# Lootlight - configuration
# Edit the values, save the file, then restart the game.

# Key that toggles the highlight on/off.
# Press once = glow the items near you now. Press again = turn glow off.
# After you move to a new spot, press off then on again to refresh.
# Allowed: F1-F12, any letter A-Z, any digit 0-9.
toggle_key = F4

# Detection range around the player, in meters.
# Keep this SMALL on experimental UE4SS: large values highlight hundreds of
# items at once, which hurts FPS and can crash while walking (streaming).
# 15-25 = "loot near the player". 20 recommended.
radius = 20

# How often (seconds) the highlight refreshes while it is on. The loop catches
# items that appear near you and clears ones you walk away from. 1.0 is a good
# balance; raising it (e.g. 1.5-2.0) is lighter on FPS.
refresh_seconds = 1.0

# Glow brightness. Higher = brighter, lower = dimmer.
# Try 1-2 for subtle, 3 default, 6+ for very strong.
intensity = 3

# Also highlight already harvested (empty) plants: true or false.
highlight_picked_plants = true

# [EXPERIMENTAL probe] How the glow is applied to the item mesh:
#   material = replace surface material with emissive (proven fill glow on stable)
#   overlay  = add emissive as overlay material (keeps base look, glow on top)
#   both     = try both
glow_method = material

# [EXPERIMENTAL probe] Write [LL] diagnostic lines to UE4SS.log on each toggle.
diagnostics = true

# Colors as R,G,B. These set the COLOR (hue) only - brightness is
# controlled by "intensity" above, so the numbers here just define
# the tint (e.g. 1,0,0 = red). 1,0,0 and 12,0,0 give the same color.
color_weapon = 1,0,0
color_plant  = 0,1,0.1
color_ore    = 1,0.8,0
color_other  = 0,0.2,1
