "default": "#FFFFFF"
          },
          {
            "name": "Hostiles",
            "type": "color",
            "description": "Hostile mob colour in Type mode.",
            "default": "#FF5A5A"
          },
          {
            "name": "Passives",
            "type": "color",
            "description": "Animal colour in Type mode.",
            "default": "#34C759"
          },
          {
            "name": "Others",
            "type": "color",
            "description": "Items, vehicles and everything else in Type mode.",
            "default": "#AEB4BE"
          },
          {
            "name": "Static color",
            "type": "color",
            "description": "Colour in Static mode.",
            "default": "#E9B949"
          }
        ]
      },
      {
        "title": "Labels",
        "settings": [
          {
            "name": "Names",
            "type": "bool",
            "description": "A small name label above each entity.",
            "default": true
          },
          {
            "name": "Distance",
            "type": "bool",
            "description": "Distance in the label.",
            "default": true
          },
          {
            "name": "Health bar",
            "type": "bool",
            "description": "A slim health bar beside living entities.",
            "default": true
          }
        ]
      }
    ]
  },
  {
    "name": "Tracers",
    "category": "Render",
    "description": "Thin lines from your crosshair to the entities you choose, so you can track them anywhere.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Players",
            "type": "bool",
            "description": "Trace non-friend players.",
            "default": true
          },
          {
            "name": "Friends",
            "type": "bool",
            "description": "Trace players on your friend list separately.",
            "default": true
          },
          {
            "name": "Hostile mobs",
            "type": "bool",
            "description": "Trace hostile living mobs.",
            "default": true
          },
          {
            "name": "Passive",
            "type": "bool",
            "description": "Trace passive animals and other non-hostile living entities.",
            "default": false
          },
          {
            "name": "Villagers",
            "type": "bool",
            "description": "Trace villagers independently from other passive entities.",
            "default": true
          },
          {
            "name": "Other entities",
            "type": "bool",
            "description": "Trace selected non-living entities such as items or projectiles.",
            "default": false
          },
          {
            "name": "Exact entity filter",
            "type": "bool",
            "description": "Also require a type to be checked in the exact entity picker below.",
            "default": false
          },
          {
            "name": "Entities",
            "type": "entityselection",
            "description": "Fine-grained type filter used when Exact entity filter is on."
          },
          {
            "name": "Range",
            "type": "number",
            "description": "Only trace entities within this distance.",
            "min": 8.0,
            "max": 512.0,
            "default": 128.0,
            "unit": "m"
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Target",
            "type": "mode",
            "description": "Which point on the entity the line ends at.",
            "options": [
              "Body",
              "Head",
              "Feet"
            ],
            "default": "Body"
          },
          {
            "name": "Width",
            "type": "number",
            "description": "Line width in pixels. 1 matches Meteor.",
            "min": 0.5,
            "max": 4.0,
            "default": 1.0,
            "unit": "px"
          },
          {
            "name": "Opacity",
            "type": "number",
            "description": "Line opacity.",
            "min": 10.0,
            "max": 100.0,
            "default": 85.0,
            "unit": "%"
          },
          {
            "name": "Fade with distance",
            "type": "bool",
            "description": "Far entities get fainter lines, so near threats stand out.",
            "default": true
          },
          {
            "name": "Stem",
            "type": "bool",
            "description": "Also draw a vertical line through each entity from feet to head.",
            "default": false
          }
        ]
      },
      {
        "title": "Colours",
        "settings": [
          {
            "name": "Color",
            "type": "mode",
            "description": "Type: players and mobs get their own colours. Distance: red near, green far. Health: by remaining health. Theme: the HUD accent.",
            "options": [
              "Type",
              "Distance",
              "Health",
              "Theme"
            ],
            "default": "Type"
          },
          {
            "name": "Theme type palette",
            "type": "bool",
            "description": "Build the type colours from the current theme. Turn off for the custom colours below.",
            "default": true
          },
          {
            "name": "Player color",
            "type": "color",
            "description": "Colour for players in Type mode.",
            "default": "#E9B949"
          },
          {
            "name": "Mob color",
            "type": "color",
            "description": "Colour for everything else in Type mode.",
            "default": "#FF5A5A"
          },
          {
            "name": "Friend color",
            "type": "color",
            "description": "Colour for friends in Type mode.",
            "default": "#5AC8FA"
          },
          {
            "name": "Passive color",
            "type": "color",
            "description": "Colour for passive entities in Type mode.",
            "default": "#55D187"
          },
          {
            "name": "Villager color",
            "type": "color",
            "description": "Colour for villagers in Type mode.",
            "default": "#FFC857"
          },
          {
            "name": "Other color",
            "type": "color",
            "description": "Colour for other selected entities in Type mode.",
            "default": "#FFFFFF"
          }
        ]
      }
    ]
  },
  {
    "name": "Nametags",
    "category": "Render",
    "description": "Name, health, distance and gear on a glass card floating above each entity.",
    "groups": [
      {
        "title": "Targets",
        "settings": [
          {
            "name": "Entities",
            "type": "entityselection",
            "description": "Choose exactly which entity types get a nametag."
          },
          {
            "name": "Range",
            "type": "number",
            "description": "Only tag entities within this distance.",
            "min": 8.0,
            "max": 512.0,
            "default": 64.0,
            "unit": "m"
          },
          {
            "name": "Self",
            "type": "bool",
            "description": "Your own tag, when you can see yourself (third person or Freecam).",
            "default": false
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Style",
            "type": "mode",
            "description": "Glass: the client's liquid glass. Solid: a dark rounded card. Minimal: text and bars only.",
            "options": [
              "Glass",
              "Solid",
              "Minimal"
            ],
            "default": "Glass"
          },
          {
            "name": "Background",
            "type": "number",
            "description": "How solid the card is.",
            "min": 0.0,
            "max": 100.0,
            "default": 70.0,
            "unit": "%"
          },
          {
            "name": "Scaling",
            "type": "mode",
            "description": "Fixed: the same size everywhere. Distance: shrinks with range so distant tags stay small.",
            "options": [
              "Fixed",
              "Distance"
            ],
            "default": "Distance"
          },
          {
            "name": "Scale",
            "type": "number",
            "description": "Tag size.",
            "min": 0.5,
            "max": 2.5,
            "default": 1.0,
            "unit": "x"
          },
          {
            "name": "Health bar",
            "type": "bool",
            "description": "A bar that glides to the new health, with a slower trail showing recent damage.",
            "default": true
          },
          {
            "name": "Health number",
            "type": "bool",
            "description": "Exact health next to the name.",
            "default": true
          },
          {
            "name": "Distance",
            "type": "bool",
            "description": "How far away the entity is.",
            "default": true
          },
          {
            "name": "Ping",
            "type": "bool",
            "description": "Connection latency, for players, as a coloured dot and number.",
            "default": true
          },
          {
            "name": "Totem pops",
            "type": "bool",
            "description": "How many totems this player has burned. Needs Totem Pops on to keep counting.",
            "default": true
          },
          {
            "name": "Ring target",
            "type": "bool",
            "description": "An accent ring around whoever you are fighting.",
            "default": true
          },
          {
            "name": "Armor",
            "type": "bool",
            "description": "Their helmet, chestplate, leggings and boots above the card.",
            "default": true
          },
          {
            "name": "Held items",
            "type": "bool",
            "description": "What they hold in each hand.",
            "default": true
          },
          {
            "name": "Durability",
            "type": "bool",
            "description": "A thin bar under each damaged item, green to red.",
            "default": true
          },
          {
            "name": "Hotbar",
            "type": "bool",
            "description": "Your whole hotbar on your own tag. Servers only share other players' held items, never their hotbar, so this applies to your tag alone.",
            "default": false
          }
        ]
      }
    ]
  },
  {
    "name": "Logout Spots",
    "category": "Render",
    "description": "A ghost of each player who logs out near you, standing where they left, tagged with their name, health and when they went.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Friends",
            "type": "bool",
            "description": "Mark friends' logouts too.",
            "default": true
          },
          {
            "name": "Keep for",
            "type": "number",
            "description": "How long a spot stays. It always disappears when that player comes back. 0 keeps it until then.",
            "min": 0.0,
            "max": 240.0,
            "default": 30.0,
            "unit": "min"
          },
          {
            "name": "Notify",
            "type": "bool",
            "description": "A notification when someone logs out near you.",
            "default": true
          },
          {
            "name": "Notify on return",
            "type": "bool",
            "description": "A notification when a marked player logs back in.",
            "default": true
          },
          {
            "name": "Tag",
            "type": "bool",
            "description": "Name, health, distance and time since they left, above the ghost.",
            "default": true
          },
          {
            "name": "Through walls",
            "type": "bool",
            "description": "See the ghost through terrain.",
            "default": true
          }
        ]
      },
      {
        "title": "Colours",
        "settings": [
          {
            "name": "Material",
            "type": "mode",
            "description": "Glass: liquid glass that bends the world behind it. Gold: polished metal. Light: glowing energy. Matte: soft solid colour. Glow: neon, a white-hot core in a strong halo of colour.",
            "options": [
              "Glass",
              "Gold",
              "Light",
              "Matte",
              "Glow"
            ],
            "default": "Glass"
          },
          {
            "name": "Color",
            "type": "mode",
            "description": "Theme follows the HUD accent. Custom uses the two colours below. Rainbow cycles hues.",
            "options": [
              "Theme",
              "Custom",
              "Rainbow"
            ],
            "default": "Theme"
          },
          {
            "name": "Color A",
            "type": "color",
            "description": "Main colour.",
            "default": "#E9B949"
          },
          {
            "name": "Color B",
            "type": "color",
            "description": "Secondary colour, used for gradients.",
            "default": "#FFE3A1"
          },
          {
            "name": "Brightness",
            "type": "number",
            "description": "How bright and solid the effect is.",
            "min": 10.0,
            "max": 100.0,
            "default": 90.0,
            "unit": "%"
          },
          {
            "name": "Pulse",
            "type": "bool",
            "description": "Gently breathe the brightness. Off by default so cosmetics stay visually stable.",
            "default": false
          }
        ]
      }
    ]
  },
  {
    "name": "Storage ESP",
    "category": "Render",
    "description": "Highlights chests, shulkers, barrels, spawners and other storage through walls, out to your whole render distance.",
    "groups": [
      {
        "title": "Targets",
        "settings": [
          {
            "name": "Range",
            "type": "number",
            "description": "How far out storage is shown. The server's view distance is the real limit: nothing further is loaded.",
            "min": 16.0,
            "max": 1024.0,
            "default": 256.0,
            "unit": "m"
          },
          {
            "name": "Max shown",
            "type": "number",
            "description": "Most boxes drawn at once, nearest first. Lower it if a huge base costs frames.",
            "min": 64.0,
            "max": 4096.0,
            "default": 1024.0,
            "unit": ""
          }
        ]
      },
      {
        "title": "Look",
        "settings": [
          {
            "name": "Style",
            "type": "mode",
            "description": "Box: outline and a light fill. Outline: edges only. Fill: a tinted block only.",
            "options": [
              "Box",
              "Outline",
              "Fill"
            ],
            "default": "Box"
          },
          {
            "name": "Fill opacity",
            "type": "number",
            "description": "How solid the fill is.",
            "min": 2.0,
            "max": 80.0,
            "default": 18.0,
            "unit": "%"
          },
          {
            "name": "Line width",
            "type": "number",
            "description": "Outline thickness.",
            "min": 1.0,
            "max": 3.0,
            "default": 1.5,
            "unit": "px"
          },
          {
            "name": "Tracers",
            "type": "bool",
            "description": "Also draw a line from your crosshair to each storage box.",
            "default": false
          }
        ]
      },
      {
        "title": "Storage types",
        "settings": [
          {
            "name": "Chests",
            "type": "bool",
            "description": "Show chests.",
            "default": true
          },
          {
            "name": "Chests colour",
            "type": "color",
            "description": "Colour for chests.",
            "default": "#FFB347"
          },
          {
            "name": "Trapped chests",
            "type": "bool",
            "description": "Show trapped chests.",
            "default": true
          },
          {
            "name": "Trapped chests colour",
            "type": "color",
            "description": "Colour for trapped chests.",
            "default": "#FF453A"
          },
          {
            "name": "Ender chests",
            "type": "bool",
            "description": "Show ender chests.",
            "default": true
          },
          {
            "name": "Ender chests colour",
            "type": "color",
            "description": "Colour for ender chests.",
            "default": "#AF52DE"
          },
          {
            "name": "Copper chests",
            "type": "bool",
            "description": "Show copper chests.",
            "default": true
          },
          {
            "name": "Copper chests colour",
            "type": "color",
            "description": "Colour for copper chests.",
            "default": "#E0875A"
          },
          {
            "name": "Barrels",
            "type": "bool",
            "description": "Show barrels.",
            "default": true
          },
          {
            "name": "Barrels colour",
            "type": "color",
            "description": "Colour for barrels.",
            "default": "#C08A5A"
          },
          {
            "name": "Shulkers",
            "type": "bool",
            "description": "Show shulkers.",
            "default": true
          },
          {
            "name": "Shulkers colour",
            "type": "color",
            "description": "Colour for shulkers.",
            "default": "#FF6FD8"
          },
          {
            "name": "Shulker dye colour",
            "type": "bool",
            "description": "Draw each shulker box in its own dye colour instead of the Shulkers colour.",
            "default": true
          },
          {
            "name": "Furnaces",
            "type": "bool",
            "description": "Show furnaces.",
            "default": false
          },
          {
            "name": "Furnaces colour",
            "type": "color",
            "description": "Colour for furnaces.",
            "default": "#98989D"
          },
          {
            "name": "Hoppers",
            "type": "bool",
            "description": "Show hoppers.",
            "default": false
          },
          {
            "name": "Hoppers colour",
            "type": "color",
            "description": "Colour for hoppers.",
            "default": "#5E5CE6"
          },
          {
            "name": "Dispensers",
            "type": "bool",
            "description": "Show dispensers.",
            "default": false
          },
          {
            "name": "Dispensers colour",
            "type": "color",
            "description": "Colour for dispensers.",
            "default": "#8E8E93"
          },
          {
            "name": "Crafters",
            "type": "bool",
            "description": "Show crafters.",
            "default": false
          },
          {
            "name": "Crafters colour",
            "type": "color",
            "description": "Colour for crafters.",
            "default": "#B0B3B8"
          },
          {
            "name": "Shelves",
            "type": "bool",
            "description": "Show shelves.",
            "default": false
          },
          {
            "name": "Shelves colour",
            "type": "color",
            "description": "Colour for shelves.",
            "default": "#A87B4F"
          },
          {
            "name": "Brewing stands",
            "type": "bool",
            "description": "Show brewing stands.",
            "default": false
          },
          {
            "name": "Brewing stands colour",
            "type": "color",
            "description": "Colour for brewing stands.",
            "default": "#FFD60A"
          },
          {
            "name": "Spawners",
            "type": "bool",
            "description": "Show spawners.",
            "default": true
          },
          {
            "name": "Spawners colour",
            "type": "color",
            "description": "Colour for spawners.",
            "default": "#34C759"
          },
          {
            "name": "Decorated pots",
            "type": "bool",
            "description": "Show decorated pots.",
            "default": false
          },
          {
            "name": "Decorated pots colour",
            "type": "color",
            "description": "Colour for decorated pots.",
            "default": "#D8A077"
          },
          {
            "name": "Minecarts & boats",
            "type": "bool",
            "description": "Chest and hopper minecarts and chest boats, which are entities rather than blocks.",
            "default": true
          },
          {
            "name": "Minecart colour",
            "type": "color",
            "description": "Colour for storage minecarts and chest boats.",
            "default": "#FFB347"
          }
        ]
      }
    ]
  },
  {
    "name": "Ore ESP",
    "category": "Render",
    "description": "Xray-style boxes around ores through walls, coloured per ore type. No texture pack needed.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Range",
            "type": "number",
            "description": "How far out to scan for ores. Near chunks fill in first, far ones follow over a few seconds.",
            "min": 8.0,
            "max": 256.0,
            "default": 64.0,
            "unit": "m"
          },
          {
            "name": "Max shown",
            "type": "number",
            "description": "Most ores drawn at once, nearest first.",
            "min": 64.0,
            "max": 4096.0,
            "default": 1024.0,
            "unit": ""
          },
          {
            "name": "Exposed only",
            "type": "bool",
            "description": "Only ores touching air or water. Servers with anti-xray (like DonutSMP) send fake ores inside solid stone; real ones in caves still show.",
            "default": false
          },
          {
            "name": "Style",
            "type": "mode",
            "description": "Box: outline and a light fill. Outline: edges only. Fill: a tinted block only.",
            "options": [
              "Box",
              "Outline",
              "Fill"
            ],
            "default": "Box"
          },
          {
            "name": "Fill opacity",
            "type": "number",
            "min": 5.0,
            "max": 90.0,
            "default": 35.0,
            "unit": "%"
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Diamonds",
            "type": "bool",
            "description": "Show diamonds ore.",
            "default": true
          },
          {
            "name": "Gold",
            "type": "bool",
            "description": "Show gold ore.",
            "default": true
          },
          {
            "name": "Iron",
            "type": "bool",
            "description": "Show iron ore.",
            "default": true
          },
          {
            "name": "Copper",
            "type": "bool",
            "description": "Show copper ore.",
            "default": false
          },
          {
            "name": "Coal",
            "type": "bool",
            "description": "Show coal ore.",
            "default": false
          },
          {
            "name": "Redstone",
            "type": "bool",
            "description": "Show redstone ore.",
            "default": true
          },
          {
            "name": "Lapis",
            "type": "bool",
            "description": "Show lapis ore.",
            "default": true
          },
          {
            "name": "Emeralds",
            "type": "bool",
            "description": "Show emeralds ore.",
            "default": true
          },
          {
            "name": "Quartz",
            "type": "bool",
            "description": "Show quartz ore.",
            "default": true
          },
          {
            "name": "Debris",
            "type": "bool",
            "description": "Show debris ore.",
            "default": true
          }
        ]
      }
    ]
  },
  {
    "name": "OreSim",
    "category": "Render",
    "description": "Shows ores from the world seed by running the game's own ore generation on the chunks around you. Reveals ores a server hides, if it uses the vanilla generator.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Seed",
            "type": "text",
            "description": "The world seed. Click and type it (or paste with Ctrl+V). Left empty, singleplayer worlds use their own seed."
          },
          {
            "name": "Radius",
            "type": "number",
            "description": "How many chunks around you to simulate.",
            "min": 1.0,
            "max": 16.0,
            "default": 6.0,
            "unit": "chunks"
          },
          {
            "name": "Hidden only",
            "type": "bool",
            "description": "Only show ores the client cannot see as ore: the ones an anti-xray server is disguising as stone.",
            "default": false
          },
          {
            "name": "Max shown",
            "type": "number",
            "description": "Caps how many ore blocks are drawn at once.",
            "min": 100.0,
            "max": 6000.0,
            "default": 1500.0,
            "unit": ""
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Diamond",
            "type": "bool",
            "description": "Show diamond.",
            "default": true
          },
          {
            "name": "Ancient debris",
            "type": "bool",
            "description": "Show ancient debris.",
            "default": true
          },
          {
            "name": "Emerald",
            "type": "bool",
            "description": "Show emerald.",
            "default": true
          },
          {
            "name": "Gold",
            "type": "bool",
            "description": "Show gold.",
            "default": true
          },
          {
            "name": "Iron",
            "type": "bool",
            "description": "Show iron.",
            "default": false
          },
          {
            "name": "Redstone",
            "type": "bool",
            "description": "Show redstone.",
            "default": false
          },
          {
            "name": "Lapis",
            "type": "bool",
            "description": "Show lapis.",
            "default": false
          },
          {
            "name": "Copper",
            "type": "bool",
            "description": "Show copper.",
            "default": false
          },
          {
            "name": "Coal",
            "type": "bool",
            "description": "Show coal.",
            "default": false
          },
          {
            "name": "Quartz",
            "type": "bool",
            "description": "Show quartz.",
            "default": false
          }
        ]
      }
    ]
  },
  {
    "name": "Chunk Finder",
    "category": "Render",
    "description": "Scans every loaded chunk off-thread for player activity: placed blocks, hidden bases, farms and mined-out geodes. Excludes structures that fake those signals.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Placed blocks",
            "type": "bool",
            "description": "Flags blocks that never generate where they are: deepslate above y 8, sideways deepslate, cobbled deepslate above y 0, end stone outside the End.",
            "default": true
          },
          {
            "name": "Deepslate min",
            "type": "number",
            "description": "Deepslate blocks above y 8 needed to flag.",
            "min": 1.0,
            "max": 16.0,
            "default": 1.0,
            "unit": ""
          },
          {
            "name": "Rotated min",
            "type": "number",
            "description": "Sideways deepslate blocks needed to flag. Natural deepslate is always upright.",
            "min": 1.0,
            "max": 16.0,
            "default": 2.0,
            "unit": ""
          },
          {
            "name": "Cobbled min",
            "type": "number",
            "description": "Cobbled deepslate blocks above y 0 needed to flag.",
            "min": 1.0,
            "max": 32.0,
            "default": 4.0,
            "unit": ""
          },
          {
            "name": "End stone min",
            "type": "number",
            "description": "End stone blocks outside the End needed to flag.",
            "min": 1.0,
            "max": 16.0,
            "default": 2.0,
            "unit": ""
          },
          {
            "name": "Ignore exposed",
            "type": "bool",
            "description": "Skip placed blocks touching air or fluid, so surface builds and cave walls don't count. Hidden blocks are the interesting ones.",
            "default": true
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Base signals",
            "type": "bool",
            "description": "Scores underground evidence of a base. Each detector below adds points; the chunk flags at the minimum score.",
            "default": true
          },
          {
            "name": "Base min score",
            "type": "number",
            "description": "Combined score needed to flag a base.",
            "min": 2.0,
            "max": 40.0,
            "default": 8.0,
            "unit": "pts"
          },
          {
            "name": "Cobble lines",
            "type": "bool",
            "description": "Rows of cobblestone below y 0 (dungeons are excluded).",
            "default": true
          },
          {
            "name": "Deepslate masonry",
            "type": "bool",
            "description": "Polished, brick, tile or chiselled deepslate below y 0 (ancient cities excluded).",
            "default": true
          },
          {
            "name": "Obsidian",
            "type": "bool",
            "description": "Obsidian below y 20.",
            "default": true
          },
          {
            "name": "Pistons",
            "type": "bool",
            "description": "Pistons below y 40.",
            "default": true
          },
          {
            "name": "Stairs",
            "type": "bool",
            "description": "Stair blocks below y 0.",
            "default": true
          },
          {
            "name": "Mined shafts",
            "type": "bool",
            "description": "1x1 vertical tunnels at least 8 deep below y 0, walled on all sides.",
            "default": true
          },
          {
            "name": "Flat rooms",
            "type": "bool",
            "description": "Many 2-4 high air gaps sharing one flat floor below y 0, the shape of dug-out rooms.",
            "default": true
          },
          {
            "name": "Stacked ore",
            "type": "bool",
            "description": "Four ores stacked in one column. Weak on its own, noisier than the rest.",
            "default": false
          },
          {
            "name": "Storage",
            "type": "bool",
            "description": "Chests, barrels, shulkers and hoppers, with extra weight below y 0.",
            "default": true
          },
          {
            "name": "Dropped items",
            "type": "bool",
            "description": "Item entities lying below y 0.",
            "default": true
          },
          {
            "name": "Mob clusters",
            "type": "bool",
            "description": "20+ mobs in one chunk (spawner farms), and polar bears underground.",
            "default": true
          },
          {
            "name": "Farm signals",
            "type": "bool",
            "description": "Estimates a base chance from redstone, bee farms, placed floors, underground plants and workshops.",
            "default": true
          },
          {
            "name": "Farm min chance",
            "type": "number",
            "description": "Base chance needed to flag.",
            "min": 25.0,
            "max": 99.0,
            "default": 50.0,
            "unit": "%"
          },
          {
            "name": "Repeaters",
            "type": "bool",
            "description": "Repeaters, powered ones counting most.",
            "default": true
          },
          {
            "name": "Bee farms",
            "type": "bool",
            "description": "Crafted beehives with bees; natural bee nests count much less.",
            "default": true
          },
          {
            "name": "Placed floors",
            "type": "bool",
            "description": "Cobbled deepslate spread between y 0 and 20.",
            "default": true
          },
          {
            "name": "Underground plants",
            "type": "bool",
            "description": "Flowers below y 40 and vines below y 50, where they don't grow naturally.",
            "default": true
          },
          {
            "name": "Workshops",
            "type": "bool",
            "description": "Furnaces, anvils, enchanting and crafting tables (villages excluded).",
            "default": true
          },
          {
            "name": "Mined geodes",
            "type": "bool",
            "description": "Geodes with plenty of amethyst but no budding amethyst left. Natural geodes almost always keep some.",
            "default": true
          },
          {
            "name": "Geode sensitivity",
            "type": "number",
            "description": "Higher flags smaller geodes, with more false alarms. At 5 a natural geode is flagged about 1 time in 15.",
            "min": 1.0,
            "max": 10.0,
            "default": 5.0,
            "unit": ""
          },
          {
            "name": "Display",
            "type": "mode",
            "description": "Color only: each flagged chunk is simply tinted its colour - nothing else. Detailed: an outlined slab, labels with the evidence, and the individual blocks that triggered it.",
            "options": [
              "Color only",
              "Detailed"
            ],
            "default": "Color only"
          },
          {
            "name": "Tint opacity",
            "type": "number",
            "description": "How strongly flagged chunks are tinted.",
            "min": 5.0,
            "max": 90.0,
            "default": 30.0,
            "unit": "%"
          },
          {
            "name": "Height",
            "type": "mode",
            "description": "Feet: a flat marker at your height. Fixed: at the height below. Column: the full chunk column, outline only.",
            "options": [
              "Feet",
              "Fixed",
              "Column"
            ],
            "default": "Feet"
          },
          {
            "name": "Render Y",
            "type": "number",
            "description": "Height of the flat marker in Fixed mode.",
            "min": -64.0,
            "max": 320.0,
            "default": 64.0,
            "unit": ""
          },
          {
            "name": "Thickness",
            "type": "number",
            "description": "Thickness of the flat marker.",
            "min": 0.02,
            "max": 2.0,
            "default": 0.15,
            "unit": "b"
          },
          {
            "name": "Max chunks",
            "type": "number",
            "description": "Nearest flagged chunks drawn; the rest stay remembered.",
            "min": 8.0,
            "max": 400.0,
            "default": 96.0,
            "unit": ""
          },
          {
            "name": "Beacons",
            "type": "bool",
            "description": "A glowing beam from bedrock to sky in each flagged chunk. Off by default: the flat slab reads more cleanly up close.",
            "default": false
          },
          {
            "name": "Labels",
            "type": "bool",
            "description": "Floating text over each chunk with its evidence and distance.",
            "default": true
          },
          {
            "name": "Highlight blocks",
            "type": "bool",
            "description": "Outline the individual placed blocks that triggered a flag.",
            "default": true
          },
          {
            "name": "Max blocks",
            "type": "number",
            "description": "Cap on outlined blocks.",
            "min": 20.0,
            "max": 1000.0,
            "default": 200.0,
            "unit": ""
          },
          {
            "name": "Placed colour",
            "type": "color",
            "description": "Colour for chunks with placed blocks (yellow by default).",
            "default": "#FFD60A"
          },
          {
            "name": "Base colour",
            "type": "color",
            "description": "Colour for chunks that look like a base (red by default, so bases stand out).",
            "default": "#FF3B30"
          },
          {
            "name": "Farm colour",
            "type": "color",
            "description": "Colour for farm chunks (green by default).",
            "default": "#34C759"
          },
          {
            "name": "Geode colour",
            "type": "color",
            "description": "Colour for mined-geode chunks (purple by default).",
            "default": "#AF52DE"
          },
          {
            "name": "Threads",
            "type": "number",
            "description": "Worker threads for analysis. Applies the next time the module is turned on.",
            "min": 1.0,
            "max": 4.0,
            "default": 2.0,
            "unit": ""
          },
          {
            "name": "Chunks per tick",
            "type": "number",
            "description": "How many chunks are copied for analysis each tick. Higher scans faster on arrival.",
            "min": 1.0,
            "max": 12.0,
            "default": 3.0,
            "unit": ""
          },
          {
            "name": "Chat alerts",
            "type": "bool",
            "description": "Post each new find in chat with coordinates.",
            "default": true
          },
          {
            "name": "Toast alerts",
            "type": "bool",
            "description": "Show a HUD notification for each new find.",
            "default": true
          },
          {
            "name": "Sound",
            "type": "bool",
            "description": "Play a chime on each new find.",
            "default": true
          },
          {
            "name": "Alerts per minute",
            "type": "number",
            "description": "Limits alert spam; finds are still marked.",
            "min": 1.0,
            "max": 30.0,
            "default": 6.0,
            "unit": ""
          }
        ]
      }
    ]
  },
  {
    "name": "Item ESP",
    "category": "Render",
    "description": "Dropped items glow through walls in your theme colour (or one you pick), all of them or only the ones you choose. Boxes and beams of light are optional.",
    "groups": [
      {
        "title": "Items",
        "settings": [
          {
            "name": "Highlight",
            "type": "mode",
            "description": "All items: every drop glows. Selected items: only the items in your list.",
            "options": [
              "All items",
              "Selected items"
            ],
            "default": "All items"
          },
          {
            "name": "Selected items",
            "type": "entityselection",
            "description": "The items that glow when Highlight is Selected items."
          },
          {
            "name": "XP orbs",
            "type": "bool",
            "description": "Experience orbs glow too.",
            "default": false
          },
          {
            "name": "Arrows",
            "type": "bool",
            "description": "Arrows stuck in the ground glow too.",
            "default": false
          },
          {
            "name": "Range",
            "type": "number",
            "description": "Only highlight items within this distance.",
            "min": 8.0,
            "max": 512.0,
            "default": 64.0,
            "unit": "m"
          }
        ]
      },
      {
        "title": "Look",
        "settings": [
          {
            "name": "Style",
            "type": "mode",
            "description": "Glow: a soft outline around the item's shape, through walls. Box: a box around it. Or both.",
            "options": [
              "Glow",
              "Box",
              "Glow + box"
            ],
            "default": "Glow"
          },
          {
            "name": "Color",
            "type": "mode",
            "description": "Theme: your accent colours. Custom: the colour below. Rarity: gold for valuables, otherwise vanilla rarity.",
            "options": [
              "Theme",
              "Custom",
              "Rarity"
            ],
            "default": "Theme"
          },
          {
            "name": "Custom color",
            "type": "color",
            "description": "The colour when Color is Custom.",
            "default": "#34C759"
          }
        ]
      },
      {
        "title": "Beams",
        "settings": [
          {
            "name": "Beams",
            "type": "bool",
            "description": "A beam of light standing over each highlighted item, visible from far away.",
            "default": false
          },
          {
            "name": "Beam height",
            "type": "number",
            "description": "How tall the beams stand.",
            "min": 0.3,
            "max": 6.0,
            "default": 1.4,
            "unit": "b"
          },
          {
            "name": "Beam width",
            "type": "number",
            "description": "How thick they are.",
            "min": 0.02,
            "max": 0.6,
            "default": 0.14,
            "unit": "b"
          },
          {
            "name": "Halo",
            "type": "bool",
            "description": "A soft glow and ring around the item under the beam.",
            "default": true
          },
          {
            "name": "Pulse",
            "type": "bool",
            "description": "Let the beams breathe instead of standing still.",
            "default": false
          },
          {
            "name": "Brightness",
            "type": "number",
            "description": "How bright the beams are.",
            "min": 10.0,
            "max": 100.0,
            "default": 80.0,
            "unit": "%"
          },
          {
            "name": "Beams through walls",
            "type": "bool",
            "description": "Show beams through terrain.",
            "default": true
          }
        ]
      }
    ]
  },
  {
    "name": "Better Tooltips",
    "category": "Render",
    "description": "Previews in item tooltips: shulker box contents as a grid, your ender chest, filled maps, and food values.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Shulker preview",
            "type": "bool",
            "description": "A shulker box's contents as a grid of real items, tinted like the box.",
            "default": true
          },
          {
            "name": "Ender chest preview",
            "type": "bool",
            "description": "An ender chest shows what was in yours the last time you opened it.",
            "default": true
          },
          {
            "name": "Map preview",
            "type": "bool",
            "description": "A filled map shows the map itself.",
            "default": true
          },
          {
            "name": "Map size",
            "type": "number",
            "description": "How big the map preview is.",
            "min": 50.0,
            "max": 200.0,
            "default": 100.0,
            "unit": "%"
          },
          {
            "name": "Food values",
            "type": "bool",
            "description": "How much hunger and saturation food restores.",
            "default": true
          },
          {
            "name": "Only while holding Shift",
            "type": "bool",
            "description": "Show the previews only while Shift is held.",
            "default": false
          }
        ]
      }
    ]
  },
  {
    "name": "Block Highlight",
    "category": "Render",
    "description": "Outlines or fills the block you are looking at, with an optional info card that follows it.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Shape",
            "type": "mode",
            "description": "Cube: the whole block. Face: only the side you are aiming at.",
            "options": [
              "Cube",
              "Face"
            ],
            "default": "Cube"
          },
          {
            "name": "Outline",
            "type": "bool",
            "description": "Draw the edges.",
            "default": true
          },
          {
            "name": "Color",
            "type": "color",
            "description": "Outline colour.",
            "default": "#FF5A5A"
          },
          {
            "name": "Line width",
            "type": "mode",
            "description": "How thick the outline is.",
            "options": [
              "Thin",
              "Medium",
              "Thick"
            ],
            "default": "Thin"
          },
          {
            "name": "Filled",
            "type": "bool",
            "description": "Fill the block or face with colour.",
            "default": false
          },
          {
            "name": "Fill color",
            "type": "color",
            "description": "Fill colour.",
            "default": "#E9B949"
          },
          {
            "name": "Fill opacity",
            "type": "number",
            "description": "How solid the fill is.",
            "min": 3.0,
            "max": 90.0,
            "default": 22.0,
            "unit": "%"
          },
          {
            "name": "Glide",
            "type": "bool",
            "description": "Slide smoothly from block to block instead of jumping.",
            "default": true
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Block info",
            "type": "bool",
            "description": "A card beside the block with what it is and how long it takes to mine. Where it sits (follow the block, or a fixed spot you can drag) is set in Client > HUD, like the target card.",
            "default": true
          },
          {
            "name": "Mining time",
            "type": "bool",
            "description": "How long it takes to break with what you are holding, and whether it drops.",
            "default": true
          },
          {
            "name": "Coordinates",
            "type": "bool",
            "description": "The block's position.",
            "default": true
          },
          {
            "name": "Details",
            "type": "bool",
            "description": "Hardness, blast resistance and light level.",
            "default": false
          }
        ]
      }
    ]
  },
  {
    "name": "Hole ESP",
    "category": "Render",
    "description": "Highlights 1x1 holes you can stand in for crystal PvP, through walls.",
    "groups": [
      {
        "title": "Colours",
        "settings": [
          {
            "name": "Radius",
            "type": "number",
            "description": "How far out to scan for holes.",
            "min": 4.0,
            "max": 64.0,
            "default": 16.0,
            "unit": "m"
          },
          {
            "name": "Color",
            "type": "color",
            "description": "Hole box colour.",
            "default": "#34C759"
          }
        ]
      }
    ]
  },
  {
    "name": "Zoom",
    "category": "Render",
    "description": "Zooms your view like binoculars. Hold or tap its key, then scroll to zoom in as far as you like.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Zoom",
            "type": "number",
            "description": "How far it zooms when you press the key.",
            "min": 1.5,
            "max": 50.0,
            "default": 4.0,
            "unit": "x"
          },
          {
            "name": "Scroll to zoom",
            "type": "bool",
            "description": "The mouse wheel zooms further in or out while zoomed, with no limit.",
            "default": true
          },
          {
            "name": "Scroll speed",
            "type": "number",
            "description": "How much each wheel notch zooms.",
            "min": 5.0,
            "max": 100.0,
            "default": 25.0,
            "unit": "%"
          },
          {
            "name": "Smooth",
            "type": "bool",
            "description": "Glide between zoom levels instead of jumping.",
            "default": true
          },
          {
            "name": "Slower mouse",
            "type": "bool",
            "description": "Turn slower the further you zoom, so the view moves the same distance on screen at any zoom.",
            "default": true
          },
          {
            "name": "Cinematic camera",
            "type": "bool",
            "description": "Minecraft's smoothed mouse while zoomed.",
            "default": false
          },
          {
            "name": "Remember zoom",
            "type": "bool",
            "description": "Start from where you scrolled to last time instead of the Zoom setting.",
            "default": false
          }
        ]
      }
    ]
  },
  {
    "name": "No Bob",
    "category": "Render",
    "description": "Removes view bobbing so your screen stays steady while moving. Helps recording.",
    "groups": []
  },
  {
    "name": "Freecam",
    "category": "Render",
    "description": "Fly the camera through loaded terrain. WASD moves, Space/Shift rise/fall, sprint triples speed. Your body stays behind.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Speed",
            "type": "number",
            "description": "How fast the camera flies.",
            "min": 0.1,
            "max": 3.0,
            "default": 0.6,
            "unit": "b/t"
          },
          {
            "name": "Hide hand",
            "type": "bool",
            "description": "Don't draw your first-person hand and held item while the camera is away from your body.",
            "default": true
          },
          {
            "name": "Keep body sneaked",
            "type": "bool",
            "description": "Keep sending the sneak state while the camera is away, so your body remains crouched.",
            "default": true
          }
        ]
      }
    ]
  },
  {
    "name": "Freelook",
    "category": "Render",
    "description": "Orbit the camera around yourself without turning your body. Toggle again to return to your normal view.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Distance",
            "type": "number",
            "description": "How far behind you the camera sits.",
            "min": 1.0,
            "max": 12.0,
            "default": 4.0,
            "unit": "b"
          },
          {
            "name": "Camera noclip",
            "type": "bool",
            "description": "Let the camera pass through blocks instead of being pulled in against walls. Useful in tight spaces.",
            "default": false
          },
          {
            "name": "Hide hand",
            "type": "bool",
            "description": "Don't draw your first-person hand and held item while orbiting.",
            "default": true
          }
        ]
      },
      {
        "title": "Cinematic",
        "settings": [
          {
            "name": "Cinematic",
            "type": "bool",
            "description": "The camera glides after your mouse instead of following every twitch, like a film camera on a fluid head.",
            "default": false
          },
          {
            "name": "Smoothness",
            "type": "number",
            "description": "How slowly the camera catches up. 1 is barely softened, 10 is a slow, heavy glide.",
            "min": 1.0,
            "max": 10.0,
            "default": 6.0,
            "unit": ""
          },
          {
            "name": "Letterbox",
            "type": "bool",
            "description": "Black bars top and bottom that slide in while cinematic Freelook is on.",
            "default": true
          },
          {
            "name": "Bar size",
            "type": "number",
            "description": "How much of the screen each bar covers.",
            "min": 4.0,
            "max": 20.0,
            "default": 11.0,
            "unit": "%"
          }
        ]
      }
    ]
  },
  {
    "name": "Hit Particles",
    "category": "Cosmetics",
    "description": "Neon particles burst from whatever you hit, with gravity and bouncing, plus an impact flash. Cosmetic feedback only.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Style",
            "type": "mode",
            "description": "Shards: cut crystal splinters that tumble as they fly. Gems: polished beads that bounce. Sparks: hot streaks stretched along their flight.",
            "options": [
              "Shards",
              "Gems",
              "Sparks"
            ],
            "default": "Shards"
          },
          {
            "name": "Impact burst",
            "type": "bool",
            "description": "A glass shell bursting outward from the point of impact.",
            "default": true
          },
          {
            "name": "Count",
            "type": "number",
            "description": "Particles per hit.",
            "min": 2.0,
            "max": 60.0,
            "default": 14.0,
            "unit": ""
          },
          {
            "name": "Size",
            "type": "number",
            "description": "Particle size.",
            "min": 0.3,
            "max": 3.0,
            "default": 1.0,
            "unit": "x"
          },
          {
            "name": "Lifetime",
            "type": "number",
            "description": "How long each particle lives.",
            "min": 0.2,
            "max": 4.0,
            "default": 1.2,
            "unit": "s"
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Spread",
            "type": "number",
            "description": "How fast particles fly outward.",
            "min": 0.2,
            "max": 3.0,
            "default": 1.0,
            "unit": "x"
          },
          {
            "name": "Gravity",
            "type": "number",
            "description": "How strongly particles fall. 0 lets them float.",
            "min": 0.0,
            "max": 3.0,
            "default": 1.0,
            "unit": "x"
          },
          {
            "name": "Bounce",
            "type": "bool",
            "description": "Particles bounce off blocks instead of passing through them.",
            "default": true
          }
        ]
      },
      {
        "title": "Colours",
        "settings": [
          {
            "name": "Material",
            "type": "mode",
            "description": "Glass: liquid glass that bends the world behind it. Gold: polished metal. Light: glowing energy. Matte: soft solid colour. Glow: neon, a white-hot core in a strong halo of colour.",
            "options": [
              "Glass",
              "Gold",
              "Light",
              "Matte",
              "Glow"
            ],
            "default": "Gold"
          },
          {
            "name": "Color",
            "type": "mode",
            "description": "Theme follows the HUD accent. Custom uses the two colours below. Rainbow cycles hues.",
            "options": [
              "Theme",
              "Custom",
              "Rainbow"
            ],
            "default": "Theme"
          },
          {
            "name": "Color A",
            "type": "color",
            "description": "Main colour.",
            "default": "#E9B949"
          },
          {
            "name": "Color B",
            "type": "color",
            "description": "Secondary colour, used for gradients.",
            "default": "#FFE3A1"
          },
          {
            "name": "Brightness",
            "type": "number",
            "description": "How bright and solid the effect is.",
            "min": 10.0,
            "max": 100.0,
            "default": 90.0,
            "unit": "%"
          },
          {
            "name": "Pulse",
            "type": "bool",
            "description": "Gently breathe the brightness. Off by default so cosmetics stay visually stable.",
            "default": false
          }
        ]
      }
    ]
  },
  {
    "name": "Target ESP",
    "category": "Render",
    "description": "Glowing markers on whoever you are fighting: a sliding ring, orbiting ghost trails, or a halo.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Style",
            "type": "mode",
            "description": "Ring: a glowing band that slides up and down the target. Ghosts: orbs orbit the target leaving light trails. Halo: ground ring, head halo and rising sparks.",
            "options": [
              "Ring",
              "Ghosts",
              "Halo"
            ],
            "default": "Ghosts"
          },
          {
            "name": "Kill Aura targets",
            "type": "bool",
            "description": "Mark everything Kill Aura is attacking.",
            "default": true
          },
          {
            "name": "Manual hits",
            "type": "number",
            "description": "Also mark the entity you last hit yourself, for this long. 0 turns it off.",
            "min": 0.0,
            "max": 10.0,
            "default": 3.0,
            "unit": "s"
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Color",
            "type": "mode",
            "description": "Theme: the accent colours from Client → HUD. Custom: pick two colours below. Health: green to red as the target loses health.",
            "options": [
              "Theme",
              "Custom",
              "Health"
            ],
            "default": "Theme"
          },
          {
            "name": "Color A",
            "type": "color",
            "description": "First colour of the custom gradient.",
            "default": "#5AC8FA"
          },
          {
            "name": "Color B",
            "type": "color",
            "description": "Second colour of the custom gradient.",
            "default": "#AF52DE"
          },
          {
            "name": "Brightness",
            "type": "number",
            "description": "Overall intensity of the glow.",
            "min": 10.0,
            "max": 100.0,
            "default": 85.0,
            "unit": "%"
          },
          {
            "name": "Speed",
            "type": "number",
            "description": "Animation speed.",
            "min": 0.2,
            "max": 3.0,
            "default": 1.0,
            "unit": "x"
          },
          {
            "name": "Size",
            "type": "number",
            "description": "Scales the effect around the target's hitbox.",
            "min": 0.5,
            "max": 2.0,
            "default": 1.0,
            "unit": "x"
          },
          {
            "name": "Ghosts",
            "type": "number",
            "description": "How many orbs orbit the target.",
            "min": 1.0,
            "max": 6.0,
            "default": 3.0,
            "unit": ""
          },
          {
            "name": "Trail length",
            "type": "number",
            "description": "How long each ghost's light trail is.",
            "min": 4.0,
            "max": 40.0,
            "default": 18.0,
            "unit": ""
          },
          {
            "name": "Through walls",
            "type": "bool",
            "description": "Keep the effect visible behind blocks. Off lets terrain hide it naturally.",
            "default": false
          }
        ]
      }
    ]
  },
  {
    "name": "Jump Circles",
    "category": "Cosmetics",
    "description": "Rippling glass rings, a shockwave or a crown of droplets on the ground when you jump or land.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Style",
            "type": "mode",
            "description": "Ripple: rings of liquid glass spreading like water. Shockwave: a band and a dome that burst outward. Crown: droplets thrown up in a ring that fall back as the ring spreads.",
            "options": [
              "Ripple",
              "Shockwave",
              "Crown"
            ],
            "default": "Ripple"
          },
          {
            "name": "Who",
            "type": "mode",
            "description": "Self: only your jumps. Players: every player. Everyone: all living entities, including mobs.",
            "options": [
              "Self",
              "Players",
              "Everyone"
            ],
            "default": "Self"
          },
          {
            "name": "Trigger",
            "type": "mode",
            "description": "Play when leaving the ground, when landing, or both. Landings are bigger after a longer fall.",
            "options": [
              "Jump",
              "Land",
              "Both"
            ],
            "default": "Both"
          }
        ]
      },
      {
        "title": "Timing",
        "settings": [
          {
            "name": "Radius",
            "type": "number",
            "description": "How far it spreads.",
            "min": 0.4,
            "max": 4.0,
            "default": 1.3,
            "unit": "b"
          },
          {
            "name": "Duration",
            "type": "number",
            "description": "How long it lasts.",
            "min": 0.3,
            "max": 3.0,
            "default": 0.9,
            "unit": "s"
          }
        ]
      },
      {
        "title": "Colours",
        "settings": [
          {
            "name": "Material",
            "type": "mode",
            "description": "Glass: liquid glass that bends the world behind it. Gold: polished metal. Light: glowing energy. Matte: soft solid colour. Glow: neon, a white-hot core in a strong halo of colour.",
            "options": [
              "Glass",
              "Gold",
              "Light",
              "Matte",
              "Glow"
            ],
            "default": "Glass"
          },
          {
            "name": "Color",
            "type": "mode",
            "description": "Theme follows the HUD accent. Custom uses the two colours below. Rainbow cycles hues.",
            "options": [
              "Theme",
              "Custom",
              "Rainbow"
            ],
            "default": "Theme"
          },
          {
            "name": "Color A",
            "type": "color",
            "description": "Main colour.",
            "default": "#E9B949"
          },
          {
            "name": "Color B",
            "type": "color",
            "description": "Secondary colour, used for gradients.",
            "default": "#FFE3A1"
          },
          {
            "name": "Brightness",
            "type": "number",
            "description": "How bright and solid the effect is.",
            "min": 10.0,
            "max": 100.0,
            "default": 90.0,
            "unit": "%"
          },
          {
            "name": "Pulse",
            "type": "bool",
            "description": "Gently breathe the brightness. Off by default so cosmetics stay visually stable.",
            "default": false
          }
        ]
      }
    ]
  },
  {
    "name": "Trails",
    "category": "Cosmetics",
    "description": "Geometry or particle trails that follow players and fade behind them.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Style",
            "type": "mode",
            "description": "Tube: a smooth tube at waist height that tapers to nothing. Ribbon: a lit curtain rising from the feet. Beads: a string of spheres. Sparkles, Wisps and Shards are free-floating particle trails. Afterimages: see-through copies of the body, caught mid-stride, left behind as you move.",
            "options": [
              "Tube",
              "Ribbon",
              "Beads",
              "Sparkles",
              "Wisps",
              "Shards",
              "Afterimages"
            ],
            "default": "Tube"
          },
          {
            "name": "Who",
            "type": "mode",
            "description": "Self: only you. Players: other players. Both: everyone.",
            "options": [
              "Self",
              "Players",
              "Both"
            ],
            "default": "Self"
          },
          {
            "name": "Length",
            "type": "number",
            "description": "How long a trail lingers before fading away.",
            "min": 0.2,
            "max": 4.0,
            "default": 0.9,
            "unit": "s"
          },
          {
            "name": "Height",
            "type": "number",
            "description": "Height of the ribbon above the feet.",
            "min": 0.05,
            "max": 2.0,
            "default": 0.5,
            "unit": "b"
          },
          {
            "name": "Width",
            "type": "number",
            "description": "Thickness of the tube or beads.",
            "min": 0.02,
            "max": 0.4,
            "default": 0.08,
            "unit": "b"
          },
          {
            "name": "Particle size",
            "type": "number",
            "description": "Size of particle trail pieces.",
            "min": 0.2,
            "max": 3.0,
            "default": 1.0,
            "unit": "x"
          },
          {
            "name": "Particle density",
            "type": "number",
            "description": "How densely particle styles sample the trail.",
            "min": 20.0,
            "max": 250.0,
            "default": 100.0,
            "unit": "%"
          },
          {
            "name": "Particle drift",
            "type": "number",
            "description": "How far particles float away from the path as they age.",
            "min": 0.0,
            "max": 0.8,
            "default": 0.12,
            "unit": "b"
          },
          {
            "name": "Afterimage spacing",
            "type": "number",
            "description": "Time between afterimages; smaller leaves a denser row.",
            "min": 0.03,
            "max": 0.4,
            "default": 0.09,
            "unit": "s"
          },
          {
            "name": "Afterimage glow",
            "type": "bool",
            "description": "The afterimages shine: soft light blooms off each copy into the air around it.",
            "default": true
          },
          {
            "name": "Own trail in first person",
            "type": "bool",
            "description": "Draw your own trail while in first person. Off keeps it out of your view until you switch to third person.",
            "default": false
          }
        ]
      },
      {
        "title": "Colours",
        "settings": [
          {
            "name": "Material",
            "type": "mode",
            "description": "Glass: liquid glass that bends the world behind it. Gold: polished metal. Light: glowing energy. Matte: soft solid colour. Glow: neon, a white-hot core in a strong halo of colour.",
            "options": [
              "Glass",
              "Gold",
              "Light",
              "Matte",
              "Glow"
            ],
            "default": "Light"
          },
          {
            "name": "Color",
            "type": "mode",
            "description": "Theme follows the HUD accent. Custom uses the two colours below. Rainbow cycles hues.",
            "options": [
              "Theme",
              "Custom",
              "Rainbow"
            ],
            "default": "Theme"
          },
          {
            "name": "Color A",
            "type": "color",
            "description": "Main colour.",
            "default": "#E9B949"
          },
          {
            "name": "Color B",
            "type": "color",
            "description": "Secondary colour, used for gradients.",
            "default": "#FFE3A1"
          },
          {
            "name": "Brightness",
            "type": "number",
            "description": "How bright and solid the effect is.",
            "min": 10.0,
            "max": 100.0,
            "default": 90.0,
            "unit": "%"
          },
          {
            "name": "Pulse",
            "type": "bool",
            "description": "Gently breathe the brightness. Off by default so cosmetics stay visually stable.",
            "default": false
          }
        ]
      }
    ]
  },
  {
    "name": "Death Effects",
    "category": "Cosmetics",
    "description": "Spinning neon coins, rising souls or shockwaves where players and mobs die. Coins fly into you like XP.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Style",
            "type": "mode",
            "description": "Coins: a burst of spinning metal coins that bounce and then fly to you. Soul: a glowing spirit spirals upward, trailing a ribbon. Shockwave: a band and a glass dome burst out, and a pillar of glass rises. Ghost: the body rises out as a see-through figure that sways, spreads its arms and drifts away on the air. Crumble: the body falls apart into pieces of its own shape, from the head down, that tumble and settle. Ashes: the body burns away from the feet up, its pieces carried off upward like embers.",
            "options": [
              "Coins",
              "Soul",
              "Shockwave",
              "Ghost",
              "Crumble",
              "Ashes"
            ],
            "default": "Coins"
          },
          {
            "name": "Who",
            "type": "mode",
            "description": "Which deaths trigger the effect.",
            "options": [
              "Players",
              "Hostiles",
              "Everything"
            ],
            "default": "Everything"
          },
          {
            "name": "Your own death",
            "type": "bool",
            "description": "Also play the effect where you die.",
            "default": true
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Coins",
            "type": "number",
            "description": "Coins per death.",
            "min": 4.0,
            "max": 60.0,
            "default": 18.0,
            "unit": ""
          },
          {
            "name": "Coin size",
            "type": "number",
            "description": "Coin size.",
            "min": 0.4,
            "max": 2.5,
            "default": 1.0,
            "unit": "x"
          },
          {
            "name": "Collect coins",
            "type": "bool",
            "description": "After landing, coins fly into you like experience orbs.",
            "default": true
          },
          {
            "name": "Collect delay",
            "type": "number",
            "description": "How long coins rest before flying to you.",
            "min": 0.0,
            "max": 5.0,
            "default": 0.5,
            "unit": "s"
          },
          {
            "name": "Collect speed",
            "type": "number",
            "description": "How hard coins are pulled toward you.",
            "min": 0.3,
            "max": 3.0,
            "default": 1.0,
            "unit": "x"
          },
          {
            "name": "Pickup chime",
            "type": "bool",
            "description": "A soft rising chime as coins reach you.",
            "default": true
          },
          {
            "name": "Ghost time",
            "type": "number",
            "description": "How long the ghost takes to drift away.",
            "min": 1.5,
            "max": 8.0,
            "default": 3.5,
            "unit": "s"
          },
          {
            "name": "Ghost rise",
            "type": "number",
            "description": "How high the ghost floats before it fades.",
            "min": 0.2,
            "max": 3.0,
            "default": 1.0,
            "unit": "x"
          },
          {
            "name": "Afterimages",
            "type": "bool",
            "description": "Faint copies trailing behind the ghost as it moves.",
            "default": true
          },
          {
            "name": "Pieces",
            "type": "number",
            "description": "How many pieces the body breaks into.",
            "min": 60.0,
            "max": 700.0,
            "default": 260.0,
            "unit": ""
          },
          {
            "name": "Crumble time",
            "type": "number",
            "description": "How long the body takes to fall apart.",
            "min": 0.2,
            "max": 4.0,
            "default": 1.1,
            "unit": "s"
          },
          {
            "name": "Crumble from",
            "type": "mode",
            "description": "Where the body starts to break.",
            "options": [
              "Head",
              "Feet",
              "Everywhere"
            ],
            "default": "Head"
          }
        ]
      },
      {
        "title": "Colours",
        "settings": [
          {
            "name": "Material",
            "type": "mode",
            "description": "Glass: liquid glass that bends the world behind it. Gold: polished metal. Light: glowing energy. Matte: soft solid colour. Glow: neon, a white-hot core in a strong halo of colour.",
            "options": [
              "Glass",
              "Gold",
              "Light",
              "Matte",
              "Glow"
            ],
            "default": "Gold"
          },
          {
            "name": "Color",
            "type": "mode",
            "description": "Theme follows the HUD accent. Custom uses the two colours below. Rainbow cycles hues.",
            "options": [
              "Theme",
              "Custom",
              "Rainbow"
            ],
            "default": "Theme"
          },
          {
            "name": "Color A",
            "type": "color",
            "description": "Main colour.",
            "default": "#E9B949"
          },
          {
            "name": "Color B",
            "type": "color",
            "description": "Secondary colour, used for gradients.",
            "default": "#FFE3A1"
          },
          {
            "name": "Brightness",
            "type": "number",
            "description": "How bright and solid the effect is.",
            "min": 10.0,
            "max": 100.0,
            "default": 90.0,
            "unit": "%"
          },
          {
            "name": "Pulse",
            "type": "bool",
            "description": "Gently breathe the brightness. Off by default so cosmetics stay visually stable.",
            "default": false
          }
        ]
      }
    ]
  },
  {
    "name": "Air Effects",
    "category": "Cosmetics",
    "description": "Volumetric effects floating in the air around you: fireflies, embers, snow, stardust or a Matrix of falling code.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Style",
            "type": "mode",
            "description": "Fireflies wander with beating wings. Embers tumble upward. Snow falls as six-armed flakes. Stardust glints. Matrix fills the air outside a clear bubble with falling columns of lit glyphs.",
            "options": [
              "Fireflies",
              "Embers",
              "Snow",
              "Stardust",
              "Matrix"
            ],
            "default": "Fireflies"
          },
          {
            "name": "Density",
            "type": "number",
            "description": "How many motes float around you.",
            "min": 10.0,
            "max": 500.0,
            "default": 70.0,
            "unit": ""
          },
          {
            "name": "Radius",
            "type": "number",
            "description": "How far around you they appear.",
            "min": 4.0,
            "max": 40.0,
            "default": 14.0,
            "unit": "b"
          },
          {
            "name": "Clear radius",
            "type": "number",
            "description": "Nothing spawns inside this bubble around you, so your view stays clear.",
            "min": 0.0,
            "max": 20.0,
            "default": 6.0,
            "unit": "b"
          },
          {
            "name": "Size",
            "type": "number",
            "description": "Mote size.",
            "min": 0.3,
            "max": 3.0,
            "default": 1.0,
            "unit": "x"
          },
          {
            "name": "Speed",
            "type": "number",
            "description": "How fast they drift or fall.",
            "min": 0.2,
            "max": 3.0,
            "default": 1.0,
            "unit": "x"
          },
          {
            "name": "Branching",
            "type": "number",
            "description": "How often a Matrix stream grows angled branch traces off its length.",
            "min": 0.0,
            "max": 100.0,
            "default": 45.0,
            "unit": "%"
          }
        ]
      },
      {
        "title": "Colours",
        "settings": [
          {
            "name": "Color",
            "type": "mode",
            "description": "Natural: warm fireflies and embers, white snow, gold stardust, green Matrix. Theme: HUD accent. Custom: one colour.",
            "options": [
              "Natural",
              "Theme",
              "Custom"
            ],
            "default": "Theme"
          },
          {
            "name": "Custom color",
            "type": "color",
            "description": "Colour when Color is Custom.",
            "default": "#E9B949"
          },
          {
            "name": "Brightness",
            "type": "number",
            "description": "Overall intensity.",
            "min": 10.0,
            "max": 100.0,
            "default": 70.0,
            "unit": "%"
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Volumetric snow",
            "type": "bool",
            "description": "Fill the whole sky with falling snow out to the horizon: thousands of flakes behind and between the trees, kept out from under roofs and thickening into a soft haze in the distance.",
            "default": true
          },
          {
            "name": "Snowfall",
            "type": "number",
            "description": "How heavily it snows.",
            "min": 5.0,
            "max": 100.0,
            "default": 35.0,
            "unit": "%"
          },
          {
            "name": "Wind",
            "type": "number",
            "description": "How hard the wind drives the snow sideways.",
            "min": 0.0,
            "max": 4.0,
            "default": 1.0,
            "unit": "b/s"
          },
          {
            "name": "Haze",
            "type": "number",
            "description": "How much the snow thickens the air in the distance.",
            "min": 0.0,
            "max": 100.0,
            "default": 35.0,
            "unit": "%"
          },
          {
            "name": "Quality",
            "type": "mode",
            "description": "How many layers of snow are drawn. Higher is fuller and smoother, and costs more GPU time.",
            "options": [
              "Low",
              "Medium",
              "High",
              "Ultra"
            ],
            "default": "High"
          },
          {
            "name": "Through walls",
            "type": "bool",
            "description": "Let motes show through terrain. Off keeps them properly occluded, which reads as real depth.",
            "default": false
          }
        ]
      }
    ]
  },
  {
    "name": "Distortion",
    "category": "Cosmetics",
    "description": "Real liquid-glass shapes in the world: a shell of bent air bursting out of whatever you hit, and a glass bubble around your target.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Hit shockwave",
            "type": "bool",
            "description": "A ring of refraction bursts out of whatever you hit.",
            "default": true
          },
          {
            "name": "Jump wave",
            "type": "bool",
            "description": "A wave of refraction under you when you leave the ground.",
            "default": false
          },
          {
            "name": "Target bubble",
            "type": "bool",
            "description": "A steady lens around your combat target, so the world warps around them.",
            "default": true
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Wave size",
            "type": "number",
            "description": "How wide a shockwave grows, in blocks.",
            "min": 0.5,
            "max": 8.0,
            "default": 2.5,
            "unit": "b"
          },
          {
            "name": "Bubble size",
            "type": "number",
            "description": "Radius of the lens around your target.",
            "min": 0.4,
            "max": 5.0,
            "default": 1.4,
            "unit": "b"
          },
          {
            "name": "Wave time",
            "type": "number",
            "description": "How long a shockwave lasts.",
            "min": 0.2,
            "max": 3.0,
            "default": 0.7,
            "unit": "s"
          },
          {
            "name": "Strength",
            "type": "number",
            "description": "How hard the world bends. Higher magnifies and splits colour more.",
            "min": 0.0,
            "max": 100.0,
            "default": 65.0,
            "unit": "%"
          },
          {
            "name": "Opacity",
            "type": "number",
            "description": "How strongly the lens shows at all.",
            "min": 10.0,
            "max": 100.0,
            "default": 85.0,
            "unit": "%"
          }
        ]
      }
    ]
  },
  {
    "name": "Block Effects",
    "category": "Cosmetics",
    "description": "Blocks that break burst into neon shards and blocks that appear flash into place, including other players' edits.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "On break",
            "type": "bool",
            "description": "React when a block is destroyed.",
            "default": true
          },
          {
            "name": "On place",
            "type": "bool",
            "description": "React when a block appears.",
            "default": true
          },
          {
            "name": "Style",
            "type": "mode",
            "description": "Crumble: the block falls apart into tumbling cubes of its own colour. Shatter: it bursts into glass shards. Frame: its edges pop outward as a frame of rods. Placed blocks get a glass shell that settles onto them.",
            "options": [
              "Crumble",
              "Shatter",
              "Frame"
            ],
            "default": "Crumble"
          },
          {
            "name": "Block colours",
            "type": "bool",
            "description": "Crumbled pieces take the block's own colour. Off uses the colour settings.",
            "default": true
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Pieces",
            "type": "number",
            "description": "Pieces per block.",
            "min": 2.0,
            "max": 30.0,
            "default": 10.0,
            "unit": ""
          },
          {
            "name": "Size",
            "type": "number",
            "description": "Effect size.",
            "min": 0.3,
            "max": 3.0,
            "default": 1.0,
            "unit": "x"
          },
          {
            "name": "Lifetime",
            "type": "number",
            "description": "How long the pieces last.",
            "min": 0.2,
            "max": 3.0,
            "default": 0.9,
            "unit": "s"
          },
          {
            "name": "Spread",
            "type": "number",
            "description": "How far pieces fly out.",
            "min": 0.2,
            "max": 3.0,
            "default": 1.0,
            "unit": "x"
          },
          {
            "name": "Range",
            "type": "number",
            "description": "Only react to blocks within this distance.",
            "min": 4.0,
            "max": 96.0,
            "default": 32.0,
            "unit": "m"
          }
        ]
      },
      {
        "title": "Colours",
        "settings": [
          {
            "name": "Material",
            "type": "mode",
            "description": "Glass: liquid glass that bends the world behind it. Gold: polished metal. Light: glowing energy. Matte: soft solid colour. Glow: neon, a white-hot core in a strong halo of colour.",
            "options": [
              "Glass",
              "Gold",
              "Light",
              "Matte",
              "Glow"
            ],
            "default": "Glass"
          },
          {
            "name": "Color",
            "type": "mode",
            "description": "Theme follows the HUD accent. Custom uses the two colours below. Rainbow cycles hues.",
            "options": [
              "Theme",
              "Custom",
              "Rainbow"
            ],
            "default": "Theme"
          },
          {
            "name": "Color A",
            "type": "color",
            "description": "Main colour.",
            "default": "#E9B949"
          },
          {
            "name": "Color B",
            "type": "color",
            "description": "Secondary colour, used for gradients.",
            "default": "#FFE3A1"
          },
          {
            "name": "Brightness",
            "type": "number",
            "description": "How bright and solid the effect is.",
            "min": 10.0,
            "max": 100.0,
            "default": 90.0,
            "unit": "%"
          },
          {
            "name": "Pulse",
            "type": "bool",
            "description": "Gently breathe the brightness. Off by default so cosmetics stay visually stable.",
            "default": false
          }
        ]
      }
    ]
  },
  {
    "name": "Place Animation",
    "category": "Cosmetics",
    "description": "Placed blocks grow into place from their centre instead of popping in, and broken blocks shrink away.",
    "groups": [
      {
        "title": "Timing",
        "settings": [
          {
            "name": "Style",
            "type": "mode",
            "description": "Grow: expands from the centre with a small overshoot. Pop: grows with a springy squash and stretch. Drop: falls into place from above and bounces. Spin: grows while turning a quarter turn.",
            "options": [
              "Grow",
              "Pop",
              "Drop",
              "Spin"
            ],
            "default": "Grow"
          },
          {
            "name": "Duration",
            "type": "number",
            "description": "How long a block takes to grow in.",
            "min": 0.08,
            "max": 1.2,
            "default": 0.28,
            "unit": "s"
          },
          {
            "name": "Animate breaking",
            "type": "bool",
            "description": "Broken blocks shrink into their centre and vanish.",
            "default": true
          },
          {
            "name": "Break duration",
            "type": "number",
            "description": "How long a broken block takes to shrink away.",
            "min": 0.06,
            "max": 1.0,
            "default": 0.2,
            "unit": "s"
          }
        ]
      },
      {
        "title": "Targets",
        "settings": [
          {
            "name": "Other players",
            "type": "bool",
            "description": "Animate blocks other players place and break too, not only yours.",
            "default": true
          },
          {
            "name": "Range",
            "type": "number",
            "description": "Only animate blocks within this distance.",
            "min": 4.0,
            "max": 64.0,
            "default": 24.0,
            "unit": "m"
          }
        ]
      }
    ]
  },
  {
    "name": "Place Preview",
    "category": "Cosmetics",
    "description": "A glass ghost of the block in your hand shows exactly where it will be placed.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Opacity",
            "type": "number",
            "description": "How solid the ghost block looks.",
            "min": 10.0,
            "max": 100.0,
            "default": 45.0,
            "unit": "%"
          },
          {
            "name": "Show blocked",
            "type": "bool",
            "description": "Tint the ghost red when something is standing in the way.",
            "default": true
          },
          {
            "name": "Glide",
            "type": "bool",
            "description": "Slide smoothly from cell to cell as you look around instead of jumping.",
            "default": true
          }
        ]
      },
      {
        "title": "Colours",
        "settings": [
          {
            "name": "Material",
            "type": "mode",
            "description": "Glass: liquid glass that bends the world behind it. Gold: polished metal. Light: glowing energy. Matte: soft solid colour. Glow: neon, a white-hot core in a strong halo of colour.",
            "options": [
              "Glass",
              "Gold",
              "Light",
              "Matte",
              "Glow"
            ],
            "default": "Glass"
          },
          {
            "name": "Color",
            "type": "mode",
            "description": "Theme follows the HUD accent. Custom uses the two colours below. Rainbow cycles hues.",
            "options": [
              "Theme",
              "Custom",
              "Rainbow"
            ],
            "default": "Theme"
          },
          {
            "name": "Color A",
            "type": "color",
            "description": "Main colour.",
            "default": "#E9B949"
          },
          {
            "name": "Color B",
            "type": "color",
            "description": "Secondary colour, used for gradients.",
            "default": "#FFE3A1"
          },
          {
            "name": "Brightness",
            "type": "number",
            "description": "How bright and solid the effect is.",
            "min": 10.0,
            "max": 100.0,
            "default": 90.0,
            "unit": "%"
          },
          {
            "name": "Pulse",
            "type": "bool",
            "description": "Gently breathe the brightness. Off by default so cosmetics stay visually stable.",
            "default": false
          }
        ]
      }
    ]
  },
  {
    "name": "Player Aura",
    "category": "Cosmetics",
    "description": "Wings, halos, horns, ears, crowns, rune circles and orbiting geometry worn by players as real 3D objects. Wear any combination.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Wings",
            "type": "bool",
            "description": "Feathered wings that beat as you move.",
            "default": true
          },
          {
            "name": "Halo",
            "type": "bool",
            "description": "A ring floating over the head.",
            "default": false
          },
          {
            "name": "Gyroscope",
            "type": "bool",
            "description": "Nested rings turning on different axes around the body.",
            "default": false
          },
          {
            "name": "Crystals",
            "type": "bool",
            "description": "Cut crystals orbiting the head.",
            "default": false
          },
          {
            "name": "Crown",
            "type": "bool",
            "description": "A faceted crown that follows the head.",
            "default": false
          },
          {
            "name": "Orbiting blades",
            "type": "bool",
            "description": "Three sculpted energy blades circle the body at different heights.",
            "default": false
          },
          {
            "name": "Shield shell",
            "type": "bool",
            "description": "A translucent segmented dome enclosing the player.",
            "default": false
          },
          {
            "name": "Horns",
            "type": "bool",
            "description": "Horns that grow from the head and follow where you look.",
            "default": false
          },
          {
            "name": "Ears",
            "type": "bool",
            "description": "Animal ears on the head that fold back as you move and twitch now and then.",
            "default": false
          },
          {
            "name": "Rune circle",
            "type": "bool",
            "description": "A glowing magic circle at your feet: rings, runes and turning triangles.",
            "default": false
          },
          {
            "name": "Spirits",
            "type": "bool",
            "description": "Three glowing wisps looping around you, trailing light.",
            "default": false
          },
          {
            "name": "Ribbons",
            "type": "bool",
            "description": "Two silk ribbons spiralling up around the body.",
            "default": false
          }
        ]
      },
      {
        "title": "Styles",
        "settings": [
          {
            "name": "Horn style",
            "type": "mode",
            "description": "Devil: short, rising, tips hooked forward. Ram: thick curls around the ears. Dragon: long and swept back.",
            "options": [
              "Devil",
              "Ram",
              "Dragon"
            ],
            "default": "Devil"
          },
          {
            "name": "Ear style",
            "type": "mode",
            "description": "Cat: small and pointed. Fox: tall and wide. Bunny: long and soft, flopping back when you run.",
            "options": [
              "Cat",
              "Fox",
              "Bunny"
            ],
            "default": "Cat"
          }
        ]
      },
      {
        "title": "Targets",
        "settings": [
          {
            "name": "Who",
            "type": "mode",
            "description": "Who wears it.",
            "options": [
              "Self",
              "Players",
              "Both"
            ],
            "default": "Self"
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Size",
            "type": "number",
            "description": "Overall scale.",
            "min": 0.3,
            "max": 3.0,
            "default": 1.0,
            "unit": "x"
          },
          {
            "name": "Speed",
            "type": "number",
            "description": "Animation speed.",
            "min": 0.2,
            "max": 3.0,
            "default": 1.0,
            "unit": "x"
          },
          {
            "name": "Feathers",
            "type": "number",
            "description": "Long flight feathers per wing.",
            "min": 4.0,
            "max": 16.0,
            "default": 9.0,
            "unit": ""
          },
          {
            "name": "Rings",
            "type": "number",
            "description": "How many rings.",
            "min": 1.0,
            "max": 5.0,
            "default": 3.0,
            "unit": ""
          },
          {
            "name": "Show in first person",
            "type": "bool",
            "description": "Draw your own while in first person. Wings sit behind you, so they show when you look down or turn.",
            "default": true
          }
        ]
      },
      {
        "title": "Colours",
        "settings": [
          {
            "name": "Material",
            "type": "mode",
            "description": "Glass: liquid glass that bends the world behind it. Gold: polished metal. Light: glowing energy. Matte: soft solid colour. Glow: neon, a white-hot core in a strong halo of colour.",
            "options": [
              "Glass",
              "Gold",
              "Light",
              "Matte",
              "Glow"
            ],
            "default": "Gold"
          },
          {
            "name": "Color",
            "type": "mode",
            "description": "Theme follows the HUD accent. Custom uses the two colours below. Rainbow cycles hues.",
            "options": [
              "Theme",
              "Custom",
              "Rainbow"
            ],
            "default": "Theme"
          },
          {
            "name": "Color A",
            "type": "color",
            "description": "Main colour.",
            "default": "#E9B949"
          },
          {
            "name": "Color B",
            "type": "color",
            "description": "Secondary colour, used for gradients.",
            "default": "#FFE3A1"
          },
          {
            "name": "Brightness",
            "type": "number",
            "description": "How bright and solid the effect is.",
            "min": 10.0,
            "max": 100.0,
            "default": 90.0,
            "unit": "%"
          },
          {
            "name": "Pulse",
            "type": "bool",
            "description": "Gently breathe the brightness. Off by default so cosmetics stay visually stable.",
            "default": false
          }
        ]
      }
    ]
  },
  {
    "name": "Cape",
    "category": "Cosmetics",
    "description": "A cloth cape that flows as you move: coloured in your theme, or your own picture framed with the cape editor.",
    "groups": [
      {
        "title": "Look",
        "settings": [
          {
            "name": "Cape",
            "type": "mode",
            "description": "Colours: a cape in your theme or chosen colours. Image: a picture of your own.",
            "options": [
              "Colours",
              "Image"
            ],
            "default": "Colours"
          },
          {
            "name": "Style",
            "type": "mode",
            "description": "Trimmed: solid with a bright border. Gradient: shades from top to hem. Emblem: dark cloth with a diamond crest. Plain: one colour.",
            "options": [
              "Trimmed",
              "Gradient",
              "Emblem",
              "Plain"
            ],
            "default": "Trimmed"
          },
          {
            "name": "Cape image",
            "type": "file",
            "description": "The picture on your cape. Pixel-art capes (like 10x16 or 64x32 cape files) stay crisp."
          },
          {
            "name": "Cape editor",
            "type": "action",
            "description": "Frame the part of your picture the cape shows: drag it, scroll or drag the corner to size it."
          }
        ]
      },
      {
        "title": "Motion",
        "settings": [
          {
            "name": "Flow",
            "type": "number",
            "description": "How far the cape lifts and swings as you move. 0 hangs straight down.",
            "min": 0.0,
            "max": 200.0,
            "default": 100.0,
            "unit": "%"
          },
          {
            "name": "Ripple",
            "type": "number",
            "description": "How much the cloth ripples and flutters.",
            "min": 0.0,
            "max": 250.0,
            "default": 100.0,
            "unit": "%"
          },
          {
            "name": "Length",
            "type": "number",
            "description": "How long the cape is.",
            "min": 0.6,
            "max": 1.5,
            "default": 1.0,
            "unit": "x"
          },
          {
            "name": "Width",
            "type": "number",
            "description": "How wide the cape is.",
            "min": 0.7,
            "max": 1.4,
            "default": 1.0,
            "unit": "x"
          },
          {
            "name": "Who",
            "type": "mode",
            "description": "Who wears it. Other players always get the coloured cape; your picture is yours.",
            "options": [
              "Self",
              "Players",
              "Both"
            ],
            "default": "Self"
          }
        ]
      },
      {
        "title": "Colours",
        "settings": [
          {
            "name": "Material",
            "type": "mode",
            "description": "Glass: liquid glass that bends the world behind it. Gold: polished metal. Light: glowing energy. Matte: soft solid colour. Glow: neon, a white-hot core in a strong halo of colour.",
            "options": [
              "Glass",
              "Gold",
              "Light",
              "Matte",
              "Glow"
            ],
            "default": "Matte"
          },
          {
            "name": "Color",
            "type": "mode",
            "description": "Theme follows the HUD accent. Custom uses the two colours below. Rainbow cycles hues.",
            "options": [
              "Theme",
              "Custom",
              "Rainbow"
            ],
            "default": "Theme"
          },
          {
            "name": "Color A",
            "type": "color",
            "description": "Main colour.",
            "default": "#E9B949"
          },
          {
            "name": "Color B",
            "type": "color",
            "description": "Secondary colour, used for gradients.",
            "default": "#FFE3A1"
          },
          {
            "name": "Brightness",
            "type": "number",
            "description": "How bright and solid the effect is.",
            "min": 10.0,
            "max": 100.0,
            "default": 90.0,
            "unit": "%"
          },
          {
            "name": "Pulse",
            "type": "bool",
            "description": "Gently breathe the brightness. Off by default so cosmetics stay visually stable.",
            "default": false
          }
        ]
      }
    ]
  },
  {
    "name": "Damage Effects",
    "category": "Cosmetics",
    "description": "A shockwave and sparks wherever damage lands, and a warning pulse around you when your health gets low.",
    "groups": [
      {
        "title": "Targets",
        "settings": [
          {
            "name": "Who",
            "type": "mode",
            "description": "Whose damage to show.",
            "options": [
              "Players",
              "Everything",
              "Self"
            ],
            "default": "Everything"
          },
          {
            "name": "Style",
            "type": "mode",
            "description": "Bleed: glossy drops thrown from the hit that splat on the ground. Shockwave: a band and a ring of glass bursting out at the height of the hit. Shatter: fragments of glass knocked off the body.",
            "options": [
              "Bleed",
              "Shockwave",
              "Shatter"
            ],
            "default": "Bleed"
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Pieces",
            "type": "number",
            "description": "Drops or fragments per hit.",
            "min": 2.0,
            "max": 40.0,
            "default": 12.0,
            "unit": ""
          },
          {
            "name": "Size",
            "type": "number",
            "description": "Effect size.",
            "min": 0.3,
            "max": 3.0,
            "default": 1.0,
            "unit": "x"
          },
          {
            "name": "Lifetime",
            "type": "number",
            "description": "How long sparks last.",
            "min": 0.2,
            "max": 2.5,
            "default": 0.7,
            "unit": "s"
          },
          {
            "name": "Low health pulse",
            "type": "bool",
            "description": "A pulsing ring around you when your health drops below the threshold.",
            "default": true
          },
          {
            "name": "Low health at",
            "type": "number",
            "description": "Health at which the warning pulse starts.",
            "min": 1.0,
            "max": 19.0,
            "default": 8.0,
            "unit": "hp"
          }
        ]
      },
      {
        "title": "Colours",
        "settings": [
          {
            "name": "Damage red",
            "type": "bool",
            "description": "Deep red. Turn off to use the colour settings below.",
            "default": true
          },
          {
            "name": "Material",
            "type": "mode",
            "description": "Glass: liquid glass that bends the world behind it. Gold: polished metal. Light: glowing energy. Matte: soft solid colour. Glow: neon, a white-hot core in a strong halo of colour.",
            "options": [
              "Glass",
              "Gold",
              "Light",
              "Matte",
              "Glow"
            ],
            "default": "Matte"
          },
          {
            "name": "Color",
            "type": "mode",
            "description": "Theme follows the HUD accent. Custom uses the two colours below. Rainbow cycles hues.",
            "options": [
              "Theme",
              "Custom",
              "Rainbow"
            ],
            "default": "Theme"
          },
          {
            "name": "Color A",
            "type": "color",
            "description": "Main colour.",
            "default": "#E9B949"
          },
          {
            "name": "Color B",
            "type": "color",
            "description": "Secondary colour, used for gradients.",
            "default": "#FFE3A1"
          },
          {
            "name": "Brightness",
            "type": "number",
            "description": "How bright and solid the effect is.",
            "min": 10.0,
            "max": 100.0,
            "default": 90.0,
            "unit": "%"
          },
          {
            "name": "Pulse",
            "type": "bool",
            "description": "Gently breathe the brightness. Off by default so cosmetics stay visually stable.",
            "default": false
          }
        ]
      }
    ]
  },
  {
    "name": "Footsteps",
    "category": "Cosmetics",
    "description": "Glowing prints left behind as players walk, fading out over time.",
    "groups": [
      {
        "title": "Targets",
        "settings": [
          {
            "name": "Style",
            "type": "mode",
            "description": "Prints: glowing sole-and-heel prints turned the way you walked. Puddles: a small glass puddle with a ripple. Petals: a few petals that flutter down and settle where you stepped.",
            "options": [
              "Prints",
              "Puddles",
              "Petals"
            ],
            "default": "Prints"
          },
          {
            "name": "Who",
            "type": "mode",
            "description": "Whose steps leave prints.",
            "options": [
              "Self",
              "Players",
              "Both"
            ],
            "default": "Self"
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Stride",
            "type": "number",
            "description": "Distance walked between prints.",
            "min": 0.3,
            "max": 3.0,
            "default": 0.9,
            "unit": "b"
          },
          {
            "name": "Size",
            "type": "number",
            "description": "Print size.",
            "min": 0.3,
            "max": 3.0,
            "default": 1.0,
            "unit": "x"
          },
          {
            "name": "Lifetime",
            "type": "number",
            "description": "How long a print lingers.",
            "min": 0.5,
            "max": 10.0,
            "default": 2.5,
            "unit": "s"
          },
          {
            "name": "Max prints",
            "type": "number",
            "description": "Oldest prints drop past this many.",
            "min": 10.0,
            "max": 200.0,
            "default": 60.0,
            "unit": ""
          }
        ]
      },
      {
        "title": "Colours",
        "settings": [
          {
            "name": "Material",
            "type": "mode",
            "description": "Glass: liquid glass that bends the world behind it. Gold: polished metal. Light: glowing energy. Matte: soft solid colour. Glow: neon, a white-hot core in a strong halo of colour.",
            "options": [
              "Glass",
              "Gold",
              "Light",
              "Matte",
              "Glow"
            ],
            "default": "Light"
          },
          {
            "name": "Color",
            "type": "mode",
            "description": "Theme follows the HUD accent. Custom uses the two colours below. Rainbow cycles hues.",
            "options": [
              "Theme",
              "Custom",
              "Rainbow"
            ],
            "default": "Theme"
          },
          {
            "name": "Color A",
            "type": "color",
            "description": "Main colour.",
            "default": "#E9B949"
          },
          {
            "name": "Color B",
            "type": "color",
            "description": "Secondary colour, used for gradients.",
            "default": "#FFE3A1"
          },
          {
            "name": "Brightness",
            "type": "number",
            "description": "How bright and solid the effect is.",
            "min": 10.0,
            "max": 100.0,
            "default": 90.0,
            "unit": "%"
          },
          {
            "name": "Pulse",
            "type": "bool",
            "description": "Gently breathe the brightness. Off by default so cosmetics stay visually stable.",
            "default": false
          }
        ]
      }
    ]
  },
  {
    "name": "Projectile Trails",
    "category": "Cosmetics",
    "description": "Neon ribbons behind arrows, pearls, tridents and fireballs, with a burst where they land.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Style",
            "type": "mode",
            "description": "Tube: a smooth tube tapering behind the projectile. Comet: a glowing head with a tail and shed beads. Spiral: a thin tube winding around the flight path.",
            "options": [
              "Tube",
              "Comet",
              "Spiral"
            ],
            "default": "Comet"
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Arrows",
            "type": "bool",
            "description": "Arrows and spectral arrows.",
            "default": true
          },
          {
            "name": "Pearls",
            "type": "bool",
            "description": "Ender pearls and eyes of ender.",
            "default": true
          },
          {
            "name": "Thrown items",
            "type": "bool",
            "description": "Tridents, snowballs, eggs and potions.",
            "default": true
          },
          {
            "name": "Everything else",
            "type": "bool",
            "description": "Fireballs, charges and any other projectile.",
            "default": true
          },
          {
            "name": "Length",
            "type": "number",
            "description": "How long the trail lingers behind the projectile.",
            "min": 0.2,
            "max": 5.0,
            "default": 1.2,
            "unit": "s"
          },
          {
            "name": "Width",
            "type": "number",
            "description": "Trail thickness.",
            "min": 0.02,
            "max": 0.6,
            "default": 0.12,
            "unit": "b"
          },
          {
            "name": "Range",
            "type": "number",
            "description": "Only trail projectiles within this distance.",
            "min": 16.0,
            "max": 256.0,
            "default": 96.0,
            "unit": "m"
          },
          {
            "name": "Impact burst",
            "type": "bool",
            "description": "A flash and ring where the projectile disappears.",
            "default": true
          }
        ]
      },
      {
        "title": "Colours",
        "settings": [
          {
            "name": "Colour by type",
            "type": "bool",
            "description": "Pearls purple, arrows gold, tridents cyan, fireballs orange. Off uses the colour settings below.",
            "default": true
          },
          {
            "name": "Material",
            "type": "mode",
            "description": "Glass: liquid glass that bends the world behind it. Gold: polished metal. Light: glowing energy. Matte: soft solid colour. Glow: neon, a white-hot core in a strong halo of colour.",
            "options": [
              "Glass",
              "Gold",
              "Light",
              "Matte",
              "Glow"
            ],
            "default": "Light"
          },
          {
            "name": "Color",
            "type": "mode",
            "description": "Theme follows the HUD accent. Custom uses the two colours below. Rainbow cycles hues.",
            "options": [
              "Theme",
              "Custom",
              "Rainbow"
            ],
            "default": "Theme"
          },
          {
            "name": "Color A",
            "type": "color",
            "description": "Main colour.",
            "default": "#E9B949"
          },
          {
            "name": "Color B",
            "type": "color",
            "description": "Secondary colour, used for gradients.",
            "default": "#FFE3A1"
          },
          {
            "name": "Brightness",
            "type": "number",
            "description": "How bright and solid the effect is.",
            "min": 10.0,
            "max": 100.0,
            "default": 90.0,
            "unit": "%"
          },
          {
            "name": "Pulse",
            "type": "bool",
            "description": "Gently breathe the brightness. Off by default so cosmetics stay visually stable.",
            "default": false
          }
        ]
      }
    ]
  },
  {
    "name": "Pickup Streaks",
    "category": "Cosmetics",
    "description": "A comet of light flies into whoever picks up an item or experience orb.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Items",
            "type": "bool",
            "description": "Streak when dropped items are collected.",
            "default": true
          },
          {
            "name": "Experience",
            "type": "bool",
            "description": "Streak when experience orbs are collected.",
            "default": true
          },
          {
            "name": "Who",
            "type": "mode",
            "description": "Whose pickups get a streak.",
            "options": [
              "Self",
              "Players",
              "Both"
            ],
            "default": "Both"
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Duration",
            "type": "number",
            "description": "How long the comet takes to arrive.",
            "min": 0.15,
            "max": 2.0,
            "default": 0.45,
            "unit": "s"
          },
          {
            "name": "Size",
            "type": "number",
            "description": "Comet size.",
            "min": 0.3,
            "max": 3.0,
            "default": 1.0,
            "unit": "x"
          },
          {
            "name": "Trail",
            "type": "number",
            "description": "How long the tail behind the comet is.",
            "min": 0.1,
            "max": 2.0,
            "default": 0.6,
            "unit": "b"
          }
        ]
      },
      {
        "title": "Colours",
        "settings": [
          {
            "name": "Colour by type",
            "type": "bool",
            "description": "Gold for items, green for experience. Off uses the colour settings below.",
            "default": true
          },
          {
            "name": "Material",
            "type": "mode",
            "description": "Glass: liquid glass that bends the world behind it. Gold: polished metal. Light: glowing energy. Matte: soft solid colour. Glow: neon, a white-hot core in a strong halo of colour.",
            "options": [
              "Glass",
              "Gold",
              "Light",
              "Matte",
              "Glow"
            ],
            "default": "Glass"
          },
          {
            "name": "Color",
            "type": "mode",
            "description": "Theme follows the HUD accent. Custom uses the two colours below. Rainbow cycles hues.",
            "options": [
              "Theme",
              "Custom",
              "Rainbow"
            ],
            "default": "Theme"
          },
          {
            "name": "Color A",
            "type": "color",
            "description": "Main colour.",
            "default": "#E9B949"
          },
          {
            "name": "Color B",
            "type": "color",
            "description": "Secondary colour, used for gradients.",
            "default": "#FFE3A1"
          },
          {
            "name": "Brightness",
            "type": "number",
            "description": "How bright and solid the effect is.",
            "min": 10.0,
            "max": 100.0,
            "default": 90.0,
            "unit": "%"
          },
          {
            "name": "Pulse",
            "type": "bool",
            "description": "Gently breathe the brightness. Off by default so cosmetics stay visually stable.",
            "default": false
          }
        ]
      }
    ]
  },
  {
    "name": "Teleport Effects",
    "category": "Cosmetics",
    "description": "A vortex where a player vanished and another where they reappeared, joined by a thread of light. Shows exactly where someone pearled.",
    "groups": [
      {
        "title": "Targets",
        "settings": [
          {
            "name": "Style",
            "type": "mode",
            "description": "Vortex: a spinning glass funnel wound with a spiral. Rings: metal rings collapsing where they left and opening where they arrived. Portal: an upright glass oval at each end, facing the other.",
            "options": [
              "Vortex",
              "Rings",
              "Portal"
            ],
            "default": "Portal"
          },
          {
            "name": "Who",
            "type": "mode",
            "description": "Whose teleports to mark.",
            "options": [
              "Players",
              "Self",
              "Both"
            ],
            "default": "Players"
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Trigger distance",
            "type": "number",
            "description": "How far someone must move in a single tick to count as a teleport.",
            "min": 3.0,
            "max": 64.0,
            "default": 8.0,
            "unit": "b"
          },
          {
            "name": "Size",
            "type": "number",
            "description": "Effect size.",
            "min": 0.3,
            "max": 3.0,
            "default": 1.0,
            "unit": "x"
          },
          {
            "name": "Lifetime",
            "type": "number",
            "description": "How long the marks last.",
            "min": 0.4,
            "max": 6.0,
            "default": 1.6,
            "unit": "s"
          },
          {
            "name": "Link ends",
            "type": "bool",
            "description": "Draw a thread between where they left and where they arrived.",
            "default": true
          },
          {
            "name": "Body echo",
            "type": "bool",
            "description": "The player's body stays behind for a moment and burns away upward where they left, and streams back together piece by piece where they arrive.",
            "default": true
          }
        ]
      },
      {
        "title": "Colours",
        "settings": [
          {
            "name": "Ender purple",
            "type": "bool",
            "description": "The purple of pearl particles. Off uses the colour settings below.",
            "default": true
          },
          {
            "name": "Material",
            "type": "mode",
            "description": "Glass: liquid glass that bends the world behind it. Gold: polished metal. Light: glowing energy. Matte: soft solid colour. Glow: neon, a white-hot core in a strong halo of colour.",
            "options": [
              "Glass",
              "Gold",
              "Light",
              "Matte",
              "Glow"
            ],
            "default": "Glass"
          },
          {
            "name": "Color",
            "type": "mode",
            "description": "Theme follows the HUD accent. Custom uses the two colours below. Rainbow cycles hues.",
            "options": [
              "Theme",
              "Custom",
              "Rainbow"
            ],
            "default": "Theme"
          },
          {
            "name": "Color A",
            "type": "color",
            "description": "Main colour.",
            "default": "#E9B949"
          },
          {
            "name": "Color B",
            "type": "color",
            "description": "Secondary colour, used for gradients.",
            "default": "#FFE3A1"
          },
          {
            "name": "Brightness",
            "type": "number",
            "description": "How bright and solid the effect is.",
            "min": 10.0,
            "max": 100.0,
            "default": 90.0,
            "unit": "%"
          },
          {
            "name": "Pulse",
            "type": "bool",
            "description": "Gently breathe the brightness. Off by default so cosmetics stay visually stable.",
            "default": false
          }
        ]
      }
    ]
  },
  {
    "name": "Damage Numbers",
    "category": "Render",
    "description": "Floating numbers wherever damage lands, sized and coloured by how hard the hit was.",
    "groups": [
      {
        "title": "Targets",
        "settings": [
          {
            "name": "Who",
            "type": "mode",
            "description": "Everything: all damage nearby. Players: only players. Targets: only whoever you are fighting.",
            "options": [
              "Everything",
              "Players",
              "Targets"
            ],
            "default": "Everything"
          },
          {
            "name": "Show healing",
            "type": "bool",
            "description": "Also show health going back up, in green.",
            "default": true
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Size",
            "type": "number",
            "description": "Text size.",
            "min": 0.4,
            "max": 3.0,
            "default": 1.0,
            "unit": "x"
          },
          {
            "name": "Lifetime",
            "type": "number",
            "description": "How long a number stays up.",
            "min": 0.3,
            "max": 4.0,
            "default": 1.1,
            "unit": "s"
          },
          {
            "name": "Rise",
            "type": "number",
            "description": "How far the number floats upward before fading.",
            "min": 0.0,
            "max": 3.0,
            "default": 0.8,
            "unit": "b"
          },
          {
            "name": "Range",
            "type": "number",
            "description": "Only show damage within this distance.",
            "min": 8.0,
            "max": 128.0,
            "default": 48.0,
            "unit": "m"
          },
          {
            "name": "Decimals",
            "type": "bool",
            "description": "Show half hearts as .5 instead of rounding.",
            "default": false
          }
        ]
      },
      {
        "title": "Colours",
        "settings": [
          {
            "name": "Color",
            "type": "mode",
            "description": "Severity: white for chip damage through gold to red for heavy hits. Theme: the HUD accent.",
            "options": [
              "Severity",
              "Theme"
            ],
            "default": "Severity"
          },
          {
            "name": "Heavy hit at",
            "type": "number",
            "description": "Damage at or above this counts as heavy: bigger, redder and with more punch.",
            "min": 2.0,
            "max": 20.0,
            "default": 7.0,
            "unit": "hp"
          }
        ]
      }
    ]
  },
  {
    "name": "Hit Markers",
    "category": "Cosmetics",
    "description": "A marker at your crosshair the moment a hit lands, with a heavier one when the target drops.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Style",
            "type": "mode",
            "description": "Flakes: an impact explosion of spinning gold fragments. Cross, Corners and Dots keep compact marker shapes.",
            "options": [
              "Flakes",
              "Cross",
              "Corners",
              "Dots"
            ],
            "default": "Flakes"
          },
          {
            "name": "Size",
            "type": "number",
            "description": "How far the marker sits from the centre.",
            "min": 2.0,
            "max": 14.0,
            "default": 5.0,
            "unit": "px"
          },
          {
            "name": "Thickness",
            "type": "number",
            "description": "Line thickness.",
            "min": 0.5,
            "max": 4.0,
            "default": 1.6,
            "unit": "px"
          },
          {
            "name": "Duration",
            "type": "number",
            "description": "How long a marker stays.",
            "min": 0.1,
            "max": 1.5,
            "default": 0.55,
            "unit": "s"
          },
          {
            "name": "Flakes",
            "type": "number",
            "description": "Fragments in each impact explosion.",
            "min": 4.0,
            "max": 36.0,
            "default": 14.0,
            "unit": ""
          },
          {
            "name": "Explosion spread",
            "type": "number",
            "description": "How far the flakes burst from the crosshair.",
            "min": 6.0,
            "max": 48.0,
            "default": 18.0,
            "unit": "px"
          }
        ]
      },
      {
        "title": "Colours",
        "settings": [
          {
            "name": "Color",
            "type": "mode",
            "description": "Theme uses the HUD accent; Custom uses the colours below.",
            "options": [
              "Theme",
              "Custom"
            ],
            "default": "Theme"
          },
          {
            "name": "Hit color",
            "type": "color",
            "description": "Colour for a normal hit.",
            "default": "#E9B949"
          },
          {
            "name": "Kill marker",
            "type": "bool",
            "description": "A heavier marker when the target dies.",
            "default": true
          },
          {
            "name": "Kill color",
            "type": "color",
            "description": "Colour for the kill marker.",
            "default": "#FF453A"
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Sound",
            "type": "bool",
            "description": "A soft click on hit, and a lower note on a kill.",
            "default": true
          },
          {
            "name": "Volume",
            "type": "number",
            "description": "Marker sound volume.",
            "min": 5.0,
            "max": 100.0,
            "default": 35.0,
            "unit": "%"
          }
        ]
      }
    ]
  },
  {
    "name": "Totem Pops",
    "category": "Render",
    "description": "Counts totems burned by each player, marks the pop in the world and shows the running count on their nametag.",
    "groups": [
      {
        "title": "Targets",
        "settings": [
          {
            "name": "Who",
            "type": "mode",
            "description": "Whose totem pops to announce.",
            "options": [
              "Players",
              "Everything",
              "Self"
            ],
            "default": "Players"
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "World effect",
            "type": "bool",
            "description": "A golden burst where the totem fired.",
            "default": true
          },
          {
            "name": "Spirit",
            "type": "bool",
            "description": "The life the totem saved leaves the body as a golden ghost of the player that drifts up and away.",
            "default": true
          },
          {
            "name": "Chat message",
            "type": "bool",
            "description": "Print the pop and running count in chat.",
            "default": false
          },
          {
            "name": "Notification",
            "type": "bool",
            "description": "Pop a HUD notification with the running count.",
            "default": true
          },
          {
            "name": "Sound",
            "type": "bool",
            "description": "A chime so you notice a pop you did not see.",
            "default": true
          }
        ]
      },
      {
        "title": "Colours",
        "settings": [
          {
            "name": "Size",
            "type": "number",
            "description": "Burst size.",
            "min": 0.3,
            "max": 3.0,
            "default": 1.0,
            "unit": "x"
          },
          {
            "name": "Color",
            "type": "mode",
            "description": "Totem: the gold and green of the item itself. Theme: the HUD accent. Custom: one colour.",
            "options": [
              "Totem",
              "Theme",
              "Custom"
            ],
            "default": "Theme"
          },
          {
            "name": "Custom color",
            "type": "color",
            "description": "Colour when Color is Custom.",
            "default": "#E9B949"
          },
          {
            "name": "Brightness",
            "type": "number",
            "description": "Overall intensity.",
            "min": 10.0,
            "max": 100.0,
            "default": 95.0,
            "unit": "%"
          },
          {
            "name": "Through walls",
            "type": "bool",
            "description": "Keep the burst visible through terrain.",
            "default": true
          }
        ]
      }
    ]
  },
  {
    "name": "Contrails",
    "category": "Cosmetics",
    "description": "Vapour streaming off both shoulders in flight, thickening with speed. Built for elytra travel.",
    "groups": [
      {
        "title": "Targets",
        "settings": [
          {
            "name": "Who",
            "type": "mode",
            "description": "Whose flight leaves trails.",
            "options": [
              "Both",
              "Self",
              "Players"
            ],
            "default": "Both"
          },
          {
            "name": "Style",
            "type": "mode",
            "description": "Vapour: soft puffs that billow out as they are left behind. Streamers: twin tubes tapering behind you. Embers: glowing beads shed from each shoulder.",
            "options": [
              "Vapour",
              "Streamers",
              "Embers"
            ],
            "default": "Vapour"
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Elytra only",
            "type": "bool",
            "description": "Only trail while actually gliding. Off also trails anyone moving above the speed below.",
            "default": false
          },
          {
            "name": "Min speed",
            "type": "number",
            "description": "How fast someone must travel before trails appear.",
            "min": 0.05,
            "max": 2.0,
            "default": 0.35,
            "unit": "b/t"
          },
          {
            "name": "Length",
            "type": "number",
            "description": "How long the trail lingers behind them.",
            "min": 0.2,
            "max": 5.0,
            "default": 1.4,
            "unit": "s"
          },
          {
            "name": "Width",
            "type": "number",
            "description": "Trail thickness.",
            "min": 0.03,
            "max": 0.8,
            "default": 0.18,
            "unit": "b"
          },
          {
            "name": "Wing spread",
            "type": "number",
            "description": "How far apart the two streams sit.",
            "min": 0.1,
            "max": 1.5,
            "default": 0.45,
            "unit": "b"
          }
        ]
      },
      {
        "title": "Colours",
        "settings": [
          {
            "name": "Speed colour",
            "type": "bool",
            "description": "Cool white when cruising, hot gold as you accelerate. Off uses the colour settings below.",
            "default": true
          },
          {
            "name": "Show own in first person",
            "type": "bool",
            "description": "Your own trails stream out behind you, so they mostly show when you turn.",
            "default": true
          },
          {
            "name": "Material",
            "type": "mode",
            "description": "Glass: liquid glass that bends the world behind it. Gold: polished metal. Light: glowing energy. Matte: soft solid colour. Glow: neon, a white-hot core in a strong halo of colour.",
            "options": [
              "Glass",
              "Gold",
              "Light",
              "Matte",
              "Glow"
            ],
            "default": "Matte"
          },
          {
            "name": "Color",
            "type": "mode",
            "description": "Theme follows the HUD accent. Custom uses the two colours below. Rainbow cycles hues.",
            "options": [
              "Theme",
              "Custom",
              "Rainbow"
            ],
            "default": "Theme"
          },
          {
            "name": "Color A",
            "type": "color",
            "description": "Main colour.",
            "default": "#E9B949"
          },
          {
            "name": "Color B",
            "type": "color",
            "description": "Secondary colour, used for gradients.",
            "default": "#FFE3A1"
          },
          {
            "name": "Brightness",
            "type": "number",
            "description": "How bright and solid the effect is.",
            "min": 10.0,
            "max": 100.0,
            "default": 90.0,
            "unit": "%"
          },
          {
            "name": "Pulse",
            "type": "bool",
            "description": "Gently breathe the brightness. Off by default so cosmetics stay visually stable.",
            "default": false
          }
        ]
      }
    ]
  },
  {
    "name": "Aurora",
    "category": "Cosmetics",
    "description": "Northern lights: shimmering curtains around you, over your head, and behind you as you move.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Veil",
            "type": "bool",
            "description": "Curtains of light hanging in a ring around the player.",
            "default": true
          },
          {
            "name": "Crown",
            "type": "bool",
            "description": "A small shimmering curtain circling above the head.",
            "default": false
          },
          {
            "name": "Ribbon trail",
            "type": "bool",
            "description": "A curtain left hanging in the air along the way you walked.",
            "default": false
          }
        ]
      },
      {
        "title": "Targets",
        "settings": [
          {
            "name": "Palette",
            "type": "mode",
            "description": "Theme follows the HUD accent. Natural: green into violet. Arctic: cyan into deep blue. Crimson: the rare red aurora, pink into red.",
            "options": [
              "Theme",
              "Natural",
              "Arctic",
              "Crimson"
            ],
            "default": "Theme"
          },
          {
            "name": "Who",
            "type": "mode",
            "description": "Who the veil, crown and trail are drawn on.",
            "options": [
              "Self",
              "Players",
              "Both"
            ],
            "default": "Self"
          }
        ]
      },
      {
        "title": "Movement",
        "settings": [
          {
            "name": "Height",
            "type": "number",
            "description": "How tall the curtains are.",
            "min": 0.5,
            "max": 2.0,
            "default": 1.0,
            "unit": "x"
          },
          {
            "name": "Speed",
            "type": "number",
            "description": "How fast the curtains fold and shimmer.",
            "min": 0.2,
            "max": 3.0,
            "default": 1.0,
            "unit": "x"
          },
          {
            "name": "Brightness",
            "type": "number",
            "description": "How bright the light is.",
            "min": 10.0,
            "max": 100.0,
            "default": 65.0,
            "unit": "%"
          },
          {
            "name": "Show in first person",
            "type": "bool",
            "description": "Draw your own veil and crown while in first person. Off by default: seen from inside, the veil surrounds the camera.",
            "default": false
          }
        ]
      }
    ]
  },
  {
    "name": "Pets",
    "category": "Cosmetics",
    "description": "A little companion that follows you around: a fox that trots after you, or a jellyfish, dragon or rune orb floating at your shoulder. It can tell you your notifications. Only you can see it.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Pet",
            "type": "mode",
            "description": "Spirit Fox: a fluffy red fox that trots after you on the ground and sits when you stop. Jellyfish: a glass bell with a bright heart and drifting tentacles. Dragon: a baby dragon on membrane wings. Rune Orb: a crystal heart inside turning rings.",
            "options": [
              "Spirit Fox",
              "Jellyfish",
              "Dragon",
              "Rune Orb"
            ],
            "default": "Spirit Fox"
          },
          {
            "name": "Color",
            "type": "mode",
            "description": "The colour of the glow. Natural gives each pet its own, Theme follows the HUD accent, Custom is one colour.",
            "options": [
              "Natural",
              "Theme",
              "Custom"
            ],
            "default": "Natural"
          },
          {
            "name": "Custom color",
            "type": "color",
            "description": "The pet's glow colour.",
            "default": "#7FD8FF"
          },
          {
            "name": "Size",
            "type": "number",
            "description": "How big the pet is.",
            "min": 0.5,
            "max": 2.5,
            "default": 1.0,
            "unit": "x"
          },
          {
            "name": "Position",
            "type": "mode",
            "description": "Where the floating pets stay: above your right shoulder, circling you, or behind you. The fox always walks.",
            "options": [
              "Shoulder",
              "Orbit",
              "Behind"
            ],
            "default": "Shoulder"
          },
          {
            "name": "Sparkle trail",
            "type": "bool",
            "description": "A trail of fading sparks as it moves.",
            "default": true
          },
          {
            "name": "In first person",
            "type": "bool",
            "description": "Show it while you look through your own eyes too, not only in third person.",
            "default": true
          },
          {
            "name": "Speech bubbles",
            "type": "bool",
            "description": "Your pet says the client's notifications in a speech bubble instead of the banner in the corner, whenever it is on screen. Chat messages and sounds from modules are unchanged.",
            "default": true
          }
        ]
      }
    ]
  },
  {
    "name": "Walk Style",
    "category": "Cosmetics",
    "description": "New walking animations with bending knees and elbows: a natural stride, a swagger, a robot, a sneak, a runway walk and more. Only you see it, in third person.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Style",
            "type": "mode",
            "description": "Natural: vanilla's walk with knees that lift and arms that bend. Swagger: shoulders rolling, a wide arm swing. Robot: stiff, square, forearms held out. Sneaky: crouched and careful, hands up. Hands in pockets: arms tucked, an easy stroll. Ninja run: leaning in, arms trailing straight back. Zombie: arms out, shuffling. Bouncy: high knees. Runway: one foot in front of the other, hips swaying.",
            "options": [
              "Natural",
              "Swagger",
              "Robot",
              "Sneaky",
              "Hands in pockets",
              "Ninja run",
              "Zombie",
              "Bouncy",
              "Runway"
            ],
            "default": "Natural"
          },
          {
            "name": "Strength",
            "type": "number",
            "description": "How pronounced the style is.",
            "min": 30.0,
            "max": 150.0,
            "default": 100.0,
            "unit": "%"
          }
        ]
      }
    ]
  },
  {
    "name": "Emotes",
    "category": "Cosmetics",
    "description": "Play an emote on your own player: take the L, the worm, floss, dab and more. Tap its key to play or stop; hold the key for the emote wheel. Only you see it, in third person.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Emote",
            "type": "mode",
            "description": "Which animation plays.",
            "options": [
              "Take the L",
              "The Worm",
              "Jerk Off",
              "Dance",
              "Floss",
              "Dab",
              "Headbang",
              "T-Pose",
              "Zombie"
            ],
            "default": "Take the L"
          },
          {
            "name": "Loop",
            "type": "bool",
            "description": "Keep playing until you switch it off.",
            "default": false
          },
          {
            "name": "Length",
            "type": "number",
            "description": "How long it plays before stopping.",
            "min": 1.0,
            "max": 20.0,
            "default": 4.0,
            "unit": "s"
          },
          {
            "name": "Stop when moving",
            "type": "bool",
            "description": "Walking, jumping or sneaking ends the emote.",
            "default": true
          },
          {
            "name": "Face the camera",
            "type": "bool",
            "description": "Swing the camera round to the front while it plays, then back to how it was.",
            "default": true
          }
        ]
      }
    ]
  },
  {
    "name": "Break Animation",
    "category": "Cosmetics",
    "description": "Shows how close the block you mine is to breaking, and shatters it when it gives. Styles: Nuker, Liquid, Brackets, Chip.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Style",
            "type": "mode",
            "description": "Nuker: a box grows from the centre, green to red. Liquid: molten gold fills the block. Brackets: corner brackets close in while a scan line sweeps. Chip: the block chips away piece by piece until it is gone.",
            "options": [
              "Nuker",
              "Liquid",
              "Brackets",
              "Chip"
            ],
            "default": "Nuker"
          },
          {
            "name": "Color",
            "type": "mode",
            "description": "Natural uses each style's own colours. Theme follows the HUD accent. Custom is one colour.",
            "options": [
              "Natural",
              "Theme",
              "Custom"
            ],
            "default": "Natural"
          },
          {
            "name": "Custom color",
            "type": "color",
            "description": "The effect's colour.",
            "default": "#E9B949"
          },
          {
            "name": "Intensity",
            "type": "number",
            "description": "How bright the effect is.",
            "min": 20.0,
            "max": 200.0,
            "default": 100.0,
            "unit": "%"
          },
          {
            "name": "Shatter",
            "type": "bool",
            "description": "When the block breaks, it bursts into shards of its own colour.",
            "default": true
          }
        ]
      }
    ]
  },
  {
    "name": "Explosion Effects",
    "category": "Cosmetics",
    "description": "Replaces crystal and TNT blasts with a fireball, an implosion or a lightning nova.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "End crystals",
            "type": "bool",
            "description": "Draw a blast when an end crystal explodes.",
            "default": true
          },
          {
            "name": "TNT",
            "type": "bool",
            "description": "Draw a blast when primed TNT goes off.",
            "default": true
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Style",
            "type": "mode",
            "description": "Fireball: a billowing core inside a glass shock sphere, with debris and a rising smoke column. Implosion: crystals rush inward, then burst out. Nova: tilted shock rings, a glass dome and spikes of light.",
            "options": [
              "Fireball",
              "Implosion",
              "Nova"
            ],
            "default": "Fireball"
          },
          {
            "name": "Size",
            "type": "number",
            "description": "Blast size.",
            "min": 0.3,
            "max": 3.0,
            "default": 1.0,
            "unit": "x"
          },
          {
            "name": "Duration",
            "type": "number",
            "description": "How long a blast lasts.",
            "min": 0.4,
            "max": 4.0,
            "default": 1.2,
            "unit": "s"
          },
          {
            "name": "Debris",
            "type": "number",
            "description": "Shards thrown out by each blast.",
            "min": 0.0,
            "max": 40.0,
            "default": 14.0,
            "unit": ""
          },
          {
            "name": "Smoke",
            "type": "bool",
            "description": "Let a dark plume rise after a Fireball.",
            "default": true
          }
        ]
      },
      {
        "title": "Colours",
        "settings": [
          {
            "name": "Blast colours",
            "type": "bool",
            "description": "Violet for crystals, fire for TNT. Off uses the colour settings below.",
            "default": true
          },
          {
            "name": "Material",
            "type": "mode",
            "description": "Glass: liquid glass that bends the world behind it. Gold: polished metal. Light: glowing energy. Matte: soft solid colour. Glow: neon, a white-hot core in a strong halo of colour.",
            "options": [
              "Glass",
              "Gold",
              "Light",
              "Matte",
              "Glow"
            ],
            "default": "Light"
          },
          {
            "name": "Color",
            "type": "mode",
            "description": "Theme follows the HUD accent. Custom uses the two colours below. Rainbow cycles hues.",
            "options": [
              "Theme",
              "Custom",
              "Rainbow"
            ],
            "default": "Theme"
          },
          {
            "name": "Color A",
            "type": "color",
            "description": "Main colour.",
            "default": "#E9B949"
          },
          {
            "name": "Color B",
            "type": "color",
            "description": "Secondary colour, used for gradients.",
            "default": "#FFE3A1"
          },
          {
            "name": "Brightness",
            "type": "number",
            "description": "How bright and solid the effect is.",
            "min": 10.0,
            "max": 100.0,
            "default": 90.0,
            "unit": "%"
          },
          {
            "name": "Pulse",
            "type": "bool",
            "description": "Gently breathe the brightness. Off by default so cosmetics stay visually stable.",
            "default": false
          }
        ]
      }
    ]
  },
  {
    "name": "Inventory Tweaks",
    "category": "Player",
    "description": "Steal, dump and sort buttons for chests, shift-drag moving, middle-click sorting, drop protection and XCarry.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Every automatic click (steal, dump, sort, shift-drag) goes at a hand's pace with uneven gaps, and XCarry is off, since keeping items in the crafting grid is not something vanilla allows.",
            "default": false
          },
          {
            "name": "Container buttons",
            "type": "bool",
            "description": "Adds Steal, Dump and Sort buttons beside chests, shulkers, barrels, hoppers and dispensers.",
            "default": true
          },
          {
            "name": "Auto steal",
            "type": "bool",
            "description": "Take everything out of a storage container as soon as you open it.",
            "default": false
          },
          {
            "name": "Auto dump",
            "type": "bool",
            "description": "Put your inventory into a storage container as soon as you open it.",
            "default": false
          },
          {
            "name": "Close when done",
            "type": "bool",
            "description": "Close the container once an auto steal or dump finishes.",
            "default": false
          },
          {
            "name": "Dump hotbar",
            "type": "bool",
            "description": "Include your hotbar when dumping. Off keeps your weapons and blocks where they are.",
            "default": false
          },
          {
            "name": "Click delay",
            "type": "number",
            "description": "Ticks between item moves. 0 moves everything at once; raise it if a server kicks for clicking too fast.",
            "min": 0.0,
            "max": 10.0,
            "default": 1.0,
            "unit": "ticks"
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Shift-drag move",
            "type": "bool",
            "description": "Hold Shift and drag across slots to quick-move every stack you pass over.",
            "default": true
          },
          {
            "name": "Middle-click sort",
            "type": "bool",
            "description": "Middle-click a slot to sort that container, your main inventory or your hotbar. (Creative keeps middle-click for picking.)",
            "default": true
          },
          {
            "name": "Protect valuables",
            "type": "bool",
            "description": "Blocks dropping totems, shulker boxes, elytra, netherite, enchanted gear and similar by Q or by clicking outside the inventory.",
            "default": true
          },
          {
            "name": "XCarry",
            "type": "bool",
            "description": "Items left in your 2x2 crafting grid stay there when you close your inventory, giving you four extra slots. The server is not told you closed it.",
            "default": false
          }
        ]
      }
    ]
  },
  {
    "name": "Storm Effects",
    "category": "Cosmetics",
    "description": "Lightning strikes as a branching column with a scorched landing and an afterglow.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Style",
            "type": "mode",
            "description": "Branching: a jagged bolt that forks on the way down. Column: one thick shaft in a glass sheath. Spear: a single stroke ending in a crystal head driven into the ground.",
            "options": [
              "Branching",
              "Column",
              "Spear"
            ],
            "default": "Branching"
          },
          {
            "name": "Size",
            "type": "number",
            "description": "Strike scale.",
            "min": 0.3,
            "max": 3.0,
            "default": 1.0,
            "unit": "x"
          },
          {
            "name": "Duration",
            "type": "number",
            "description": "How long the strike lingers.",
            "min": 0.3,
            "max": 4.0,
            "default": 1.1,
            "unit": "s"
          },
          {
            "name": "Branches",
            "type": "number",
            "description": "Forks thrown off the main column.",
            "min": 0.0,
            "max": 12.0,
            "default": 5.0,
            "unit": ""
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Scorch",
            "type": "bool",
            "description": "Leave a scorched patch and fused-glass crystals where the bolt lands.",
            "default": true
          },
          {
            "name": "Afterglow",
            "type": "bool",
            "description": "Leave a bloom of light in the air after the strike.",
            "default": true
          },
          {
            "name": "Storm blue",
            "type": "bool",
            "description": "White-blue. Off uses the colour settings below.",
            "default": true
          },
          {
            "name": "Material",
            "type": "mode",
            "description": "Glass: liquid glass that bends the world behind it. Gold: polished metal. Light: glowing energy. Matte: soft solid colour. Glow: neon, a white-hot core in a strong halo of colour.",
            "options": [
              "Glass",
              "Gold",
              "Light",
              "Matte",
              "Glow"
            ],
            "default": "Light"
          },
          {
            "name": "Color",
            "type": "mode",
            "description": "Theme follows the HUD accent. Custom uses the two colours below. Rainbow cycles hues.",
            "options": [
              "Theme",
              "Custom",
              "Rainbow"
            ],
            "default": "Theme"
          },
          {
            "name": "Color A",
            "type": "color",
            "description": "Main colour.",
            "default": "#E9B949"
          },
          {
            "name": "Color B",
            "type": "color",
            "description": "Secondary colour, used for gradients.",
            "default": "#FFE3A1"
          },
          {
            "name": "Brightness",
            "type": "number",
            "description": "How bright and solid the effect is.",
            "min": 10.0,
            "max": 100.0,
            "default": 90.0,
            "unit": "%"
          },
          {
            "name": "Pulse",
            "type": "bool",
            "description": "Gently breathe the brightness. Off by default so cosmetics stay visually stable.",
            "default": false
          }
        ]
      }
    ]
  },
  {
    "name": "Vitals",
    "category": "Cosmetics",
    "description": "Closes the edges of the screen in with a pulse when your health gets low, so you feel it instead of reading it.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Threshold",
            "type": "number",
            "description": "Health at which the warning starts. It grows stronger the lower you go.",
            "min": 1.0,
            "max": 20.0,
            "default": 8.0,
            "unit": "hp"
          },
          {
            "name": "Style",
            "type": "mode",
            "description": "Pulse: beats at your heart rate. Steady: a constant vignette. Corners: light only in the corners.",
            "options": [
              "Pulse",
              "Steady",
              "Corners"
            ],
            "default": "Pulse"
          },
          {
            "name": "Color",
            "type": "color",
            "description": "Warning colour.",
            "default": "#FF3B30"
          },
          {
            "name": "Strength",
            "type": "number",
            "description": "How far in the edges close.",
            "min": 10.0,
            "max": 100.0,
            "default": 70.0,
            "unit": "%"
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Heartbeat",
            "type": "bool",
            "description": "Play a soft beat with each pulse.",
            "default": false
          },
          {
            "name": "Warn while burning",
            "type": "bool",
            "description": "Also warn while you are on fire.",
            "default": true
          },
          {
            "name": "Warn while drowning",
            "type": "bool",
            "description": "Also warn while your air is running out.",
            "default": true
          }
        ]
      }
    ]
  },
  {
    "name": "Hand Tweaks",
    "category": "Cosmetics",
    "description": "Your hand, your way: swing style and speed, which vanilla hand animations are cancelled, and where the hands sit.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Swing",
            "type": "mode",
            "description": "Low: the hand barely lifts. Smooth: a softened vanilla arc. Vanilla: untouched. Custom: set the height. Stab: a straight thrust forward. Slide: a sideways sweep. Spin: the item twirls a full turn. Tap: a short downward flick.",
            "options": [
              "Low",
              "Smooth",
              "Vanilla",
              "Custom",
              "Stab",
              "Slide",
              "Spin",
              "Tap"
            ],
            "default": "Low"
          },
          {
            "name": "Swing height",
            "type": "number",
            "description": "How far the arm travels, as a fraction of the vanilla swing.",
            "min": 0.05,
            "max": 1.0,
            "default": 0.4,
            "unit": "x"
          },
          {
            "name": "Custom swing speed",
            "type": "bool",
            "description": "Override how many ticks a swing lasts, faster or slower than vanilla.",
            "default": true
          },
          {
            "name": "Swing duration",
            "type": "number",
            "description": "Ticks per swing. Vanilla is 6. Lower is snappier; higher is a slow, floaty swing (20 ticks is one second).",
            "min": 1.0,
            "max": 30.0,
            "default": 4.0,
            "unit": "ticks"
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Cancel swing",
            "type": "bool",
            "description": "The arm doesn't move at all when you attack or use items.",
            "default": false
          },
          {
            "name": "Cancel equip",
            "type": "bool",
            "description": "Switching items swaps instantly instead of the hand dipping down and back up.",
            "default": false
          },
          {
            "name": "Cancel cooldown dip",
            "type": "bool",
            "description": "The hand stays up after attacking instead of lowering while the attack cooldown recharges.",
            "default": false
          },
          {
            "name": "Cancel eat/drink",
            "type": "bool",
            "description": "Food and potions stay where they are held instead of being raised to your mouth.",
            "default": false
          },
          {
            "name": "Cancel hurt shake",
            "type": "bool",
            "description": "The view and hand don't jolt when you take damage.",
            "default": false
          },
          {
            "name": "Hold mid-swing",
            "type": "bool",
            "description": "Show the main hand frozen part-way through a swing all the time.",
            "default": false
          },
          {
            "name": "Swing pose",
            "type": "number",
            "description": "How far through the swing the hand is held.",
            "min": 0.0,
            "max": 100.0,
            "default": 35.0,
            "unit": "%"
          },
          {
            "name": "Equip speed",
            "type": "number",
            "description": "Slows the dip when you switch items. 100 is vanilla.",
            "min": 5.0,
            "max": 100.0,
            "default": 100.0,
            "unit": "%"
          },
          {
            "name": "Eat animation",
            "type": "number",
            "description": "How much of the eat and drink motion plays. 0 is the same as cancelling it.",
            "min": 0.0,
            "max": 100.0,
            "default": 100.0,
            "unit": "%"
          },
          {
            "name": "Cooldown dip",
            "type": "number",
            "description": "How far the hand lowers while the attack cooldown recharges.",
            "min": 0.0,
            "max": 100.0,
            "default": 100.0,
            "unit": "%"
          },
          {
            "name": "Hide hands",
            "type": "bool",
            "description": "Don't draw first-person hands and held items at all.",
            "default": false
          },
          {
            "name": "Hide offhand",
            "type": "bool",
            "description": "Don't draw the offhand, e.g. to keep a totem or shield out of view.",
            "default": false
          },
          {
            "name": "Hand scale",
            "type": "number",
            "description": "Size of the first-person hands and items.",
            "min": 0.3,
            "max": 1.5,
            "default": 1.0,
            "unit": "x"
          },
          {
            "name": "Main hand X",
            "type": "number",
            "description": "Moves the main hand left (-) or right (+).",
            "min": -1.0,
            "max": 1.0,
            "default": 0.0,
            "unit": ""
          },
          {
            "name": "Main hand Y",
            "type": "number",
            "description": "Moves the main hand down (-) or up (+).",
            "min": -1.0,
            "max": 1.0,
            "default": 0.0,
            "unit": ""
          },
          {
            "name": "Main hand Z",
            "type": "number",
            "description": "Moves the main hand closer (+) or further away (-).",
            "min": -1.0,
            "max": 1.0,
            "default": 0.0,
            "unit": ""
          },
          {
            "name": "Offhand X",
            "type": "number",
            "description": "Moves the offhand left (-) or right (+).",
            "min": -1.0,
            "max": 1.0,
            "default": 0.0,
            "unit": ""
          },
          {
            "name": "Offhand Y",
            "type": "number",
            "description": "Moves the offhand down (-) or up (+).",
            "min": -1.0,
            "max": 1.0,
            "default": 0.0,
            "unit": ""
          },
          {
            "name": "Offhand Z",
            "type": "number",
            "description": "Moves the offhand closer (+) or further away (-).",
            "min": -1.0,
            "max": 1.0,
            "default": 0.0,
            "unit": ""
          },
          {
            "name": "Main item size",
            "type": "number",
            "description": "Size of the item in your main hand, without changing the arm.",
            "min": 0.2,
            "max": 2.5,
            "default": 1.0,
            "unit": "x"
          },
          {
            "name": "Offhand item size",
            "type": "number",
            "description": "Size of the item in your offhand.",
            "min": 0.2,
            "max": 2.5,
            "default": 1.0,
            "unit": "x"
          },
          {
            "name": "Main tilt",
            "type": "number",
            "description": "Tilts the main-hand item forward (+) or back (-).",
            "min": -180.0,
            "max": 180.0,
            "default": 0.0,
            "unit": "°"
          },
          {
            "name": "Main turn",
            "type": "number",
            "description": "Turns the main-hand item left or right.",
            "min": -180.0,
            "max": 180.0,
            "default": 0.0,
            "unit": "°"
          },
          {
            "name": "Main roll",
            "type": "number",
            "description": "Rolls the main-hand item clockwise or anticlockwise.",
            "min": -180.0,
            "max": 180.0,
            "default": 0.0,
            "unit": "°"
          },
          {
            "name": "Offhand tilt",
            "type": "number",
            "description": "Tilts the offhand item forward (+) or back (-).",
            "min": -180.0,
            "max": 180.0,
            "default": 0.0,
            "unit": "°"
          },
          {
            "name": "Offhand turn",
            "type": "number",
            "description": "Turns the offhand item left or right.",
            "min": -180.0,
            "max": 180.0,
            "default": 0.0,
            "unit": "°"
          },
          {
            "name": "Offhand roll",
            "type": "number",
            "description": "Rolls the offhand item.",
            "min": -180.0,
            "max": 180.0,
            "default": 0.0,
            "unit": "°"
          },
          {
            "name": "Stretch width",
            "type": "number",
            "description": "Stretches held items sideways.",
            "min": 0.2,
            "max": 3.0,
            "default": 1.0,
            "unit": "x"
          },
          {
            "name": "Stretch height",
            "type": "number",
            "description": "Stretches held items up and down.",
            "min": 0.2,
            "max": 3.0,
            "default": 1.0,
            "unit": "x"
          },
          {
            "name": "Stretch depth",
            "type": "number",
            "description": "Stretches held items front to back.",
            "min": 0.2,
            "max": 3.0,
            "default": 1.0,
            "unit": "x"
          }
        ]
      }
    ]
  },
  {
    "name": "Spawner Notifier",
    "category": "Render",
    "description": "Highlights loaded spawners and reports their coordinates locally.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Radius",
            "type": "number",
            "description": "How many chunks out to look. The server's view distance is the real limit.",
            "min": 1.0,
            "max": 32.0,
            "default": 8.0,
            "unit": "chunks"
          },
          {
            "name": "Minimum count",
            "type": "number",
            "description": "Spawners a chunk needs before it is shown.",
            "min": 1.0,
            "max": 30.0,
            "default": 1.0,
            "unit": ""
          },
          {
            "name": "Chat alerts",
            "type": "bool",
            "description": "Print the coordinates of each new find in chat (only you see it).",
            "default": true
          },
          {
            "name": "Color",
            "type": "color",
            "description": "Box colour.",
            "default": "#AF52DE"
          }
        ]
      }
    ]
  },
  {
    "name": "Stash Finder",
    "category": "Render",
    "description": "Finds loaded chunks with concentrated storage. Naturally generated storage can also match.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Radius",
            "type": "number",
            "description": "How many chunks out to look. The server's view distance is the real limit.",
            "min": 1.0,
            "max": 32.0,
            "default": 8.0,
            "unit": "chunks"
          },
          {
            "name": "Minimum count",
            "type": "number",
            "description": "Storage blocks a chunk needs before it counts as a stash.",
            "min": 1.0,
            "max": 30.0,
            "default": 5.0,
            "unit": ""
          },
          {
            "name": "Chat alerts",
            "type": "bool",
            "description": "Print the coordinates of each new find in chat (only you see it).",
            "default": true
          },
          {
            "name": "Color",
            "type": "color",
            "description": "Box colour.",
            "default": "#FFD60A"
          }
        ]
      }
    ]
  },
  {
    "name": "Trajectories",
    "category": "Render",
    "description": "Where things will land: the arc of what you are about to throw, and the path of projectiles already flying, including other players' ender pearls.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Your throws",
            "type": "bool",
            "description": "The arc of the bow, crossbow, trident, pearl or throwable in your hand, before you let go.",
            "default": true
          },
          {
            "name": "Others' pearls",
            "type": "bool",
            "description": "Predict where ender pearls thrown by anyone else will land, and mark the spot, so you can meet them there.",
            "default": true
          },
          {
            "name": "Arrows in flight",
            "type": "bool",
            "description": "Predict the rest of the path of arrows and tridents already in the air.",
            "default": false
          },
          {
            "name": "Other throwables",
            "type": "bool",
            "description": "Predict potions, snowballs, eggs and other thrown items already in the air.",
            "default": false
          },
          {
            "name": "Stop at entities",
            "type": "bool",
            "description": "End the path at the first entity it would hit, and highlight that entity.",
            "default": true
          },
          {
            "name": "Range",
            "type": "number",
            "description": "Only predict projectiles within this distance.",
            "min": 16.0,
            "max": 256.0,
            "default": 96.0,
            "unit": "m"
          }
        ]
      },
      {
        "title": "Colours",
        "settings": [
          {
            "name": "Color",
            "type": "color",
            "description": "Colour for your own throws and other projectiles.",
            "default": "#5AC8FA"
          },
          {
            "name": "Pearl color",
            "type": "color",
            "description": "Colour for other players' pearls.",
            "default": "#B86BFF"
          }
        ]
      }
    ]
  },
  {
    "name": "Spinbot",
    "category": "Cosmetics",
    "description": "Spins your player model while your camera stays still. Client is visual only; Server reports the pose through normal movement packets.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Keeps the spin on your own screen only (the Client side): nothing is sent to the server, so there is nothing for anyone to see or flag.",
            "default": false
          },
          {
            "name": "Side",
            "type": "mode",
            "description": "Client changes only your local player model. Server sends the rotation through ordinary movement packets while keeping your camera free.",
            "options": [
              "Client",
              "Server"
            ],
            "default": "Client"
          },
          {
            "name": "Yaw speed",
            "type": "number",
            "description": "Degrees turned each tick. Negative values reverse direction; 0 holds one direction.",
            "min": -180.0,
            "max": 180.0,
            "default": 45.0,
            "unit": "°/t"
          },
          {
            "name": "Pitch",
            "type": "number",
            "description": "The up or down angle shown with the spin.",
            "min": -90.0,
            "max": 90.0,
            "default": 0.0,
            "unit": "°"
          }
        ]
      }
    ]
  },
  {
    "name": "Auto Sprint",
    "category": "Movement",
    "description": "Holds your sprint key for you, so you sprint whenever you walk forward.",
    "groups": []
  },
  {
    "name": "No Fall",
    "category": "Movement",
    "description": "Stops fall damage. Packet tells the server you landed; Water bucket really places water under you.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Stops fall damage the way a player does: a real water bucket clutch, turning your camera down to place it. Same as Water bucket mode with Silent look off.",
            "default": false
          },
          {
            "name": "Mode",
            "type": "mode",
            "description": "Packet: marks the movement you send anyway as landed, so the fall never counts. No extra packets, so it works alongside TP Aura, Blink, Criticals and flight. Water bucket: looks down and places water from your hotbar just before you land, then picks it back up; what a player would do.",
            "options": [
              "Packet",
              "Water bucket"
            ],
            "default": "Packet"
          },
          {
            "name": "Trigger fall",
            "type": "number",
            "description": "How far you must have fallen before it steps in. Short drops stay untouched, which keeps jump criticals working.",
            "min": 1.0,
            "max": 2.9,
            "default": 2.0,
            "unit": "m"
          },
          {
            "name": "Silent look",
            "type": "bool",
            "description": "Aim the bucket for the server only and keep your camera where it is. Off turns your view down like a real clutch.",
            "default": false
          },
          {
            "name": "Pick water up",
            "type": "bool",
            "description": "Scoop the water back into the bucket once you have landed.",
            "default": true
          }
        ]
      }
    ]
  },
  {
    "name": "Fly",
    "category": "Movement",
    "description": "Free flight. Space rises, Shift falls, movement keys steer. Compatibility modes reduce, but cannot remove, server correction risk.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Real flight: with an elytra on, jumps and opens it for you, then fires firework rockets from your hotbar to keep you in the air. Steer with the camera.",
            "default": false
          },
          {
            "name": "Mode",
            "type": "mode",
            "description": "Glide has no sustained lift. Conservative glide also caps horizontal speed and disables upward movement.",
            "options": [
              "Vanilla",
              "Glide",
              "Conservative glide"
            ],
            "default": "Vanilla"
          },
          {
            "name": "Speed",
            "type": "number",
            "description": "Horizontal flight speed, in blocks per tick.",
            "min": 0.1,
            "max": 8.0,
            "default": 1.5,
            "unit": "b/t"
          },
          {
            "name": "Vertical speed",
            "type": "number",
            "description": "How fast Space and Shift move you up and down.",
            "min": 0.1,
            "max": 5.0,
            "default": 1.0,
            "unit": "b/t"
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Anti kick",
            "type": "bool",
            "description": "Bobs slightly every few seconds so vanilla and plugin flight checks (NoCheatPlus, Spartan) don't kick you for hovering.",
            "default": true
          },
          {
            "name": "Spoof ground",
            "type": "bool",
            "description": "Tells the server you are on the ground while flying. Helps againstMatrix-style flight checks; disable if you rubber-band.",
            "default": false
          }
        ]
      }
    ]
  },
  {
    "name": "Speed",
    "category": "Movement",
    "description": "Moves you faster along the ground while you walk. Conservative mode limits changes to grounded movement. Follows Target Strafe's circle while it is steering.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Sprint-jumps for you using your sprint and jump keys only: the fastest way to move in vanilla, with no velocity changes at all.",
            "default": false
          },
          {
            "name": "Profile",
            "type": "mode",
            "description": "Sprint hop uses normal jumps without forcing horizontal velocity. Other modes directly change velocity and may be corrected by servers.",
            "options": [
              "Standard",
              "Conservative",
              "Sprint hop"
            ],
            "default": "Sprint hop"
          },
          {
            "name": "Multiplier",
            "type": "number",
            "description": "How much faster than normal you move. 1x is vanilla speed.",
            "min": 1.0,
            "max": 4.0,
            "default": 1.4,
            "unit": "x"
          }
        ]
      }
    ]
  },
  {
    "name": "Step",
    "category": "Movement",
    "description": "Walk straight up blocks without jumping, up to the set height.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Hops up ledges by pressing your jump key when you walk into a one-block step, exactly what a player does. No step-height change.",
            "default": false
          },
          {
            "name": "Mode",
            "type": "mode",
            "description": "Instant: raise your step height so you glide up ledges. Jump: hop automatically when you walk into a one-block ledge, which is exactly what a player would do and works where step height is refused.",
            "options": [
              "Instant",
              "Jump"
            ],
            "default": "Instant"
          },
          {
            "name": "Height",
            "type": "number",
            "description": "How tall a ledge you can walk straight up.",
            "min": 0.6,
            "max": 3.0,
            "default": 1.0,
            "unit": "b"
          }
        ]
      }
    ]
  },
  {
    "name": "Jesus",
    "category": "Movement",
    "description": "Walk on top of water instead of sinking into it.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Holds jump while you are in water, which keeps you swimming at the surface as vanilla does. You are in the water, not on it.",
            "default": false
          },
          {
            "name": "Mode",
            "type": "mode",
            "description": "Solid: rise to the surface and stand on it as if it were ground. Float: bob at the surface while staying in the water. Crouch to sink in either mode.",
            "options": [
              "Solid",
              "Float"
            ],
            "default": "Solid"
          }
        ]
      }
    ]
  },
  {
    "name": "Spider",
    "category": "Movement",
    "description": "Climb straight up walls by pushing into them, like a spider.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Walls cannot be climbed in vanilla, so this pillars up instead when you push into one: jump and place a block under you, looking down.",
            "default": false
          },
          {
            "name": "Mode",
            "type": "mode",
            "description": "Smooth: glide up at the set speed. Ladder: climb at ladder speed, like vanilla climbing. Hop: a jump each time you start to fall, climbing in steps.",
            "options": [
              "Smooth",
              "Ladder",
              "Hop"
            ],
            "default": "Smooth"
          },
          {
            "name": "Speed",
            "type": "number",
            "description": "How fast you climb.",
            "min": 0.05,
            "max": 0.6,
            "default": 0.2,
            "unit": "b/t"
          }
        ]
      }
    ]
  },
  {
    "name": "Auto Jump",
    "category": "Movement",
    "description": "Holds your jump key, for swimming up fast and climbing effortlessly.",
    "groups": []
  },
  {
    "name": "Boat Fly",
    "category": "Movement",
    "description": "Lets your boat fly. Steer with movement keys; Space rises, Shift sinks.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Boats cannot fly in vanilla, so this cruises instead: holds your forward key and lets you steer with A and D as usual, at the boat's own top speed.",
            "default": false
          },
          {
            "name": "Speed",
            "type": "number",
            "description": "Horizontal boat speed.",
            "min": 0.2,
            "max": 5.0,
            "default": 1.5,
            "unit": "b/t"
          },
          {
            "name": "Vertical speed",
            "type": "number",
            "description": "How fast Space and Shift move the boat up and down.",
            "min": 0.1,
            "max": 3.0,
            "default": 0.8,
            "unit": "b/t"
          }
        ]
      },
      {
        "title": "Noclip",
        "settings": [
          {
            "name": "Noclip",
            "type": "bool",
            "description": "Drive the boat straight through blocks, and ride through with it without suffocating. Works in singleplayer and on servers that don't check vehicle collisions; others put the boat back.",
            "default": false
          }
        ]
      }
    ]
  },
  {
    "name": "Dolphin",
    "category": "Movement",
    "description": "Swims upward automatically while you move in water, like dolphin's grace. Great for ocean escapes.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Swims up by holding your jump key and sprint-swims with your sprint key while you move in water: vanilla swimming, done for you.",
            "default": false
          },
          {
            "name": "Swim speed",
            "type": "number",
            "description": "How fast you rise while swimming forward.",
            "min": 0.05,
            "max": 0.6,
            "default": 0.25,
            "unit": "b/t"
          }
        ]
      }
    ]
  },
  {
    "name": "Elytra Boost",
    "category": "Movement",
    "description": "Boosts your elytra flight without rockets. Steer with your mouse; Space climbs.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Boosts the way vanilla allows: fires a firework rocket from your hotbar (a real switch and use) whenever your glide slows down.",
            "default": false
          },
          {
            "name": "Boost",
            "type": "number",
            "description": "How much speed looking direction adds each tick.",
            "min": 0.01,
            "max": 0.3,
            "default": 0.08,
            "unit": "b/t"
          },
          {
            "name": "Climb",
            "type": "number",
            "description": "Upward speed while holding Space.",
            "min": 0.0,
            "max": 1.5,
            "default": 0.6,
            "unit": "b/t"
          }
        ]
      }
    ]
  },
  {
    "name": "Entity Speed",
    "category": "Movement",
    "description": "Moves the mount you are riding faster while you steer it.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Mounts cannot be sped up legitimately, so this holds your forward key for you while riding (cruise control) at the mount's own speed.",
            "default": false
          },
          {
            "name": "Speed",
            "type": "number",
            "description": "Mount horizontal speed. Lower values are less likely to rubber-band.",
            "min": 0.1,
            "max": 2.0,
            "default": 0.45,
            "unit": "b/t"
          }
        ]
      }
    ]
  },
  {
    "name": "Fast Fall",
    "category": "Movement",
    "description": "Drops you quickly after stepping off an edge, for faster movement between ledges.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Nothing falls faster than gravity in vanilla, so this only does what a hand can: holds sneak to drop straight down through scaffolding, and otherwise leaves the fall to gravity.",
            "default": false
          },
          {
            "name": "Fall speed",
            "type": "number",
            "description": "Maximum downward velocity while falling.",
            "min": 0.15,
            "max": 2.0,
            "default": 0.8,
            "unit": "b/t"
          }
        ]
      }
    ]
  },
  {
    "name": "Fast Ladder",
    "category": "Movement",
    "description": "Climbs ladders and vines far faster than vanilla. Space boosts even harder.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Climbs at the top speed vanilla allows: holds forward into the ladder and jump while you are on it.",
            "default": false
          },
          {
            "name": "Climb speed",
            "type": "number",
            "description": "Upward speed on climbable blocks.",
            "min": 0.1,
            "max": 1.0,
            "default": 0.35,
            "unit": "b/t"
          }
        ]
      }
    ]
  },
  {
    "name": "Glide",
    "category": "Movement",
    "description": "Slows your fall to a floaty glide, like a permanent slow-falling effect. Bypass-friendly.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Glides for real: when you start to fall with an elytra on, presses jump to open it.",
            "default": false
          },
          {
            "name": "Fall speed",
            "type": "number",
            "description": "How fast you sink. Lower floats longer.",
            "min": 0.02,
            "max": 0.5,
            "default": 0.12,
            "unit": "b/t"
          }
        ]
      }
    ]
  },
  {
    "name": "Ground Strafe",
    "category": "Movement",
    "description": "Keeps a consistent strafe speed on the ground without forcing jumps.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Keeps your speed through turns the vanilla way: sprint-jumps (with the jump key) while you strafe, so air control carries you round.",
            "default": false
          },
          {
            "name": "Speed",
            "type": "number",
            "description": "Ground movement speed. Vanilla sprint is about 0.287.",
            "min": 0.1,
            "max": 0.8,
            "default": 0.32,
            "unit": "b/t"
          }
        ]
      }
    ]
  },
  {
    "name": "High Jump",
    "category": "Movement",
    "description": "Makes every jump go much higher, for climbing cliffs and escaping fights.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Nobody jumps higher in vanilla, so this climbs instead: holding jump pillars you up a block at a time with blocks from your hotbar, looking down like a player.",
            "default": false
          },
          {
            "name": "Height",
            "type": "number",
            "description": "Upward velocity. 0.42 is a vanilla jump; higher clears walls.",
            "min": 0.42,
            "max": 2.0,
            "default": 0.9,
            "unit": "b/t"
          }
        ]
      }
    ]
  },
  {
    "name": "Long Jump",
    "category": "Movement",
    "description": "Launches you far when you jump. Best used in short hops on no-anticheat servers.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Jumps at the very last moment before a ledge with sprint held: the longest jump vanilla allows, timed perfectly.",
            "default": false
          },
          {
            "name": "Boost",
            "type": "number",
            "description": "Horizontal launch multiplier over a normal jump.",
            "min": 0.5,
            "max": 3.0,
            "default": 1.4,
            "unit": "x"
          },
          {
            "name": "Height",
            "type": "number",
            "description": "Upward launch velocity. 0.42 matches a vanilla jump.",
            "min": 0.2,
            "max": 1.0,
            "default": 0.42,
            "unit": "b/t"
          }
        ]
      }
    ]
  },
  {
    "name": "Noclip",
    "category": "Movement",
    "description": "Fly through blocks. Works in singleplayer and on servers that do not check movement collisions.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "No passing through blocks: instead it mines whatever you walk into, looking at it and using your best tool, so you tunnel through the legit way.",
            "default": false
          },
          {
            "name": "Mode",
            "type": "mode",
            "description": "Fly: you move only while holding movement keys. Drift: momentum carries you, like swimming through the world.",
            "options": [
              "Fly",
              "Drift"
            ],
            "default": "Fly"
          },
          {
            "name": "Speed",
            "type": "number",
            "description": "Horizontal speed. 0.28 is about a sprint.",
            "min": 0.05,
            "max": 3.0,
            "default": 0.5,
            "unit": "b/t"
          },
          {
            "name": "Vertical speed",
            "type": "number",
            "description": "Speed when holding jump or sneak.",
            "min": 0.05,
            "max": 3.0,
            "default": 0.4,
            "unit": "b/t"
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Vehicles",
            "type": "bool",
            "description": "Also free the boat, minecart or animal you are riding, so it flies and passes through blocks.",
            "default": true
          },
          {
            "name": "Hover",
            "type": "bool",
            "description": "Hold position when you let go of the keys instead of falling.",
            "default": true
          },
          {
            "name": "Cancel fall damage",
            "type": "bool",
            "description": "Keeps your fall distance at zero while active.",
            "default": true
          }
        ]
      }
    ]
  },
  {
    "name": "No Slow",
    "category": "Movement",
    "description": "Removes the slowdown from eating, blocking and drawing bows, so you fight at full speed.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Vanilla always slows item use, so this hops (with the jump key) while you eat, drink or block and move, which keeps more of your speed.",
            "default": false
          },
          {
            "name": "Strength",
            "type": "number",
            "description": "How much of your normal speed to keep while using items. 100% removes the slow fully.",
            "min": 0.0,
            "max": 100.0,
            "default": 100.0,
            "unit": "%"
          }
        ]
      }
    ]
  },
  {
    "name": "Parkour",
    "category": "Movement",
    "description": "Jumps for you at every ledge, so parkour becomes just steering. Fully client-side.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Presses your jump key at the edge instead of making the jump directly, so the key states sent to the server match.",
            "default": false
          },
          {
            "name": "Sprint jumps",
            "type": "bool",
            "description": "Hold sprint while jumping gaps for full distance.",
            "default": true
          }
        ]
      }
    ]
  },
  {
    "name": "Reverse Step",
    "category": "Movement",
    "description": "Slams you down to the ground when you walk off a ledge, so you land faster and strafe sooner.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Nothing falls faster than gravity in vanilla, so this only does what a hand can: holds sneak to drop straight down through scaffolding, and otherwise leaves the fall to gravity.",
            "default": false
          },
          {
            "name": "Fall speed",
            "type": "number",
            "description": "How fast you drop once past the edge.",
            "min": 0.3,
            "max": 3.0,
            "default": 1.2,
            "unit": "b/t"
          },
          {
            "name": "Max drop",
            "type": "number",
            "description": "Only slam when the ground is within this many blocks.",
            "min": 1.0,
            "max": 6.0,
            "default": 3.0,
            "unit": "b"
          }
        ]
      }
    ]
  },
  {
    "name": "Safe Walk",
    "category": "Movement",
    "description": "Stops you at block edges so you never walk off cliffs or bridges. Fully client-side, undetectable.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Stops you at edges the vanilla way: holds sneak while you stand at the edge of a block (like bridging by hand) instead of freezing your movement.",
            "default": false
          },
          {
            "name": "Only while sneaking",
            "type": "bool",
            "description": "Only catch edges while you hold sneak, for bridging.",
            "default": false
          }
        ]
      }
    ]
  },
  {
    "name": "Blink",
    "category": "Movement",
    "description": "Holds back your movement so the server sees you standing still, then sends it all at once.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Never holds more than a few ticks (under a third of a second), so to others it looks like an ordinary lag spike, not a teleport.",
            "default": false
          },
          {
            "name": "Hold",
            "type": "mode",
            "description": "Movement: only position and rotation. Movement + actions: also sprint, sneak and input changes.",
            "options": [
              "Movement",
              "Movement + actions"
            ],
            "default": "Movement"
          },
          {
            "name": "Release",
            "type": "mode",
            "description": "On disable: sends everything when you turn it off. Pulse: sends every few ticks. Limit: sends once the queue is full.",
            "options": [
              "On disable",
              "Pulse",
              "Limit"
            ],
            "default": "On disable"
          },
          {
            "name": "Pulse every",
            "type": "number",
            "description": "How often to release in Pulse mode.",
            "min": 2.0,
            "max": 100.0,
            "default": 20.0,
            "unit": "ticks"
          },
          {
            "name": "Max packets",
            "type": "number",
            "description": "How many packets to hold before releasing.",
            "min": 5.0,
            "max": 400.0,
            "default": 60.0,
            "unit": ""
          },
          {
            "name": "On disable",
            "type": "mode",
            "description": "Send: move to where you are now. Discard: drop the held packets and snap back to where you started.",
            "options": [
              "Send",
              "Discard"
            ],
            "default": "Send"
          },
          {
            "name": "Show start",
            "type": "bool",
            "description": "Mark where the server still thinks you are.",
            "default": true
          },
          {
            "name": "Color",
            "type": "color",
            "description": "Marker colour.",
            "default": "#E8C872"
          }
        ]
      }
    ]
  },
  {
    "name": "Sneak",
    "category": "Movement",
    "description": "Holds sneak for you, for hiding your nameplate and bridging safely.",
    "groups": []
  },
  {
    "name": "Kill Aura",
    "category": "Combat",
    "description": "Automatically attacks entities in range with silent rotations. Meant for servers where combat mods are allowed.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Plays it like a person: only targets you can see, inside vanilla reach and a 120° view cone, turns your real camera onto them and swings only when your crosshair is on them. One target at a time, normal swing.",
            "default": false
          },
          {
            "name": "Mode",
            "type": "mode",
            "description": "Single: sticks to one target until it dies or leaves. Switch: cycles between targets in range. Multi: hits several targets per swing.",
            "options": [
              "Single",
              "Switch",
              "Multi"
            ],
            "default": "Single"
          },
          {
            "name": "Range",
            "type": "number",
            "description": "Attack reach, measured from your eyes to the target's hitbox. Vanilla reach is 3.",
            "min": 2.5,
            "max": 6.0,
            "default": 3.2,
            "unit": "m"
          },
          {
            "name": "Wall range",
            "type": "number",
            "description": "Reach for targets you cannot see. 0 never attacks through walls.",
            "min": 0.0,
            "max": 6.0,
            "default": 0.0,
            "unit": "m"
          },
          {
            "name": "Aim range",
            "type": "number",
            "description": "Starts turning toward targets this far beyond attack range, so the first hit lands without delay.",
            "min": 0.0,
            "max": 4.0,
            "default": 1.0,
            "unit": "m"
          },
          {
            "name": "FOV",
            "type": "number",
            "description": "Only targets inside this cone in front of you. 360 targets all around.",
            "min": 30.0,
            "max": 360.0,
            "default": 360.0,
            "unit": "°"
          },
          {
            "name": "Priority",
            "type": "mode",
            "description": "Distance: closest. Health: lowest health. Angle: nearest your crosshair. Armor: weakest armor. Hurt time: whoever can take damage soonest.",
            "options": [
              "Distance",
              "Health",
              "Angle",
              "Armor",
              "Hurt time"
            ],
            "default": "Distance"
          },
          {
            "name": "Switch delay",
            "type": "number",
            "description": "How long to stay on each target before switching.",
            "min": 50.0,
            "max": 1000.0,
            "default": 250.0,
            "unit": "ms"
          },
          {
            "name": "Max targets",
            "type": "number",
            "description": "How many entities get hit per swing.",
            "min": 2.0,
            "max": 8.0,
            "default": 3.0,
            "unit": ""
          }
        ]
      },
      {
        "title": "Targets",
        "settings": [
          {
            "name": "Players",
            "type": "bool",
            "description": "Attack other players.",
            "default": true
          },
          {
            "name": "Hostiles",
            "type": "bool",
            "description": "Attack hostile mobs such as zombies and creepers.",
            "default": false
          },
          {
            "name": "Animals",
            "type": "bool",
            "description": "Attack passive animals.",
            "default": false
          },
          {
            "name": "Other living",
            "type": "bool",
            "description": "Attack everything else alive: villagers, golems, neutral mobs.",
            "default": false
          },
          {
            "name": "Ignore friends",
            "type": "bool",
            "description": "Never attack players on your friends list.",
            "default": true
          },
          {
            "name": "Ignore invisible",
            "type": "bool",
            "description": "Skip invisible entities.",
            "default": false
          },
          {
            "name": "Ignore naked",
            "type": "bool",
            "description": "Skip players wearing no armor, which often means fresh spawns or bots.",
            "default": false
          },
          {
            "name": "Ignore new",
            "type": "number",
            "description": "Skip entities that appeared less than this long ago, such as players that just teleported in.",
            "min": 0.0,
            "max": 100.0,
            "default": 0.0,
            "unit": "ticks"
          }
        ]
      },
      {
        "title": "Timing",
        "settings": [
          {
            "name": "Timing",
            "type": "mode",
            "description": "Cooldown: waits for your attack charge, for full damage. CPS: clicks at a set rate regardless of charge.",
            "options": [
              "Cooldown",
              "CPS"
            ],
            "default": "Cooldown"
          },
          {
            "name": "Attack cooldown",
            "type": "number",
            "description": "How charged the attack must be before each hit. 100% deals full damage.",
            "min": 50.0,
            "max": 100.0,
            "default": 100.0,
            "unit": "%"
          },
          {
            "name": "Attack jitter",
            "type": "number",
            "description": "Random extra delay after the charge is ready, so hits don't fire at a perfectly fixed rhythm.",
            "min": 0.0,
            "max": 300.0,
            "default": 40.0,
            "unit": "ms"
          },
          {
            "name": "Min CPS",
            "type": "number",
            "description": "Lowest clicks per second.",
            "min": 1.0,
            "max": 20.0,
            "default": 9.0,
            "unit": ""
          },
          {
            "name": "Max CPS",
            "type": "number",
            "description": "Highest clicks per second. Each click picks a random rate between min and max.",
            "min": 1.0,
            "max": 20.0,
            "default": 12.0,
            "unit": ""
          },
          {
            "name": "Wait for crit",
            "type": "bool",
            "description": "While you are in the air, hold the hit until you are falling so it lands as a critical.",
            "default": true
          },
          {
            "name": "Only with weapon",
            "type": "bool",
            "description": "Only attack while holding a sword, axe, mace, trident or spear.",
            "default": false
          },
          {
            "name": "Pause while using",
            "type": "bool",
            "description": "Don't attack while eating, drinking, blocking or drawing a bow.",
            "default": true
          }
        ]
      },
      {
        "title": "Rotation",
        "settings": [
          {
            "name": "Rotation",
            "type": "mode",
            "description": "Silent: the server sees you face the target, your camera stays free. Client: your camera turns too. None: no rotation.",
            "options": [
              "Silent",
              "Client",
              "None"
            ],
            "default": "Silent"
          },
          {
            "name": "Rotation speed",
            "type": "number",
            "description": "Maximum turn per tick. Lower looks smoother but takes longer to lock on.",
            "min": 5.0,
            "max": 180.0,
            "default": 60.0,
            "unit": "°/t"
          },
          {
            "name": "Smoothing",
            "type": "number",
            "description": "Eases the turn as it closes on the target instead of snapping the last few degrees. Higher is smoother but locks on slightly later.",
            "min": 0.0,
            "max": 100.0,
            "default": 55.0,
            "unit": "%"
          },
          {
            "name": "Aim point",
            "type": "mode",
            "description": "Where on the hitbox to look. Nearest turns the least; Chest and Head are steadier.",
            "options": [
              "Nearest",
              "Chest",
              "Head"
            ],
            "default": "Nearest"
          },
          {
            "name": "Hit angle",
            "type": "number",
            "description": "How close to facing the aim point you must be before a hit is allowed.",
            "min": 1.0,
            "max": 90.0,
            "default": 12.0,
            "unit": "°"
          },
          {
            "name": "Swing",
            "type": "mode",
            "description": "Client: normal arm swing. Packet: the server sees the swing but your hand stays still. None: no swing.",
            "options": [
              "Client",
              "Packet",
              "None"
            ],
            "default": "Client"
          }
        ]
      }
    ]
  },
  {
    "name": "Crystal Aura",
    "category": "HVH",
    "description": "Places and breaks end crystals to hurt nearby enemies, picking spots with the game's own explosion maths. Legit mode turns your real view and clicks only what your crosshair is on.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Plays it like a person: turns your camera onto the crystal or block, switches your hotbar for real and clicks only when the crosshair is on it, inside vanilla reach and never through walls.",
            "default": false
          },
          {
            "name": "Aim speed",
            "type": "number",
            "description": "How fast the view turns toward the next crystal or block.",
            "min": 5.0,
            "max": 90.0,
            "default": 30.0,
            "unit": "°/t"
          },
          {
            "name": "Aim smoothing",
            "type": "number",
            "description": "Higher eases the view in more gently near the end of each turn.",
            "min": 0.0,
            "max": 100.0,
            "default": 40.0,
            "unit": "%"
          },
          {
            "name": "Target range",
            "type": "number",
            "description": "How far away an enemy can be. Crystals only do damage within 12 blocks.",
            "min": 4.0,
            "max": 16.0,
            "default": 11.0,
            "unit": "m"
          },
          {
            "name": "Ignore naked",
            "type": "bool",
            "description": "Skip players with no armour.",
            "default": false
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Place",
            "type": "bool",
            "description": "Place new crystals.",
            "default": true
          },
          {
            "name": "Place range",
            "type": "number",
            "description": "How far from your eyes a crystal may be placed. Legit mode never goes past your real reach.",
            "min": 1.0,
            "max": 6.0,
            "default": 4.5,
            "unit": "m"
          },
          {
            "name": "Place delay",
            "type": "number",
            "description": "Ticks between placements.",
            "min": 0.0,
            "max": 20.0,
            "default": 1.0,
            "unit": "ticks"
          },
          {
            "name": "Break",
            "type": "bool",
            "description": "Break crystals near the enemy.",
            "default": true
          },
          {
            "name": "Break range",
            "type": "number",
            "description": "How far away a crystal can be hit. Legit mode never goes past your real reach.",
            "min": 1.0,
            "max": 6.0,
            "default": 4.5,
            "unit": "m"
          },
          {
            "name": "Break delay",
            "type": "number",
            "description": "Ticks between breaks.",
            "min": 0.0,
            "max": 20.0,
            "default": 1.0,
            "unit": "ticks"
          },
          {
            "name": "Break which",
            "type": "mode",
            "description": "Smart: any crystal that hurts the enemy enough. Own: only ones you placed. All: every crystal in range.",
            "options": [
              "Smart",
              "Own",
              "All"
            ],
            "default": "Smart"
          },
          {
            "name": "Min damage",
            "type": "number",
            "description": "Only use a crystal that deals at least this much to the enemy.",
            "min": 0.0,
            "max": 36.0,
            "default": 6.0,
            "unit": "hp"
          },
          {
            "name": "Max self damage",
            "type": "number",
            "description": "Never use a crystal that would deal more than this to you.",
            "min": 0.0,
            "max": 36.0,
            "default": 8.0,
            "unit": "hp"
          },
          {
            "name": "Anti suicide",
            "type": "bool",
            "description": "Never use a crystal that could kill you or pop your totem.",
            "default": true
          },
          {
            "name": "Face place at",
            "type": "number",
            "description": "When the enemy is at or under this much health, any damage counts. 0 turns it off.",
            "min": 0.0,
            "max": 36.0,
            "default": 8.0,
            "unit": "hp"
          },
          {
            "name": "Face place in hole",
            "type": "bool",
            "description": "Always count any damage when the enemy is sitting in a hole.",
            "default": false
          },
          {
            "name": "Switch",
            "type": "mode",
            "description": "None: only place while holding crystals. Normal: switch to them and stay. Silent: switch for the placement and back. Legit mode always switches the normal way.",
            "options": [
              "None",
              "Normal",
              "Silent"
            ],
            "default": "Silent"
          },
          {
            "name": "Rotate",
            "type": "bool",
            "description": "Face each crystal or block before using it.",
            "default": true
          },
          {
            "name": "Through walls",
            "type": "bool",
            "description": "Allow placing and breaking where you cannot see.",
            "default": true
          },
          {
            "name": "Pause while eating",
            "type": "bool",
            "description": "Hold off while you eat or drink.",
            "default": true
          },
          {
            "name": "Pause below",
            "type": "number",
            "description": "Stop completely when your health is at or below this. 0 never pauses.",
            "min": 0.0,
            "max": 20.0,
            "default": 0.0,
            "unit": "hp"
          },
          {
            "name": "Swing",
            "type": "mode",
            "description": "How to swing.",
            "options": [
              "Client",
              "Packet",
              "None"
            ],
            "default": "Client"
          }
        ]
      },
      {
        "title": "Colours",
        "settings": [
          {
            "name": "Render",
            "type": "bool",
            "description": "Highlight the block the last crystal went on.",
            "default": true
          },
          {
            "name": "Color",
            "type": "color",
            "description": "Highlight colour.",
            "default": "#E8C872"
          }
        ]
      }
    ]
  },
  {
    "name": "Anchor Aura",
    "category": "HVH",
    "description": "Places, charges and detonates respawn anchors next to enemies. Anchors only explode outside the Nether. Legit mode turns your real view and clicks only what your crosshair is on.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Plays it like a person: looks at the block, switches your hotbar for real and clicks only when the crosshair is on it, inside vanilla reach and never through walls.",
            "default": false
          },
          {
            "name": "Aim speed",
            "type": "number",
            "description": "How fast the view turns toward the next block.",
            "min": 5.0,
            "max": 90.0,
            "default": 30.0,
            "unit": "°/t"
          },
          {
            "name": "Aim smoothing",
            "type": "number",
            "description": "Higher eases the view in more gently near the end of each turn.",
            "min": 0.0,
            "max": 100.0,
            "default": 40.0,
            "unit": "%"
          },
          {
            "name": "Target range",
            "type": "number",
            "description": "How far away an enemy can be.",
            "min": 3.0,
            "max": 12.0,
            "default": 9.0,
            "unit": "m"
          },
          {
            "name": "Place range",
            "type": "number",
            "description": "How far away the anchor may go. Legit mode never goes past your real reach.",
            "min": 2.0,
            "max": 6.0,
            "default": 4.5,
            "unit": "m"
          },
          {
            "name": "Min damage",
            "type": "number",
            "description": "Only use a spot that deals at least this much.",
            "min": 0.0,
            "max": 36.0,
            "default": 7.0,
            "unit": "hp"
          },
          {
            "name": "Max self damage",
            "type": "number",
            "description": "Never use a spot that hurts you more than this.",
            "min": 0.0,
            "max": 36.0,
            "default": 7.0,
            "unit": "hp"
          },
          {
            "name": "Anti suicide",
            "type": "bool",
            "description": "Never use a spot that could kill you.",
            "default": true
          },
          {
            "name": "Delay",
            "type": "number",
            "description": "Ticks between each place, charge and detonate step.",
            "min": 0.0,
            "max": 10.0,
            "default": 1.0,
            "unit": "ticks"
          },
          {
            "name": "Rotate",
            "type": "bool",
            "description": "Face the anchor before using it.",
            "default": true
          },
          {
            "name": "Use existing anchors",
            "type": "bool",
            "description": "Also charge and set off anchors that are already next to the enemy.",
            "default": true
          },
          {
            "name": "Pause while eating",
            "type": "bool",
            "description": "Hold off while you eat or drink.",
            "default": true
          },
          {
            "name": "Render",
            "type": "bool",
            "description": "Highlight the anchor being used.",
            "default": true
          },
          {
            "name": "Color",
            "type": "color",
            "description": "Highlight colour.",
            "default": "#B06CFF"
          }
        ]
      }
    ]
  },
  {
    "name": "Surround",
    "category": "HVH",
    "description": "Puts obsidian around your feet so enemy crystals can't hit your legs.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "One block at a time, the way a player builds: turns your view onto a face you can see, switches your hotbar for real and clicks when the crosshair is on it, no faster than holding right click.",
            "default": false
          },
          {
            "name": "Aim speed",
            "type": "number",
            "description": "How fast the view turns toward the next block.",
            "min": 5.0,
            "max": 90.0,
            "default": 35.0,
            "unit": "°/t"
          },
          {
            "name": "Block",
            "type": "mode",
            "description": "What to build with. Any hard uses obsidian, crying obsidian, ender chests or netherite blocks, whichever you have.",
            "options": [
              "Obsidian",
              "Ender chest",
              "Any hard",
              "Any"
            ],
            "default": "Obsidian"
          },
          {
            "name": "Blocks per tick",
            "type": "number",
            "description": "How many blocks may go down in one tick.",
            "min": 1.0,
            "max": 10.0,
            "default": 4.0,
            "unit": ""
          },
          {
            "name": "Delay",
            "type": "number",
            "description": "Ticks to wait between rounds of placing.",
            "min": 0.0,
            "max": 10.0,
            "default": 0.0,
            "unit": "ticks"
          },
          {
            "name": "Place range",
            "type": "number",
            "description": "How far from your eyes a block may be placed.",
            "min": 2.0,
            "max": 6.0,
            "default": 4.5,
            "unit": "m"
          },
          {
            "name": "Rotate",
            "type": "bool",
            "description": "Face each block before placing it.",
            "default": true
          },
          {
            "name": "Air place",
            "type": "bool",
            "description": "Place blocks with nothing next to them. Many servers refuse this.",
            "default": false
          },
          {
            "name": "Render",
            "type": "bool",
            "description": "Briefly highlight blocks as they are placed.",
            "default": true
          },
          {
            "name": "Color",
            "type": "color",
            "description": "Highlight colour.",
            "default": "#E8C872"
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Shape",
            "type": "mode",
            "description": "Normal: one block on each side. Double: two blocks high. Anti-city: also a second ring outside, so a broken block can't be used for a crystal.",
            "options": [
              "Normal",
              "Double",
              "Anti-city"
            ],
            "default": "Normal"
          },
          {
            "name": "Center",
            "type": "bool",
            "description": "Snap to the middle of your block first, so the ring fits around one block.",
            "default": true
          },
          {
            "name": "Floor",
            "type": "bool",
            "description": "Also fill the block under your feet if it is missing.",
            "default": true
          },
          {
            "name": "Extend",
            "type": "bool",
            "description": "When you stand across several blocks, surround all of them.",
            "default": true
          },
          {
            "name": "Self trap",
            "type": "bool",
            "description": "Also cover the block above your head.",
            "default": false
          },
          {
            "name": "Off on jump",
            "type": "bool",
            "description": "Turn off when you jump.",
            "default": true
          },
          {
            "name": "Off when moved",
            "type": "bool",
            "description": "Turn off when you leave the block you started on.",
            "default": true
          },
          {
            "name": "Off when done",
            "type": "bool",
            "description": "Turn off once every block is in place, instead of replacing broken ones.",
            "default": false
          }
        ]
      }
    ]
  },
  {
    "name": "Auto Trap",
    "category": "HVH",
    "description": "Builds a cage of obsidian around the nearest enemy.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "One block at a time, the way a player builds: turns your view onto a face you can see, switches your hotbar for real and clicks when the crosshair is on it, no faster than holding right click.",
            "default": false
          },
          {
            "name": "Aim speed",
            "type": "number",
            "description": "How fast the view turns toward the next block.",
            "min": 5.0,
            "max": 90.0,
            "default": 35.0,
            "unit": "°/t"
          },
          {
            "name": "Block",
            "type": "mode",
            "description": "What to build with. Any hard uses obsidian, crying obsidian, ender chests or netherite blocks, whichever you have.",
            "options": [
              "Obsidian",
              "Ender chest",
              "Any hard",
              "Any"
            ],
            "default": "Obsidian"
          },
          {
            "name": "Blocks per tick",
            "type": "number",
            "description": "How many blocks may go down in one tick.",
            "min": 1.0,
            "max": 10.0,
            "default": 4.0,
            "unit": ""
          },
          {
            "name": "Delay",
            "type": "number",
            "description": "Ticks to wait between rounds of placing.",
            "min": 0.0,
            "max": 10.0,
            "default": 0.0,
            "unit": "ticks"
          },
          {
            "name": "Place range",
            "type": "number",
            "description": "How far from your eyes a block may be placed.",
            "min": 2.0,
            "max": 6.0,
            "default": 4.5,
            "unit": "m"
          },
          {
            "name": "Rotate",
            "type": "bool",
            "description": "Face each block before placing it.",
            "default": true
          },
          {
            "name": "Air place",
            "type": "bool",
            "description": "Place blocks with nothing next to them. Many servers refuse this.",
            "default": false
          },
          {
            "name": "Render",
            "type": "bool",
            "description": "Briefly highlight blocks as they are placed.",
            "default": true
          },
          {
            "name": "Color",
            "type": "color",
            "description": "Highlight colour.",
            "default": "#E8C872"
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Target range",
            "type": "number",
            "description": "How far away the enemy can be.",
            "min": 2.0,
            "max": 8.0,
            "default": 5.0,
            "unit": "m"
          },
          {
            "name": "Shape",
            "type": "mode",
            "description": "Top: just a roof. Head: blocks around their head. Full: around their feet and head. Full + roof: the whole cage.",
            "options": [
              "Top",
              "Head",
              "Full",
              "Full + roof"
            ],
            "default": "Full + roof"
          },
          {
            "name": "Only in hole",
            "type": "bool",
            "description": "Only trap enemies already standing in a hole.",
            "default": false
          },
          {
            "name": "Ignore naked",
            "type": "bool",
            "description": "Skip players with no armour.",
            "default": false
          },
          {
            "name": "Off when done",
            "type": "bool",
            "description": "Turn off once the cage is finished.",
            "default": false
          }
        ]
      }
    ]
  },
  {
    "name": "Auto Web",
    "category": "HVH",
    "description": "Places cobwebs in enemies to slow them down.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "One block at a time, the way a player builds: turns your view onto a face you can see, switches your hotbar for real and clicks when the crosshair is on it, no faster than holding right click.",
            "default": false
          },
          {
            "name": "Aim speed",
            "type": "number",
            "description": "How fast the view turns toward the next block.",
            "min": 5.0,
            "max": 90.0,
            "default": 35.0,
            "unit": "°/t"
          },
          {
            "name": "Blocks per tick",
            "type": "number",
            "description": "How many blocks may go down in one tick.",
            "min": 1.0,
            "max": 10.0,
            "default": 4.0,
            "unit": ""
          },
          {
            "name": "Delay",
            "type": "number",
            "description": "Ticks to wait between rounds of placing.",
            "min": 0.0,
            "max": 10.0,
            "default": 0.0,
            "unit": "ticks"
          },
          {
            "name": "Place range",
            "type": "number",
            "description": "How far from your eyes a block may be placed.",
            "min": 2.0,
            "max": 6.0,
            "default": 4.5,
            "unit": "m"
          },
          {
            "name": "Rotate",
            "type": "bool",
            "description": "Face each block before placing it.",
            "default": true
          },
          {
            "name": "Air place",
            "type": "bool",
            "description": "Place blocks with nothing next to them. Many servers refuse this.",
            "default": false
          },
          {
            "name": "Render",
            "type": "bool",
            "description": "Briefly highlight blocks as they are placed.",
            "default": true
          },
          {
            "name": "Color",
            "type": "color",
            "description": "Highlight colour.",
            "default": "#E8C872"
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Target range",
            "type": "number",
            "description": "How far away the enemy can be.",
            "min": 2.0,
            "max": 6.0,
            "default": 4.5,
            "unit": "m"
          },
          {
            "name": "Feet",
            "type": "bool",
            "description": "Put a web where their feet are.",
            "default": true
          },
          {
            "name": "Head",
            "type": "bool",
            "description": "Also put a web at their head.",
            "default": false
          },
          {
            "name": "Every enemy",
            "type": "bool",
            "description": "Web everyone in range, not only the nearest.",
            "default": false
          },
          {
            "name": "Only when moving",
            "type": "bool",
            "description": "Only web enemies that are moving, to save webs.",
            "default": false
          },
          {
            "name": "Ignore naked",
            "type": "bool",
            "description": "Skip players with no armour.",
            "default": false
          }
        ]
      }
    ]
  },
  {
    "name": "Hole Filler",
    "category": "HVH",
    "description": "Fills the safe 1x1 holes around enemies so they can't escape crystal damage.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "One block at a time, the way a player builds: turns your view onto a face you can see, switches your hotbar for real and clicks when the crosshair is on it, no faster than holding right click.",
            "default": false
          },
          {
            "name": "Aim speed",
            "type": "number",
            "description": "How fast the view turns toward the next block.",
            "min": 5.0,
            "max": 90.0,
            "default": 35.0,
            "unit": "°/t"
          },
          {
            "name": "Block",
            "type": "mode",
            "description": "What to build with. Any hard uses obsidian, crying obsidian, ender chests or netherite blocks, whichever you have.",
            "options": [
              "Obsidian",
              "Ender chest",
              "Any hard",
              "Any"
            ],
            "default": "Obsidian"
          },
          {
            "name": "Blocks per tick",
            "type": "number",
            "description": "How many blocks may go down in one tick.",
            "min": 1.0,
            "max": 10.0,
            "default": 4.0,
            "unit": ""
          },
          {
            "name": "Delay",
            "type": "number",
            "description": "Ticks to wait between rounds of placing.",
            "min": 0.0,
            "max": 10.0,
            "default": 0.0,
            "unit": "ticks"
          },
          {
            "name": "Place range",
            "type": "number",
            "description": "How far from your eyes a block may be placed.",
            "min": 2.0,
            "max": 6.0,
            "default": 4.5,
            "unit": "m"
          },
          {
            "name": "Rotate",
            "type": "bool",
            "description": "Face each block before placing it.",
            "default": true
          },
          {
            "name": "Air place",
            "type": "bool",
            "description": "Place blocks with nothing next to them. Many servers refuse this.",
            "default": false
          },
          {
            "name": "Render",
            "type": "bool",
            "description": "Briefly highlight blocks as they are placed.",
            "default": true
          },
          {
            "name": "Color",
            "type": "color",
            "description": "Highlight colour.",
            "default": "#E8C872"
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Only near enemies",
            "type": "bool",
            "description": "Only fill holes an enemy could reach soon. Off fills every hole in range.",
            "default": true
          },
          {
            "name": "Enemy distance",
            "type": "number",
            "description": "How close an enemy has to be to a hole for it to be filled.",
            "min": 1.0,
            "max": 8.0,
            "default": 3.0,
            "unit": "m"
          },
          {
            "name": "Keep yours",
            "type": "bool",
            "description": "Never fill the hole you are standing in or next to.",
            "default": true
          },
          {
            "name": "Double holes",
            "type": "bool",
            "description": "Also fill 2x1 holes.",
            "default": true
          },
          {
            "name": "Scan every",
            "type": "number",
            "description": "How often to look for holes.",
            "min": 1.0,
            "max": 20.0,
            "default": 4.0,
            "unit": "ticks"
          }
        ]
      }
    ]
  },
  {
    "name": "Cover Planner",
    "category": "HVH",
    "description": "Ranks nearby positions by explosion cover, damage opportunities, exits and mining time, then draws the best route.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Radius",
            "type": "number",
            "description": "How far around you to search for reachable positions.",
            "min": 2.0,
            "max": 10.0,
            "default": 6.0,
            "unit": "m"
          },
          {
            "name": "Target range",
            "type": "number",
            "description": "Maximum range for the enemy used to score outgoing damage.",
            "min": 4.0,
            "max": 20.0,
            "default": 12.0,
            "unit": "m"
          },
          {
            "name": "Crystal reach",
            "type": "number",
            "description": "How far a crystal opportunity may be from a planned position.",
            "min": 3.0,
            "max": 6.0,
            "default": 4.5,
            "unit": "m"
          },
          {
            "name": "Update every",
            "type": "number",
            "description": "How often to recalculate the plan.",
            "min": 1.0,
            "max": 20.0,
            "default": 8.0,
            "unit": "ticks"
          },
          {
            "name": "Shown tiles",
            "type": "number",
            "description": "How many of the best reachable positions to colour.",
            "min": 1.0,
            "max": 50.0,
            "default": 18.0,
            "unit": ""
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Danger weight",
            "type": "number",
            "description": "How strongly incoming explosion damage lowers a position's rank.",
            "min": 0.0,
            "max": 3.0,
            "default": 1.25,
            "unit": "x"
          },
          {
            "name": "Attack weight",
            "type": "number",
            "description": "How strongly outgoing crystal damage raises a position's rank.",
            "min": 0.0,
            "max": 3.0,
            "default": 0.8,
            "unit": "x"
          },
          {
            "name": "Show route",
            "type": "bool",
            "description": "Draw the walking route to the highest-ranked position.",
            "default": true
          }
        ]
      },
      {
        "title": "Colours",
        "settings": [
          {
            "name": "Best color",
            "type": "color",
            "description": "Colour of the recommended position.",
            "default": "#E9B949"
          },
          {
            "name": "Safe color",
            "type": "color",
            "description": "Colour of low-danger alternatives.",
            "default": "#43D17B"
          },
          {
            "name": "Danger color",
            "type": "color",
            "description": "Colour of exposed alternatives.",
            "default": "#FF4D5E"
          }
        ]
      }
    ]
  },
  {
    "name": "Trap Early Warning",
    "category": "HVH",
    "description": "Warns while a block cage is closing, marks the last exit and can use an explicitly enabled escape action.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Warn after",
            "type": "number",
            "description": "How many blocked sides count as a forming trap.",
            "min": 1.0,
            "max": 4.0,
            "default": 2.0,
            "unit": "sides"
          },
          {
            "name": "Enemy range",
            "type": "number",
            "description": "Range used to attribute nearby block changes to a likely enemy.",
            "min": 3.0,
            "max": 12.0,
            "default": 7.0,
            "unit": "m"
          },
          {
            "name": "Require nearby enemy",
            "type": "bool",
            "description": "Only warn when an enemy is close enough to be forming the trap.",
            "default": true
          },
          {
            "name": "Notify",
            "type": "bool",
            "description": "Show a notification when the trap reaches a more dangerous stage.",
            "default": true
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Escapes like a person would: Teleport and Noclip become walking out through the opening with your movement keys, and Pearl turns your camera and throws the pearl for real.",
            "default": false
          },
          {
            "name": "Automatic escape",
            "type": "mode",
            "description": "Optional action through the last opening. Off is advisory only; every automatic mode must be selected explicitly.",
            "options": [
              "Off",
              "Pearl",
              "Teleport",
              "Noclip"
            ],
            "default": "Off"
          },
          {
            "name": "Action delay",
            "type": "number",
            "description": "Wait this many ticks after detecting the last opening before acting.",
            "min": 0.0,
            "max": 20.0,
            "default": 0.0,
            "unit": "ticks"
          },
          {
            "name": "Noclip speed",
            "type": "number",
            "description": "Movement speed toward the opening while the Noclip response is active.",
            "min": 0.2,
            "max": 3.0,
            "default": 0.9,
            "unit": "b/t"
          }
        ]
      },
      {
        "title": "Colours",
        "settings": [
          {
            "name": "Blocked color",
            "type": "color",
            "description": "Colour of the cage blocks.",
            "default": "#FF4D5E"
          },
          {
            "name": "Opening color",
            "type": "color",
            "description": "Colour of the remaining escape opening.",
            "default": "#43D17B"
          }
        ]
      }
    ]
  },
  {
    "name": "TP Aura",
    "category": "HVH",
    "description": "Teleports next to targets to hit them, confirms each hit landed, then teleports again. Uses the vanilla movement allowance; servers with their own movement checks may pull you back.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "No teleporting: sprints to the target with your movement keys, jumping over what is in the way, turns your camera onto them and hits when the crosshair is on them. Range still decides how far it will chase.",
            "default": false
          },
          {
            "name": "Travel",
            "type": "mode",
            "description": "Return: jump out, hit and come back inside one tick, so you never really leave. Chase: stay next to the target and follow it, for targets further away.",
            "options": [
              "Return",
              "Chase"
            ],
            "default": "Return"
          },
          {
            "name": "Range",
            "type": "number",
            "description": "How far away a target may be. Return mode is limited to about 21 blocks, the most one tick allows.",
            "min": 4.0,
            "max": 64.0,
            "default": 16.0,
            "unit": "m"
          },
          {
            "name": "Position",
            "type": "mode",
            "description": "Where to appear. Behind: at their back. Above: over their head. Orbit: a different side each hit. Random: anywhere around them.",
            "options": [
              "Behind",
              "Above",
              "Orbit",
              "Random"
            ],
            "default": "Orbit"
          },
          {
            "name": "Distance",
            "type": "number",
            "description": "How far from the target to appear. Keep it inside your reach.",
            "min": 0.8,
            "max": 3.0,
            "default": 2.4,
            "unit": "m"
          },
          {
            "name": "Orbit step",
            "type": "number",
            "description": "How many of 16 sides to move round after each hit.",
            "min": 1.0,
            "max": 8.0,
            "default": 3.0,
            "unit": ""
          }
        ]
      },
      {
        "title": "Timing",
        "settings": [
          {
            "name": "Timing",
            "type": "mode",
            "description": "Cooldown: waits for your attack charge. CPS: hits at a fixed rate.",
            "options": [
              "Cooldown",
              "CPS"
            ],
            "default": "Cooldown"
          },
          {
            "name": "Attack cooldown",
            "type": "number",
            "description": "How charged the attack must be before each hit.",
            "min": 30.0,
            "max": 100.0,
            "default": 95.0,
            "unit": "%"
          },
          {
            "name": "CPS",
            "type": "number",
            "description": "Hits per second.",
            "min": 1.0,
            "max": 20.0,
            "default": 10.0,
            "unit": ""
          },
          {
            "name": "Confirm hits",
            "type": "bool",
            "description": "Watches for the target to take the damage. A hit that did not land is retried from another side straight away.",
            "default": true
          },
          {
            "name": "Retries",
            "type": "number",
            "description": "How many times a missed hit is retried before waiting for the next swing.",
            "min": 0.0,
            "max": 6.0,
            "default": 2.0,
            "unit": ""
          }
        ]
      },
      {
        "title": "Targets",
        "settings": [
          {
            "name": "Players",
            "type": "bool",
            "description": "Attack other players.",
            "default": true
          },
          {
            "name": "Hostiles",
            "type": "bool",
            "description": "Attack hostile mobs.",
            "default": false
          },
          {
            "name": "Animals",
            "type": "bool",
            "description": "Attack passive animals.",
            "default": false
          },
          {
            "name": "Ignore friends",
            "type": "bool",
            "description": "Never attack players on your friends list.",
            "default": true
          },
          {
            "name": "Ignore invisible",
            "type": "bool",
            "description": "Skip invisible entities.",
            "default": false
          },
          {
            "name": "Priority",
            "type": "mode",
            "description": "Which target to go for first.",
            "options": [
              "Distance",
              "Health",
              "Armor"
            ],
            "default": "Distance"
          },
          {
            "name": "Through walls",
            "type": "bool",
            "description": "Go for targets you cannot see. The path there still has to be clear.",
            "default": true
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Swing",
            "type": "mode",
            "description": "Client: normal arm swing. Packet: the server sees it, your hand stays still. None: no swing.",
            "options": [
              "Client",
              "Packet",
              "None"
            ],
            "default": "Client"
          },
          {
            "name": "Pause while using",
            "type": "bool",
            "description": "Hold off while you are eating, drinking or blocking.",
            "default": true
          }
        ]
      }
    ]
  },
  {
    "name": "Pearl Trap",
    "category": "HVH",
    "description": "Predicts where an enemy's ender pearl will land and teleports there before they do. Uses the vanilla movement allowance; servers with their own movement checks may pull you back.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "No teleporting: sprints to the landing spot with your movement keys (so only pearls you can outrun count), places the trap and hits the thrower by looking at them, and walks back if Return is on.",
            "default": false
          },
          {
            "name": "Max distance",
            "type": "number",
            "description": "Ignore pearls landing further from you than this. Every 19.5 blocks takes one tick to cover.",
            "min": 10.0,
            "max": 160.0,
            "default": 60.0,
            "unit": "m"
          },
          {
            "name": "Min throw",
            "type": "number",
            "description": "Ignore short pearls, such as ones thrown at the ground to reset a fall.",
            "min": 0.0,
            "max": 30.0,
            "default": 6.0,
            "unit": "m"
          },
          {
            "name": "Stand-off",
            "type": "number",
            "description": "How far from the landing spot to wait.",
            "min": 1.0,
            "max": 4.0,
            "default": 2.2,
            "unit": "m"
          },
          {
            "name": "Go if late",
            "type": "bool",
            "description": "Still go when the pearl will land before you can get there.",
            "default": false
          },
          {
            "name": "Ignore friends",
            "type": "bool",
            "description": "Leave your friends' pearls alone.",
            "default": true
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Trap",
            "type": "mode",
            "description": "What to put on the landing spot when you arrive. Needs the item in your hotbar. Both places the web and pours lava beside it.",
            "options": [
              "None",
              "Cobweb",
              "Lava",
              "Both"
            ],
            "default": "None"
          },
          {
            "name": "Rotate to place",
            "type": "bool",
            "description": "Face the block before placing, as a player would. Some servers refuse placements you are not looking at.",
            "default": true
          },
          {
            "name": "Pick lava back up",
            "type": "bool",
            "description": "Scoop the lava back into a bucket once it has done its job.",
            "default": true
          },
          {
            "name": "Pick up after",
            "type": "number",
            "description": "How long the lava stays before it is picked back up.",
            "min": 5.0,
            "max": 100.0,
            "default": 30.0,
            "unit": "ticks"
          },
          {
            "name": "Hit on arrival",
            "type": "bool",
            "description": "Hit the thrower as soon as they land and are within reach.",
            "default": true
          },
          {
            "name": "Return",
            "type": "bool",
            "description": "Teleport back to where you were afterwards.",
            "default": false
          },
          {
            "name": "Stay for",
            "type": "number",
            "description": "How long to stay at the landing spot before going back.",
            "min": 0.5,
            "max": 20.0,
            "default": 3.0,
            "unit": "s"
          },
          {
            "name": "Notify",
            "type": "bool",
            "description": "Tell you in chat when a pearl is being intercepted.",
            "default": true
          }
        ]
      }
    ]
  },
  {
    "name": "Aim Assist",
    "category": "Combat",
    "description": "Softly pulls your aim toward the closest target in front of you. Subtle and bypass-friendly.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Only helps while you are clicking, only toward targets you can see, and eases the view every frame toward the nearest part of their hitbox instead of snapping to their eyes each tick.",
            "default": false
          },
          {
            "name": "Range",
            "type": "number",
            "description": "Only assist toward targets this close.",
            "min": 2.0,
            "max": 8.0,
            "default": 5.0,
            "unit": "m"
          },
          {
            "name": "Aim FOV",
            "type": "number",
            "description": "Only targets inside this cone in front of you count.",
            "min": 10.0,
            "max": 180.0,
            "default": 60.0,
            "unit": "deg"
          },
          {
            "name": "Strength",
            "type": "number",
            "description": "How hard the aim pulls each tick. Low values look legit.",
            "min": 1.0,
            "max": 100.0,
            "default": 25.0,
            "unit": "%"
          }
        ]
      },
      {
        "title": "Targets",
        "settings": [
          {
            "name": "Targets",
            "type": "mode",
            "description": "Which kinds of entities to assist toward.",
            "options": [
              "Players",
              "Mobs",
              "Animals",
              "All"
            ],
            "default": "Players"
          },
          {
            "name": "Ignore friends",
            "type": "bool",
            "description": "Never assist toward friends.",
            "default": true
          },
          {
            "name": "Weapons only",
            "type": "bool",
            "description": "Only assist while holding a weapon.",
            "default": false
          }
        ]
      }
    ]
  },
  {
    "name": "Auto Block",
    "category": "Combat",
    "description": "Raises your shield automatically when an enemy gets close. Needs a shield in your offhand.",
    "groups": [
      {
        "title": "Targets",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Blocks only after a human reaction time, only against an enemy you can see who is facing you, and lowers the shield again while you swing.",
            "default": false
          },
          {
            "name": "Range",
            "type": "number",
            "description": "Block when an enemy is closer than this.",
            "min": 2.0,
            "max": 6.0,
            "default": 4.0,
            "unit": "m"
          },
          {
            "name": "Ignore friends",
            "type": "bool",
            "description": "Do not block for friends.",
            "default": true
          }
        ]
      }
    ]
  },
  {
    "name": "Auto Clicker",
    "category": "Combat",
    "description": "Clicks attack for you while you hold left click, with human-like randomised timing.",
    "groups": [
      {
        "title": "Timing",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Clicks like a hand: at most 12 CPS, gaps on a bell curve rather than evenly spread, and now and then a click that simply misses its moment.",
            "default": false
          },
          {
            "name": "Pattern",
            "type": "mode",
            "description": "Random: each gap picked between the two speeds. Steady: an even rhythm at the average speed. Butterfly: quick pairs of clicks with a pause between, like two-finger clicking.",
            "options": [
              "Random",
              "Steady",
              "Butterfly"
            ],
            "default": "Random"
          },
          {
            "name": "Min CPS",
            "type": "number",
            "description": "Slowest click speed. Lower looks more legit.",
            "min": 1.0,
            "max": 20.0,
            "default": 9.0,
            "unit": "cps"
          },
          {
            "name": "Max CPS",
            "type": "number",
            "description": "Fastest click speed. Keep near vanilla click rates to stay safe.",
            "min": 1.0,
            "max": 20.0,
            "default": 13.0,
            "unit": "cps"
          },
          {
            "name": "Weapons only",
            "type": "bool",
            "description": "Only auto-click while holding a weapon, so you never punch with blocks.",
            "default": true
          },
          {
            "name": "Respect cooldown",
            "type": "bool",
            "description": "Wait for a nearly charged vanilla attack before clicking. Safer and preserves damage.",
            "default": true
          }
        ]
      }
    ]
  },
  {
    "name": "Auto Weapon",
    "category": "Combat",
    "description": "Swaps to your best sword or axe the moment you start fighting, then swaps back after.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Swaps only once your crosshair is on someone, after a human reaction time, never on the same tick you swing.",
            "default": false
          },
          {
            "name": "Swords",
            "type": "bool",
            "description": "Prefer swords (best material first).",
            "default": true
          },
          {
            "name": "Axes",
            "type": "bool",
            "description": "Fall back to axes when you carry no sword.",
            "default": true
          }
        ]
      }
    ]
  },
  {
    "name": "Criticals",
    "category": "Combat",
    "description": "Lands critical hits on every charged attack. Packet is instant; Mini jump and Jump physically hop and time the hit on the way down.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Only real jumps, made by pressing your jump key, with the hit held for the way down. Sprint is let go the normal way instead of with extra sprint packets.",
            "default": false
          },
          {
            "name": "Mode",
            "type": "mode",
            "description": "Packet: reports a tiny hop in two movement packets, no visible jump. Mini jump: a short real hop, faster than a full jump. Jump: a normal jump, the most natural.",
            "options": [
              "Packet",
              "Mini jump",
              "Jump"
            ],
            "default": "Packet"
          },
          {
            "name": "Targets",
            "type": "mode",
            "description": "Which hits get criticals. Players or Hostile skip pointless crits on animals.",
            "options": [
              "Living",
              "Players",
              "Hostile"
            ],
            "default": "Living"
          },
          {
            "name": "Min charge",
            "type": "number",
            "description": "Only crit when the attack is at least this charged. Vanilla needs over 90% for a crit to count.",
            "min": 0.0,
            "max": 100.0,
            "default": 90.0,
            "unit": "%"
          },
          {
            "name": "Only Kill Aura",
            "type": "bool",
            "description": "Only crit attacks made by Kill Aura; your own clicks stay normal.",
            "default": false
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Hop offset",
            "type": "number",
            "description": "How high the reported hop is. Anything above zero registers; small values keep the server position closest to yours.",
            "min": 0.01,
            "max": 0.2,
            "default": 0.0625,
            "unit": "b"
          },
          {
            "name": "Min interval",
            "type": "number",
            "description": "Shortest gap between packet criticals. Raise it if the server corrects your position.",
            "min": 0.0,
            "max": 1000.0,
            "default": 0.0,
            "unit": "ms"
          },
          {
            "name": "Hop height",
            "type": "number",
            "description": "Upward speed of the mini jump. 0.42 is a full jump; lower lands the crit sooner.",
            "min": 0.08,
            "max": 0.42,
            "default": 0.2,
            "unit": "b/t"
          },
          {
            "name": "Hold time",
            "type": "number",
            "description": "How long an attack may wait for the descending tick before it is dropped.",
            "min": 4.0,
            "max": 30.0,
            "default": 14.0,
            "unit": "ticks"
          },
          {
            "name": "Hop while moving",
            "type": "bool",
            "description": "Allow hopping while you walk. Off keeps your ground speed when chasing and only hops while standing.",
            "default": true
          }
        ]
      },
      {
        "title": "Movement",
        "settings": [
          {
            "name": "Sprint reset",
            "type": "bool",
            "description": "Sprinting cancels crits. Briefly tells the server you stopped sprinting for the hit, then resumes.",
            "default": true
          },
          {
            "name": "Crit particles",
            "type": "bool",
            "description": "Also spawns crit particles locally, so you see the crit immediately without waiting for the server.",
            "default": false
          }
        ]
      }
    ]
  },
  {
    "name": "Shield Breaker",
    "category": "Combat",
    "description": "Temporarily selects a hotbar axe when attacking a player using a shield, then restores your slot.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Switches to the axe for real and keeps it until the shield is down, then switches back a moment later, instead of swapping for the hit and back within the same tick.",
            "default": false
          }
        ]
      }
    ]
  },
  {
    "name": "Keep Sprint",
    "category": "Movement",
    "description": "Never stops sprinting when you attack, so every hit keeps full knockback. Bypass-friendly: no motion changes.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Just holds your sprint key whenever vanilla would let you sprint (moving forward, enough food, not sneaking or using an item), so sprint comes back after a hit the normal way. No sprint packets of its own.",
            "default": false
          },
          {
            "name": "Spoof sprint packets",
            "type": "bool",
            "description": "Tell the server you started sprinting so sprint checks on NCP-style anticheats stay happy.",
            "default": true
          }
        ]
      }
    ]
  },
  {
    "name": "Reach",
    "category": "Combat",
    "description": "Extends how far away you can hit entities, using the vanilla interaction-range attribute.",
    "groups": [
      {
        "title": "Targets",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Keeps reach within a quarter block of vanilla (3.25 at most): about what ping and hitbox leniency give anyway, and nowhere near an obvious long hit.",
            "default": false
          },
          {
            "name": "Range",
            "type": "number",
            "description": "Entity reach distance. Vanilla is 3 blocks; keep it close to survive anticheats.",
            "min": 3.0,
            "max": 6.0,
            "default": 3.6,
            "unit": "m"
          }
        ]
      }
    ]
  },
  {
    "name": "Target Strafe",
    "category": "HVH",
    "description": "Circles or blind-hops around the Kill Aura or TP Aura target, preferring angles outside their view. Needs one of them on. Works with Speed.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Plays it like a person: you sprint around them with your view on where you are running (only W and sprint held, the way a player actually sprints), then just before each hit Kill Aura gets your camera for a moment to look at them and swing, and you turn back to running.",
            "default": false
          },
          {
            "name": "Look time",
            "type": "number",
            "description": "Longest Kill Aura keeps your camera on the enemy for a hit before you turn back to run. The look ends sooner once the hit lands.",
            "min": 0.2,
            "max": 2.0,
            "default": 0.8,
            "unit": "s"
          },
          {
            "name": "Glance",
            "type": "number",
            "description": "While running, how far your view leans from the run direction toward the enemy. More keeps them in sight and makes each look shorter; past about 45° sprinting starts to drop.",
            "min": 0.0,
            "max": 60.0,
            "default": 25.0,
            "unit": "°"
          },
          {
            "name": "Style",
            "type": "mode",
            "description": "Circle continuously, orbit with ordinary vanilla jumps, or hop between the target's rear and side angles.",
            "options": [
              "Circle",
              "Vanilla hop",
              "Blind hop"
            ],
            "default": "Circle"
          },
          {
            "name": "Radius",
            "type": "number",
            "description": "How far from the target to circle.",
            "min": 1.0,
            "max": 5.0,
            "default": 2.6,
            "unit": "m"
          },
          {
            "name": "Natural pace",
            "type": "bool",
            "description": "Eases into the circle and never exceeds normal walking speed, so movement looks like ordinary walking to the server. Turn off for tighter, faster circling.",
            "default": true
          },
          {
            "name": "Direction",
            "type": "mode",
            "description": "Which way to circle. Flip reverses whenever you hit a wall.",
            "options": [
              "Right",
              "Left",
              "Flip"
            ],
            "default": "Right"
          }
        ]
      },
      {
        "title": "Behaviour",
        "settings": [
          {
            "name": "Sprint",
            "type": "bool",
            "description": "Circle at sprint speed. Off walks at normal speed, which is what anti-lagback plugins expect to see.",
            "default": false
          },
          {
            "name": "Auto jump",
            "type": "bool",
            "description": "Jump while circling. Blind hop always jumps when a safe landing exists.",
            "default": false
          },
          {
            "name": "Only on ground",
            "type": "bool",
            "description": "Pause steering in the air, so you keep control of jumps and knockback.",
            "default": true
          },
          {
            "name": "Respect WASD",
            "type": "bool",
            "description": "A and D pick which way to circle, S pauses it while held. W keeps circling, so you can hold it for Speed.",
            "default": true
          },
          {
            "name": "Pursue range",
            "type": "number",
            "description": "If the target gets out of Kill Aura range you walk back to them, up to this far. Past it, or when they die, leave, or you die, strafing stops until Kill Aura picks a new target.",
            "min": 4.0,
            "max": 64.0,
            "default": 16.0,
            "unit": "m"
          }
        ]
      },
      {
        "title": "Blind hop",
        "settings": [
          {
            "name": "Hop arc",
            "type": "number",
            "description": "Angle advanced around the target on each blind hop.",
            "min": 20.0,
            "max": 120.0,
            "default": 55.0,
            "unit": "°"
          },
          {
            "name": "Target view cone",
            "type": "number",
            "description": "Angles inside this forward cone are strongly avoided.",
            "min": 30.0,
            "max": 180.0,
            "default": 120.0,
            "unit": "°"
          },
          {
            "name": "Direction stability",
            "type": "number",
            "description": "How strongly the current orbit direction is preferred to prevent left-right twitching.",
            "min": 0.0,
            "max": 100.0,
            "default": 20.0,
            "unit": "%"
          }
        ]
      }
    ]
  },
  {
    "name": "Trigger Bot",
    "category": "Combat",
    "description": "Attacks instantly whenever your crosshair is on a living entity. No click needed.",
    "groups": [
      {
        "title": "Timing",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Waits a human reaction time after your crosshair lands on someone, and varies how charged each hit is (from 90% to full) the way real timing does.",
            "default": false
          },
          {
            "name": "Attack cooldown",
            "type": "number",
            "description": "How fully your attack cooldown must recharge before each hit. 100% deals full damage.",
            "min": 0.0,
            "max": 100.0,
            "default": 90.0,
            "unit": "%"
          }
        ]
      }
    ]
  },
  {
    "name": "Velocity",
    "category": "Combat",
    "description": "Changes the knockback you take from hits and explosions.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Takes every hit in full and softens it the way skilled players do by hand: presses jump as the knockback lands. Like a person it misses the timing now and then. Explosions are left alone.",
            "default": false
          },
          {
            "name": "Mode",
            "type": "mode",
            "description": "Scale: shrink the knockback by the percentages below. Cancel: ignore it entirely. Jump reset: take full knockback but jump the moment it lands, the way skilled players soften it by hand. Tick: scale your motion once on the tick you get hurt, for servers that send knockback differently.",
            "options": [
              "Scale",
              "Cancel",
              "Jump reset",
              "Tick"
            ],
            "default": "Scale"
          },
          {
            "name": "Horizontal",
            "type": "number",
            "description": "How much sideways knockback to keep. 0% removes it.",
            "min": 0.0,
            "max": 100.0,
            "default": 90.0,
            "unit": "%"
          },
          {
            "name": "Vertical",
            "type": "number",
            "description": "How much upward knockback to keep. Lower it to avoid being comboed into the air.",
            "min": 0.0,
            "max": 100.0,
            "default": 100.0,
            "unit": "%"
          },
          {
            "name": "Chance",
            "type": "number",
            "description": "How often it applies. Below 100 some hits land in full, which looks more natural.",
            "min": 0.0,
            "max": 100.0,
            "default": 100.0,
            "unit": "%"
          },
          {
            "name": "Explosions",
            "type": "bool",
            "description": "Also change the push from explosions (crystals, TNT, beds).",
            "default": true
          }
        ]
      }
    ]
  },
  {
    "name": "Auto Eat",
    "category": "Player",
    "description": "Automatically eats food from your hotbar when you get hungry.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Switches to the food for real, waits a moment as a person would, then eats by holding your use key, and switches back after.",
            "default": false
          },
          {
            "name": "Eat at",
            "type": "number",
            "description": "Start eating once your hunger drops to this.",
            "min": 1.0,
            "max": 19.0,
            "default": 16.0,
            "unit": "hunger"
          },
          {
            "name": "Eat until",
            "type": "number",
            "description": "Keep eating until your hunger reaches this.",
            "min": 2.0,
            "max": 20.0,
            "default": 20.0,
            "unit": "hunger"
          }
        ]
      }
    ]
  },
  {
    "name": "Anti AFK",
    "category": "Player",
    "description": "Keeps you online with human-like randomised actions. Beats AFK kickers and macro-check plugins.",
    "groups": [
      {
        "title": "Timing",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Turns the camera smoothly, the way a mouse does, instead of in fixed steps, and jumps with your jump key.",
            "default": false
          },
          {
            "name": "Action",
            "type": "mode",
            "description": "What to do to look active. Random shuffles everything so no pattern repeats.",
            "options": [
              "Random",
              "Spin",
              "Jump",
              "Swing",
              "Sneak",
              "Walk"
            ],
            "default": "Random"
          },
          {
            "name": "Action delay",
            "type": "number",
            "description": "Average time between actions. Actual timing is randomised around this.",
            "min": 5.0,
            "max": 120.0,
            "default": 25.0,
            "unit": "s"
          },
          {
            "name": "Look jitter",
            "type": "bool",
            "description": "Adds tiny random mouse movements with every action, which is what macro plugins check for.",
            "default": true
          }
        ]
      }
    ]
  },
  {
    "name": "Auto Armor",
    "category": "Player",
    "description": "Equips armor from your inventory into empty armor slots the moment you pick it up.",
    "groups": [
      {
        "title": "Timing",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Only works while your inventory screen is open, clicking at a hand's pace (about six clicks a second, never evenly spaced), as a person sorting their inventory would.",
            "default": false
          },
          {
            "name": "Click delay",
            "type": "number",
            "description": "Ticks between equip clicks so the server keeps up.",
            "min": 1.0,
            "max": 20.0,
            "default": 3.0,
            "unit": "t"
          }
        ]
      }
    ]
  },
  {
    "name": "Auto Fish",
    "category": "Player",
    "description": "Fishes for you: casts, detects bites from the bobber dip, reels in and recasts.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Reels in a human reaction time after the bite (about a fifth of a second, never the same twice) and recasts after an uneven pause.",
            "default": false
          },
          {
            "name": "Recast delay",
            "type": "number",
            "description": "Ticks to wait after reeling before casting again.",
            "min": 0.0,
            "max": 60.0,
            "default": 15.0,
            "unit": "t"
          },
          {
            "name": "Auto swap rod",
            "type": "bool",
            "description": "Swap to a fishing rod in your hotbar automatically, then swap back.",
            "default": true
          }
        ]
      }
    ]
  },
  {
    "name": "Auto Gapple",
    "category": "Player",
    "description": "Eats a golden apple automatically when your health gets low.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Switches to the golden apple for real, reacts like a person (about a fifth of a second), then eats it by holding your use key.",
            "default": false
          },
          {
            "name": "Health",
            "type": "number",
            "description": "Start eating a golden apple at or below this health.",
            "min": 2.0,
            "max": 19.0,
            "default": 12.0,
            "unit": "hp"
          }
        ]
      }
    ]
  },
  {
    "name": "Auto Leave",
    "category": "Player",
    "description": "Disconnects before you die when health gets critically low.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Health",
            "type": "number",
            "description": "Disconnect at or below this health.",
            "min": 1.0,
            "max": 19.0,
            "default": 4.0,
            "unit": "hp"
          }
        ]
      }
    ]
  },
  {
    "name": "Auto Reconnect",
    "category": "Player",
    "description": "Rejoins the server after a kick or a lost connection, with a countdown you can skip or cancel on the disconnect screen.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Delay",
            "type": "number",
            "description": "How long to wait before rejoining.",
            "min": 1.0,
            "max": 60.0,
            "default": 5.0,
            "unit": "s"
          },
          {
            "name": "Attempts",
            "type": "number",
            "description": "Give up after this many tries in a row. 0 keeps trying.",
            "min": 0.0,
            "max": 50.0,
            "default": 0.0,
            "unit": ""
          },
          {
            "name": "Wait longer each try",
            "type": "bool",
            "description": "Each failed try waits a little longer (up to a minute), so a restarting server is not flooded.",
            "default": true
          }
        ]
      }
    ]
  },
  {
    "name": "Auto Mend",
    "category": "Player",
    "description": "Throws experience bottles while you sneak to repair Mending gear without click-spamming.",
    "groups": [
      {
        "title": "Timing",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Switches to the bottles for real, looks down at your feet and throws them at an uneven, human pace while you sneak; switches back when you stop.",
            "default": false
          },
          {
            "name": "Throw delay",
            "type": "number",
            "description": "Ticks between experience bottle throws.",
            "min": 1.0,
            "max": 20.0,
            "default": 4.0,
            "unit": "t"
          }
        ]
      }
    ]
  },
  {
    "name": "Auto Respawn",
    "category": "Player",
    "description": "Clicks respawn for you the moment you die, so you never sit on the death screen.",
    "groups": [
      {
        "title": "Timing",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Clicks respawn after a human pause (one to three seconds, different each time) rather than on the exact tick.",
            "default": false
          },
          {
            "name": "Delay",
            "type": "number",
            "description": "Ticks to wait on the death screen before respawning.",
            "min": 0.0,
            "max": 100.0,
            "default": 20.0,
            "unit": "t"
          }
        ]
      }
    ]
  },
  {
    "name": "Auto Tool",
    "category": "Player",
    "description": "Swaps to the right tool for whatever block you are mining. Pickaxe for stone, axe for wood, shovel for dirt.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Switches a human reaction time after you start on a new block, instead of the instant the crosshair lands on it.",
            "default": false
          }
        ]
      }
    ]
  },
  {
    "name": "Auto Totem",
    "category": "Player",
    "description": "Moves a totem into your offhand the moment it pops or empties. Never fight without one.",
    "groups": [
      {
        "title": "Timing",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Only works while your inventory screen is open, clicking at a hand's pace (about six clicks a second, never evenly spaced), as a person sorting their inventory would.",
            "default": false
          },
          {
            "name": "Click delay",
            "type": "number",
            "description": "Ticks between the pickup clicks so the server keeps up.",
            "min": 1.0,
            "max": 10.0,
            "default": 2.0,
            "unit": "t"
          }
        ]
      }
    ]
  },
  {
    "name": "Auto Walk",
    "category": "Player",
    "description": "Walks forward for you. Handy for long highways and elytra runways.",
    "groups": []
  },
  {
    "name": "Chest Stealer",
    "category": "Player",
    "description": "Shift-clicks everything out of chests the moment you open them. Fast looting for anarchy.",
    "groups": [
      {
        "title": "Timing",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Looks before it grabs: waits a reaction time after the chest opens, then takes items at a hand's pace with uneven gaps, only while the chest is on screen.",
            "default": false
          },
          {
            "name": "Click delay",
            "type": "number",
            "description": "Ticks between steal clicks. 0 is instant; raise it if the server skips items.",
            "min": 0.0,
            "max": 10.0,
            "default": 1.0,
            "unit": "t"
          }
        ]
      }
    ]
  },
  {
    "name": "Inventory Manager",
    "category": "Player",
    "description": "Throws the items you choose out of your inventory automatically, so looting never fills up.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Items to drop",
            "type": "entityselection",
            "description": "Every item in this list gets thrown out. Starts with common junk; add or remove anything."
          },
          {
            "name": "Keep hotbar",
            "type": "bool",
            "description": "Leave your hotbar alone, so blocks you are holding on purpose are never thrown.",
            "default": true
          },
          {
            "name": "Legit",
            "type": "bool",
            "description": "Only works while your inventory screen is open, clicking at a hand's pace (about six clicks a second, never evenly spaced), as a person sorting their inventory would.",
            "default": false
          },
          {
            "name": "Drop delay",
            "type": "number",
            "description": "Ticks between drops so the server keeps up.",
            "min": 1.0,
            "max": 20.0,
            "default": 2.0,
            "unit": "t"
          }
        ]
      }
    ]
  },
  {
    "name": "Middle Click Friend",
    "category": "Player",
    "description": "Middle-click a player to add or remove them as a friend. Friends are never targeted and show tinted blue in ESP and Chams. Saved between launches; also .friend add/remove <name>.",
    "groups": [
      {
        "title": "Colours",
        "settings": [
          {
            "name": "Tint friends",
            "type": "bool",
            "description": "Show friends in their own colour in ESP and Chams.",
            "default": true
          },
          {
            "name": "Friend colour",
            "type": "color",
            "description": "The colour friends are tinted.",
            "default": "#4DA3FF"
          }
        ]
      }
    ]
  },
  {
    "name": "Notifier",
    "category": "Player",
    "description": "Tells you about totem pops, players coming into view or leaving it, and ender pearls being thrown, in chat, as notifications or both.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Totem pops",
            "type": "bool",
            "description": "When a player pops a totem, with their running count, and when they die after popping.",
            "default": true
          },
          {
            "name": "Visual range",
            "type": "bool",
            "description": "When a player comes into view.",
            "default": true
          },
          {
            "name": "Leaving view",
            "type": "bool",
            "description": "When a player goes out of view again.",
            "default": true
          },
          {
            "name": "Include friends",
            "type": "bool",
            "description": "Tell you about friends too, not only everyone else.",
            "default": false
          },
          {
            "name": "Pearls thrown",
            "type": "bool",
            "description": "When another player throws an ender pearl.",
            "default": true
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Show in",
            "type": "mode",
            "description": "Chat: a line only you see. Notifications: a toast. Both: each.",
            "options": [
              "Chat",
              "Notifications",
              "Both"
            ],
            "default": "Both"
          },
          {
            "name": "Sound",
            "type": "bool",
            "description": "A soft chime with each one.",
            "default": false
          }
        ]
      }
    ]
  },
  {
    "name": "Refill",
    "category": "Player",
    "description": "Restocks pearls, potions and food from your inventory into empty hotbar slots mid-fight.",
    "groups": [
      {
        "title": "Timing",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Only works while your inventory screen is open, clicking at a hand's pace (about six clicks a second, never evenly spaced), as a person sorting their inventory would.",
            "default": false
          },
          {
            "name": "Delay",
            "type": "number",
            "description": "Ticks between restock clicks.",
            "min": 1.0,
            "max": 40.0,
            "default": 5.0,
            "unit": "t"
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Pearls",
            "type": "bool",
            "description": "Restock ender pearls.",
            "default": true
          },
          {
            "name": "Potions",
            "type": "bool",
            "description": "Restock splash potions.",
            "default": true
          },
          {
            "name": "Food",
            "type": "bool",
            "description": "Restock golden apples and food.",
            "default": true
          }
        ]
      }
    ]
  },
  {
    "name": "Coord Snapper",
    "category": "Player",
    "description": "Copies your block coordinates and dimension to the clipboard once. Assign a keybind for quick sharing.",
    "groups": []
  },
  {
    "name": "Key Pearl",
    "category": "Player",
    "description": "Throws one hotbar ender pearl in your look direction and restores the selected slot. Assign a keybind.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Switches to the pearl for real, throws it on the next tick and switches back a moment later, as your fingers would, instead of all three within one tick.",
            "default": false
          }
        ]
      }
    ]
  },
  {
    "name": "Pearl Follow",
    "category": "Player",
    "description": "Throws your pearl to another player's predicted landing using the quickest simulated trajectory that reaches it.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Turns your real camera onto the throw it worked out, switches to the pearl for real (hotbar only) and throws once you are lined up, then switches back. Slower than the instant copy, as a person would be.",
            "default": false
          },
          {
            "name": "Delay",
            "type": "number",
            "description": "Ticks to wait before copying the throw. The landing is recalculated while waiting.",
            "min": 0.0,
            "max": 40.0,
            "default": 0.0,
            "unit": "ticks"
          },
          {
            "name": "Pearl source",
            "type": "mode",
            "description": "Optionally swap a pearl from the main inventory into your selected hotbar slot for the throw, then restore it.",
            "options": [
              "Hotbar only",
              "Inventory + hotbar"
            ],
            "default": "Hotbar only"
          },
          {
            "name": "Max landing distance",
            "type": "number",
            "description": "Ignore landings farther from you than this.",
            "min": 6.0,
            "max": 128.0,
            "default": 48.0,
            "unit": "m"
          },
          {
            "name": "Landing tolerance",
            "type": "number",
            "description": "Maximum simulated impact difference while still requiring the exact same hit block.",
            "min": 0.25,
            "max": 2.5,
            "default": 1.1,
            "unit": "m"
          },
          {
            "name": "Notify",
            "type": "bool",
            "description": "Show whether a matching trajectory was found.",
            "default": true
          }
        ]
      },
      {
        "title": "Colours",
        "settings": [
          {
            "name": "Show landing",
            "type": "bool",
            "description": "Highlight the landing currently being copied.",
            "default": true
          },
          {
            "name": "Landing color",
            "type": "color",
            "description": "Landing highlight colour.",
            "default": "#B06CFF"
          }
        ]
      }
    ]
  },
  {
    "name": "Player Detection",
    "category": "Player",
    "description": "Local chat alert when another loaded player enters your detection radius. No webhooks or server commands.",
    "groups": [
      {
        "title": "Targets",
        "settings": [
          {
            "name": "Range",
            "type": "number",
            "min": 16.0,
            "max": 256.0,
            "default": 96.0,
            "unit": "m"
          }
        ]
      }
    ]
  },
  {
    "name": "Durability Alert",
    "category": "Player",
    "description": "Warns when a piece of armour or a weapon is about to break, so nothing shatters mid-fight.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Warn at",
            "type": "number",
            "description": "Remaining durability at which an item is called out.",
            "min": 1.0,
            "max": 50.0,
            "default": 15.0,
            "unit": "%"
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Armor",
            "type": "bool",
            "description": "Watch the four armour slots.",
            "default": true
          },
          {
            "name": "Held items",
            "type": "bool",
            "description": "Watch your main hand and off hand.",
            "default": true
          },
          {
            "name": "Sound",
            "type": "bool",
            "description": "Play an alert tone with the warning.",
            "default": true
          },
          {
            "name": "Keep reminding",
            "type": "bool",
            "description": "Warn again at intervals while an item stays low, instead of once as it crosses.",
            "default": false
          },
          {
            "name": "Reminder delay",
            "type": "number",
            "description": "How long between repeat warnings.",
            "min": 2.0,
            "max": 60.0,
            "default": 10.0,
            "unit": "s"
          }
        ]
      }
    ]
  },
  {
    "name": "Donut Region",
    "category": "Player",
    "description": "Which DonutSMP region and Goliath server your Overworld coordinates are in, shown on the HUD, and an RTP that keeps teleporting until you land on the server you picked. Based on the public DonutSMP region map (Miep/StackingDev); servers may move.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Display",
            "type": "mode",
            "description": "Map: the whole region map with the server you are on outlined and a dot where you are. Text: just the region and server, like \"NA East · Goliath 41\".",
            "options": [
              "Map",
              "Text"
            ],
            "default": "Map"
          },
          {
            "name": "Map size",
            "type": "number",
            "description": "Width of the map widget. You can also resize it in Edit HUD.",
            "min": 60.0,
            "max": 180.0,
            "default": 90.0,
            "unit": ""
          },
          {
            "name": "Notify changes",
            "type": "bool",
            "description": "Shows a toast when you cross onto a different server or leave the published grid.",
            "default": true
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Target server",
            "type": "number",
            "description": "The Goliath number RTP to server should land you on, as on the region map (Goliath 5 is the centre, round 0,0). Its region is picked for you. Some numbers have no server; those are refused.",
            "min": 1.0,
            "max": 113.0,
            "default": 5.0,
            "unit": ""
          },
          {
            "name": "RTP to server",
            "type": "action",
            "description": "Sends /rtp for the target server's region; after each miss it hops to another region and back, since /rtp within one region keeps you on the same server. Repeats until you land on the target; press again or open the menu to stop."
          },
          {
            "name": "Retry delay",
            "type": "number",
            "description": "Seconds between /rtp commands. Keep it above the server's RTP cooldown and countdown.",
            "min": 4.0,
            "max": 60.0,
            "default": 12.0,
            "unit": "s"
          },
          {
            "name": "Arrival sound",
            "type": "bool",
            "description": "Plays a sound when RTP to server lands you on the target server.",
            "default": true
          },
          {
            "name": "NA East argument",
            "type": "text",
            "description": "What follows /rtp for NA East. Change it if the server uses a different name for the region."
          },
          {
            "name": "NA West argument",
            "type": "text",
            "description": "What follows /rtp for NA West. Change it if the server uses a different name for the region."
          },
          {
            "name": "EU Central argument",
            "type": "text",
            "description": "What follows /rtp for EU Central. Change it if the server uses a different name for the region."
          },
          {
            "name": "EU West argument",
            "type": "text",
            "description": "What follows /rtp for EU West. Change it if the server uses a different name for the region."
          },
          {
            "name": "Asia argument",
            "type": "text",
            "description": "What follows /rtp for Asia. Change it if the server uses a different name for the region."
          },
          {
            "name": "Oceania argument",
            "type": "text",
            "description": "What follows /rtp for Oceania. Change it if the server uses a different name for the region."
          }
        ]
      }
    ]
  },
  {
    "name": "Stash Disconnect",
    "category": "Player",
    "description": "Disconnects when a shulker, spawner, amethyst or candle appears in a chunk you already had loaded - someone is building next to you.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Shulker boxes",
            "type": "bool",
            "description": "Any colour of shulker box.",
            "default": true
          },
          {
            "name": "Spawners",
            "type": "bool",
            "description": "Monster spawners.",
            "default": true
          },
          {
            "name": "Amethyst blocks",
            "type": "bool",
            "description": "Blocks of amethyst.",
            "default": true
          },
          {
            "name": "Amethyst buds",
            "type": "bool",
            "description": "Buds and clusters too. Off by default: they grow by themselves in geodes, which would disconnect you for nothing.",
            "default": false
          },
          {
            "name": "Candles",
            "type": "bool",
            "description": "Candles of any colour, and candles on cakes.",
            "default": true
          }
        ]
      },
      {
        "title": "Targets",
        "settings": [
          {
            "name": "Chunk grace",
            "type": "number",
            "description": "A chunk must have been loaded this long before changes in it count. Covers anti-xray revealing hidden blocks as you arrive.",
            "min": 0.0,
            "max": 20.0,
            "default": 3.0,
            "unit": "s"
          },
          {
            "name": "Ignore within",
            "type": "number",
            "description": "Ignore blocks this close to you, e.g. if anti-xray reveals spawners as you mine toward them. 0 counts everything.",
            "min": 0.0,
            "max": 16.0,
            "default": 0.0,
            "unit": "m"
          },
          {
            "name": "Ignore my own",
            "type": "bool",
            "description": "Don't react to a block you just placed yourself, like opening a shulker you set down.",
            "default": true
          },
          {
            "name": "Turn off after",
            "type": "bool",
            "description": "Switch this module off once it has disconnected you, so rejoining does not kick you straight back out.",
            "default": true
          }
        ]
      }
    ]
  },
  {
    "name": "Staff Display",
    "category": "Player",
    "description": "Lists staff who are online on the HUD and tells you when they join or leave.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Staff marks",
            "type": "text",
            "description": "Symbols that mark staff in the tab list. DonutSMP puts a star before every staff member's name. If staff are missed, press Copy tab marks and add the symbol they have."
          },
          {
            "name": "Admins above staff",
            "type": "bool",
            "description": "DonutSMP admins have no star but are listed above the staff. On, anyone without a star who sits above a starred player in the tab list is shown as an admin.",
            "default": true
          },
          {
            "name": "Staff names",
            "type": "text",
            "description": "Usernames to always treat as admins, separated by commas. Needed when no starred staff are online, because then nothing in the tab list sets admins apart."
          },
          {
            "name": "Rank tags",
            "type": "text",
            "description": "For other servers: words that mark staff in a tab-list name or rank prefix, like [Mod]. Whole words only. Empty by default because DonutSMP uses the star instead."
          },
          {
            "name": "Copy tab marks",
            "type": "action",
            "description": "Copies every tab-list entry with the symbols around its name, so you can see which mark staff have."
          },
          {
            "name": "Spectators",
            "type": "bool",
            "description": "Count players in spectator mode as staff. Most vanish plugins leave vanished staff in the tab list this way.",
            "default": true
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Alert on join",
            "type": "bool",
            "description": "A notification when a staff member comes online.",
            "default": true
          },
          {
            "name": "Alert on leave",
            "type": "bool",
            "description": "A notification when a staff member goes offline.",
            "default": true
          },
          {
            "name": "Chat message",
            "type": "bool",
            "description": "Also print joins and leaves in chat.",
            "default": false
          },
          {
            "name": "Sound",
            "type": "bool",
            "description": "A short sound with each alert.",
            "default": true
          },
          {
            "name": "Show when none",
            "type": "bool",
            "description": "Keep the HUD widget up with \"No staff online\" when nobody is on.",
            "default": false
          },
          {
            "name": "Show distance",
            "type": "bool",
            "description": "Show how far away staff are when they are within render distance.",
            "default": true
          }
        ]
      }
    ]
  },
  {
    "name": "Nuker",
    "category": "World",
    "description": "Breaks blocks around you. Instant in creative; mines them one at a time in survival.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Mines one block at a time like a player: only blocks you can see and reach, looking at each and breaking it with your crosshair and best tool. No instant creative breaking.",
            "default": false
          },
          {
            "name": "Range",
            "type": "number",
            "description": "How far out to break blocks.",
            "min": 1.0,
            "max": 6.0,
            "default": 4.0,
            "unit": "b"
          },
          {
            "name": "Mode",
            "type": "mode",
            "description": "Auto uses instant breaking in creative and mining in survival.",
            "options": [
              "Auto",
              "Creative",
              "Survival"
            ],
            "default": "Auto"
          }
        ]
      }
    ]
  },
  {
    "name": "Air Place",
    "category": "World",
    "description": "Places blocks into the air along your crosshair, as far as your reach allows.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Places only where vanilla right-click would: against the face your crosshair is on, at the normal right-click pace. Nothing goes into open air.",
            "default": false
          },
          {
            "name": "Range",
            "type": "number",
            "description": "How far down your line of sight to look for a spot.",
            "min": 1.0,
            "max": 6.0,
            "default": 4.5,
            "unit": "b"
          },
          {
            "name": "Delay",
            "type": "number",
            "description": "Ticks between placements. Raise it if a server rejects fast building.",
            "min": 0.0,
            "max": 20.0,
            "default": 4.0,
            "unit": "ticks"
          }
        ]
      }
    ]
  },
  {
    "name": "Auto Farm",
    "category": "World",
    "description": "Harvests mature crops around you automatically while you walk through a farm.",
    "groups": [
      {
        "title": "Targets",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Harvests like a player: only crops you can see and reach, looking at each one and breaking it with your crosshair.",
            "default": false
          },
          {
            "name": "Range",
            "type": "number",
            "description": "How far out to harvest mature crops.",
            "min": 1.0,
            "max": 6.0,
            "default": 4.0,
            "unit": "b"
          }
        ]
      }
    ]
  },
  {
    "name": "Auto Tunnel",
    "category": "World",
    "description": "Digs a tunnel forward automatically. Walk and steer; it mines the way. Turn on Base finder to let it drive, dodge lava and hunt for bases on its own.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Digs like a player: one block at a time, looking at each with the right tool and only breaking what your crosshair is on. Always on while Base finder drives.",
            "default": false
          },
          {
            "name": "Width",
            "type": "mode",
            "description": "Tunnel size. 1x2 is fast; 3x3 fits minecarts.",
            "options": [
              "1x2",
              "3x3"
            ],
            "default": "1x2"
          },
          {
            "name": "Reach",
            "type": "number",
            "description": "How far ahead to mine.",
            "min": 2.0,
            "max": 6.0,
            "default": 4.0,
            "unit": "b"
          }
        ]
      },
      {
        "title": "Base finder",
        "settings": [
          {
            "name": "Base finder",
            "type": "bool",
            "description": "Drives the tunnel for you: walks forward on a fixed compass heading, steers around hazards it sees ahead, and stops when a base shows up in the chunks around you. Start it at the depth you want to dig.",
            "default": false
          },
          {
            "name": "Hazard scan",
            "type": "number",
            "description": "How far ahead to check for lava, water and drops before digging toward them.",
            "min": 3.0,
            "max": 12.0,
            "default": 6.0,
            "unit": "b"
          },
          {
            "name": "Avoid lava",
            "type": "bool",
            "description": "Turns away from lava next to, above or under the tunnel, so it is never opened into your path.",
            "default": true
          },
          {
            "name": "Avoid water",
            "type": "bool",
            "description": "Turns away from water too. It will not hurt you, but it floods the tunnel and slows digging.",
            "default": true
          },
          {
            "name": "Avoid drops",
            "type": "bool",
            "description": "Turns away from holes two or more blocks deep in the floor ahead (caves, ravines). One-block steps are walked.",
            "default": true
          },
          {
            "name": "Avoid gravel",
            "type": "bool",
            "description": "Turns away from gravel or sand over the tunnel roof. Off: it just digs out whatever falls in.",
            "default": false
          },
          {
            "name": "Detour",
            "type": "number",
            "description": "How far to go sideways around a hazard before trying the main heading again.",
            "min": 2.0,
            "max": 12.0,
            "default": 4.0,
            "unit": "b"
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Storage blocks",
            "type": "entityselection",
            "description": "The blocks that count toward a base. Pick any blocks you like."
          },
          {
            "name": "Blocks to flag",
            "type": "number",
            "description": "How many of the chosen blocks close together (within 12 blocks of each other) count as a base.",
            "min": 1.0,
            "max": 64.0,
            "default": 5.0,
            "unit": ""
          },
          {
            "name": "Skip dungeons",
            "type": "bool",
            "description": "Doesn't count spawners on a cobblestone floor (dungeons) or in cobwebs (mineshafts).",
            "default": true
          },
          {
            "name": "Ignore near start",
            "type": "number",
            "description": "Ignores finds this close to where the tunnel started, so your own base does not stop it at once.",
            "min": 0.0,
            "max": 256.0,
            "default": 48.0,
            "unit": "m"
          },
          {
            "name": "On find",
            "type": "mode",
            "description": "Notify & stop: tells you where it is and stops digging. Leave: disconnects from the server straight away.",
            "options": [
              "Notify & stop",
              "Leave"
            ],
            "default": "Notify & stop"
          },
          {
            "name": "Log finds",
            "type": "bool",
            "description": "Writes every find to config/templenz/bases.txt with the time, server and coordinates.",
            "default": true
          },
          {
            "name": "Save tool at",
            "type": "number",
            "description": "Stops before the pickaxe breaks. 0 lets it break.",
            "min": 0.0,
            "max": 200.0,
            "default": 30.0,
            "unit": "uses"
          },
          {
            "name": "Stop at health",
            "type": "number",
            "description": "Stops if your health falls this low. 0 never stops.",
            "min": 0.0,
            "max": 20.0,
            "default": 8.0,
            "unit": "hp"
          }
        ]
      }
    ]
  },
  {
    "name": "Elytra Autopilot",
    "category": "Movement",
    "description": "Flies you to coordinates with an elytra, no rockets needed: it pitches up and down in a rhythm that holds height, so it keeps going as long as the elytra lasts. Rockets only rescue it if it drops. Works in the Nether above the roof. Set a target here, with \".fly <x> <z> [nether]\" or from the map.",
    "groups": [
      {
        "title": "Targets",
        "settings": [
          {
            "name": "Target",
            "type": "text",
            "description": "Where to fly, as \"x z\". Also set by .fly and the map."
          },
          {
            "name": "Target coords are",
            "type": "mode",
            "description": "Which dimension the target's numbers are for. Nether numbers are multiplied by 8 when flying in the Overworld, and Overworld ones divided by 8 in the Nether.",
            "options": [
              "Overworld",
              "Nether",
              "End"
            ],
            "default": "Overworld"
          },
          {
            "name": "Mode",
            "type": "mode",
            "description": "No rockets: pitch up-and-down gliding that needs no fuel. Rockets: level flight, firing a rocket whenever it slows.",
            "options": [
              "No rockets",
              "Rockets"
            ],
            "default": "No rockets"
          }
        ]
      },
      {
        "title": "Height",
        "settings": [
          {
            "name": "Overworld height",
            "type": "number",
            "description": "Cruising height in the Overworld and End. Above 320 nothing can be in the way.",
            "min": 200.0,
            "max": 800.0,
            "default": 340.0,
            "unit": ""
          },
          {
            "name": "Nether height",
            "type": "number",
            "description": "Cruising height in the Nether, above the bedrock roof at 128.",
            "min": 140.0,
            "max": 600.0,
            "default": 200.0,
            "unit": ""
          },
          {
            "name": "Band",
            "type": "number",
            "description": "How far above or below the cruising height it may wander before it corrects.",
            "min": 15.0,
            "max": 150.0,
            "default": 40.0,
            "unit": "b"
          },
          {
            "name": "Rocket rescue",
            "type": "bool",
            "description": "If it drops below the band (lag, a rubber-band, a lost glide), fire rockets from the hotbar to climb back.",
            "default": true
          },
          {
            "name": "Take off",
            "type": "bool",
            "description": "From the ground, jump, open the elytra and rocket up to cruising height. Needs rockets in the hotbar.",
            "default": true
          }
        ]
      },
      {
        "title": "Elytra",
        "settings": [
          {
            "name": "Swap at",
            "type": "number",
            "description": "When the elytra you wear has this many uses left, put on a spare from your inventory.",
            "min": 2.0,
            "max": 100.0,
            "default": 12.0,
            "unit": "uses"
          },
          {
            "name": "Land when out",
            "type": "bool",
            "description": "With no spare left, land before the last elytra gives out. Off keeps flying until it breaks, and then you fall.",
            "default": true
          }
        ]
      },
      {
        "title": "Arrival",
        "settings": [
          {
            "name": "On arrival",
            "type": "mode",
            "description": "Land: spiral down and touch down. Circle: keep circling overhead. Stop: hand control back to you.",
            "options": [
              "Land",
              "Circle",
              "Stop"
            ],
            "default": "Land"
          },
          {
            "name": "Arrive within",
            "type": "number",
            "description": "How close counts as there.",
            "min": 8.0,
            "max": 256.0,
            "default": 32.0,
            "unit": "b"
          }
        ]
      }
    ]
  },
  {
    "name": "Auto Relog",
    "category": "Player",
    "description": "Disconnects and rejoins as soon as you reach a set height (y -5 by default), once per trip down. Handy while digging down.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "At or below Y",
            "type": "number",
            "description": "Relog when your feet reach this height or lower.",
            "min": -64.0,
            "max": 320.0,
            "default": -5.0,
            "unit": ""
          },
          {
            "name": "Rejoin after",
            "type": "number",
            "description": "How long to wait before joining again.",
            "min": 0.0,
            "max": 30.0,
            "default": 2.0,
            "unit": "s"
          },
          {
            "name": "Overworld only",
            "type": "bool",
            "description": "Only in the Overworld, so the Nether (which starts at y 0) never sets it off.",
            "default": true
          }
        ]
      }
    ]
  },
  {
    "name": "Streamer Mode",
    "category": "Client",
    "description": "Hides your location for streams and screenshots: coordinates in the HUD, F3, map and waypoints, chat messages that would leak your position, the server address and optionally your name.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Coordinates",
            "type": "mode",
            "description": "Hidden replaces them with dashes. Fake offset shows believable numbers shifted by a secret amount that changes every time Streamer Mode is turned on. Shown leaves them alone.",
            "options": [
              "Hidden",
              "Fake offset",
              "Shown"
            ],
            "default": "Hidden"
          },
          {
            "name": "Hide F3 position",
            "type": "bool",
            "description": "Removes the position, chunk and looked-at block lines from the F3 screen.",
            "default": true
          },
          {
            "name": "Hide in alerts",
            "type": "bool",
            "description": "Alerts, finds and messages that would show coordinates (stash finds, Chunk Finder, pearl landings, copied coordinates, disconnect reasons) say \"hidden by Streamer Mode\" instead. Off lets them through.",
            "default": true
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Block coords in chat",
            "type": "bool",
            "description": "Stops a chat message or command from being sent if it contains your coordinates (Overworld or Nether).",
            "default": true
          },
          {
            "name": "Counts as yours within",
            "type": "number",
            "description": "How close a number has to be to your real X or Z to count as giving you away.",
            "min": 10.0,
            "max": 2000.0,
            "default": 200.0,
            "unit": "b"
          },
          {
            "name": "Hide server address",
            "type": "bool",
            "description": "Shows \"hidden\" instead of server addresses in Temple's server list, map and player history.",
            "default": true
          },
          {
            "name": "Hide my name",
            "type": "bool",
            "description": "Shows another name instead of yours everywhere it is drawn: chat, tab list, sidebar, nametags and the HUD.",
            "default": false
          },
          {
            "name": "Shown name",
            "type": "text",
            "description": "The name shown instead of yours."
          }
        ]
      }
    ]
  },
  {
    "name": "Streamproof",
    "category": "Client",
    "description": "Hides Temple from OBS, Discord and other recorders: they see plain Minecraft while you still see all your visuals, the HUD and the menus, drawn in an overlay that screen capture skips. Needs windowed or borderless: it does not work in fullscreen. May degrade performance on certain computers.",
    "groups": []
  },
  {
    "name": "Waypoints",
    "category": "Render",
    "description": "Saved places shown in the world as a beam and a tag with the distance. Add one where you stand with the key, the button below, \".wp add <name>\" in chat, or by right-clicking the map. Kept per server between launches.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Add waypoint key",
            "type": "keybind",
            "description": "Press in game to drop a waypoint where you stand."
          },
          {
            "name": "Add here",
            "type": "action"
          }
        ]
      },
      {
        "title": "Options",
        "settings": [
          {
            "name": "Beams",
            "type": "bool",
            "description": "A coloured beam of light at each waypoint, seen through terrain.",
            "default": true
          },
          {
            "name": "Tags",
            "type": "bool",
            "description": "Name and distance floating at each waypoint.",
            "default": true
          },
          {
            "name": "Other dimension",
            "type": "bool",
            "description": "Overworld waypoints show in the Nether at the matching spot (divided by 8), and Nether ones in the Overworld.",
            "default": true
          },
          {
            "name": "Max tags",
            "type": "number",
            "description": "Only the nearest this many get a tag, so the screen stays clear.",
            "min": 1.0,
            "max": 40.0,
            "default": 10.0,
            "unit": ""
          },
          {
            "name": "Hide within",
            "type": "number",
            "description": "Hide a waypoint once you are this close to it.",
            "min": 0.0,
            "max": 32.0,
            "default": 3.0,
            "unit": "m"
          }
        ]
      }
    ]
  },
  {
    "name": "Map",
    "category": "Render",
    "description": "Records the world you explore and the path you travel, per server, saved between launches. Press its key for a full map you can zoom into as far as you like, with your waypoints; the minimap shows the same in the HUD.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Open map key",
            "type": "keybind",
            "description": "Opens the full-screen map. Press it again or Esc to close."
          },
          {
            "name": "Open",
            "type": "action"
          },
          {
            "name": "Record terrain",
            "type": "bool",
            "description": "Draw every chunk you load into the map.",
            "default": true
          },
          {
            "name": "Record path",
            "type": "bool",
            "description": "Remember where you have travelled and draw it as a line.",
            "default": true
          },
          {
            "name": "Show players",
            "type": "bool",
            "description": "Other players in view distance, on both maps.",
            "default": true
          }
        ]
      },
      {
        "title": "Minimap",
        "settings": [
          {
            "name": "Minimap",
            "type": "bool",
            "description": "A small map in the HUD. Move it in Edit HUD.",
            "default": true
          },
          {
            "name": "Size",
            "type": "number",
            "description": "How big the minimap is. Scrolling over it in Edit HUD scales it too.",
            "min": 60.0,
            "max": 320.0,
            "default": 120.0,
            "unit": "px"
          },
          {
            "name": "Zoom",
            "type": "number",
            "description": "Pixels per block on the minimap.",
            "min": 0.25,
            "max": 8.0,
            "default": 1.0,
            "unit": "x"
          },
          {
            "name": "Rotate with view",
            "type": "bool",
            "description": "Turn the minimap so the way you face is always up.",
            "default": false
          },
          {
            "name": "Waypoints",
            "type": "bool",
            "description": "Waypoints on the minimap, pinned to its edge when out of range.",
            "default": true
          },
          {
            "name": "Coordinates",
            "type": "bool",
            "description": "Your coordinates under the minimap.",
            "default": true
          }
        ]
      }
    ]
  },
  {
    "name": "Bed Breaker",
    "category": "World",
    "description": "Breaks beds and dragon eggs around you automatically. Bedwars and End raiding essential.",
    "groups": [
      {
        "title": "Targets",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Breaks beds the way a player does: only ones you can see and reach, looking at them, with the best tool, never through walls.",
            "default": false
          },
          {
            "name": "Range",
            "type": "number",
            "description": "How far out to break beds.",
            "min": 1.0,
            "max": 6.0,
            "default": 4.0,
            "unit": "b"
          }
        ]
      }
    ]
  },
  {
    "name": "Flatten",
    "category": "World",
    "description": "Clears uneven ground and head blockers in front of you while you walk.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Clears the way like a player: one block at a time, looking at it and breaking it with your crosshair and best tool.",
            "default": false
          },
          {
            "name": "Width",
            "type": "number",
            "description": "Width of the path to clear.",
            "min": 1.0,
            "max": 3.0,
            "default": 1.0,
            "unit": "b"
          },
          {
            "name": "Ahead",
            "type": "number",
            "description": "How many blocks ahead of you to clear.",
            "min": 1.0,
            "max": 3.0,
            "default": 1.0,
            "unit": "b"
          },
          {
            "name": "Clear footing",
            "type": "bool",
            "description": "Break the step you would have to climb over.",
            "default": true
          },
          {
            "name": "Clear headroom",
            "type": "bool",
            "description": "Break the block at head height you would walk into.",
            "default": true
          }
        ]
      }
    ]
  },
  {
    "name": "Scaffold",
    "category": "World",
    "description": "Places blocks under you as you walk, for bridging and sky bases. Fully automatic.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Bridges like a player: holds sneak at the edge, turns your view onto the side of the block you stand on and places when the crosshair is there, while still carrying you the way you were walking. Tower pillars by jumping and placing under you.",
            "default": false
          },
          {
            "name": "Mode",
            "type": "mode",
            "description": "Normal: places under your feet. Extend: also places ahead so you can sprint-bridge.",
            "options": [
              "Normal",
              "Extend"
            ],
            "default": "Normal"
          },
          {
            "name": "Extend",
            "type": "number",
            "description": "How far ahead to place in Extend mode.",
            "min": 1.0,
            "max": 4.0,
            "default": 2.0,
            "unit": "b"
          },
          {
            "name": "Tower",
            "type": "bool",
            "description": "Jump and pillar straight up while holding Space.",
            "default": false
          }
        ]
      }
    ]
  },
  {
    "name": "Speed Mine",
    "category": "World",
    "description": "Mines faster: no pause between blocks, and each block is finished as soon as the server will accept it.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Mines at exactly vanilla speed, with the client's normal pause between blocks, but always with the fastest tool in your hotbar, switched for real.",
            "default": false
          },
          {
            "name": "No delay between blocks",
            "type": "bool",
            "description": "Drops the five-tick pause the client inserts after each block breaks.",
            "default": true
          },
          {
            "name": "Break at",
            "type": "number",
            "description": "Finish each block once it is this far broken. Vanilla servers accept a block from 70% progress (their own lag allowance), so 80% mines about a fifth faster with margin for ping. 100% is vanilla. Below ~75% on a laggy connection the server may hold the block a moment before it breaks.",
            "min": 70.0,
            "max": 100.0,
            "default": 80.0,
            "unit": "%"
          },
          {
            "name": "Keep swinging",
            "type": "bool",
            "description": "Keep the arm swinging while you hold attack, so mining looks continuous.",
            "default": true
          }
        ]
      }
    ]
  },
  {
    "name": "Tower",
    "category": "World",
    "description": "Pillars straight up: jumps and places a block under you every tick. Fast high-ground.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Pillars up like a player: looks down, presses jump and places a block under your feet near the top of each jump. No boosted jumps.",
            "default": false
          },
          {
            "name": "Jump boost",
            "type": "number",
            "description": "Upward velocity per jump. Vanilla jumping is 0.42.",
            "min": 0.3,
            "max": 0.6,
            "default": 0.42,
            "unit": "b/t"
          }
        ]
      }
    ]
  },
  {
    "name": "Vein Miner",
    "category": "World",
    "description": "Mines the whole ore vein when you break one ore. Aim at an ore and hold attack.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Mines the rest of the vein one ore at a time like a player: turns onto the next ore you can see and breaks it with your crosshair, never through stone.",
            "default": false
          },
          {
            "name": "Vein limit",
            "type": "number",
            "description": "Most blocks to mine from one vein per tick.",
            "min": 4.0,
            "max": 64.0,
            "default": 24.0,
            "unit": "ore"
          },
          {
            "name": "Blocks per tick",
            "type": "number",
            "description": "1 uses normal server pacing. Higher values are faster but more likely to be corrected.",
            "min": 1.0,
            "max": 3.0,
            "default": 1.0,
            "unit": "blocks"
          }
        ]
      }
    ]
  },
  {
    "name": "No Block Interact",
    "category": "World",
    "description": "Passes right-clicks to your held item instead of the block, useful when throwing pearls beside storage.",
    "groups": [
      {
        "title": "General",
        "settings": [
          {
            "name": "Legit",
            "type": "bool",
            "description": "Does it the vanilla way: holds sneak for you while your crosshair is on one of these blocks and you hold an item to use, so the click goes to the item exactly as a sneak-click would.",
            "default": false
          },
          {
            "name": "Containers",
            "type": "bool",
            "description": "Chests, shulkers, barrels, hoppers, furnaces and the rest of the storage blocks.",
            "default": true
          },
          {
            "name": "Doors and buttons",
            "type": "bool",
            "description": "Doors, trapdoors, gates, buttons and levers.",
            "default": false
          },
          {
            "name": "Everything",
            "type": "bool",
            "description": "Every block with a right-click action, including crafting tables and beds.",
            "default": false
          }
        ]
      }
    ]
  }
]