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chore: format a few pages
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CONTRIBUTING.md

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@@ -135,6 +135,10 @@ import {
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LATEST_PAPER_BUILD_API_VERSION,
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LATEST_VELOCITY_RELEASE,
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LATEST_FOLIA_RELEASE,
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LATEST_ADVENTURE_API_RELEASE,
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LATEST_ADVENTURE_PLATFORM_MOD_RELEASE,
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LATEST_ADVENTURE_PLATFORM_RELEASE,
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LATEST_ANSI_RELEASE,
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LATEST_WATERFALL_RELEASE,
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LATEST_USERDEV_RELEASE,
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} from "/src/utils/versions";
@@ -144,6 +148,10 @@ Latest Paper API build version is {LATEST_PAPER_BUILD_API_VERSION}
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Latest Velocity version is {LATEST_VELOCITY_RELEASE}.
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Latest Minecraft version is {LATEST_MC_RELEASE}.
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Latest Folia version is {LATEST_FOLIA_RELEASE}.
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Latest Adventure API version is {LATEST_ADVENTURE_API_RELEASE}.
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Latest Adventure platform mod version is {LATEST_ADVENTURE_PLATFORM_MOD_RELEASE}.
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Latest Adventure platform version is {LATEST_ADVENTURE_PLATFORM_RELEASE}.
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Latest `ansi` version is {LATEST_ANSI_RELEASE}.
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Latest Waterfall version is {LATEST_WATERFALL_RELEASE}.
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Latest `paperweight-userdev` version is {LATEST_USERDEV_RELEASE}.
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```

src/config/paper/paper-global.yml

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@@ -275,7 +275,7 @@ misc:
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vanilla: "false"
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default: "true"
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description: >-
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Whether to fix MC-159283 which causes unusual ring-shaped terrain patterns in the outer End islands at extremely far distances.
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Whether to fix [MC-159283](https://mojira.dev/MC-159283) which causes unusual ring-shaped terrain patterns in the outer End islands at extremely far distances.
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load-permissions-yml-before-plugins:
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default: "true"
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description: >-
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prevent-negative-villager-demand:
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default: "false"
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description: >-
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Fixes MC-163962. Prevents the villager demand from going
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Fixes [MC-163962](https://mojira.dev/MC-163962). Prevents the villager demand from going
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negative, but may introduce parity issues with Vanilla.
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region-file-cache-size:
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default: "256"

src/config/paper/paper-world-defaults.yml

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@@ -364,7 +364,7 @@ entities:
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vanilla: "disabled"
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default: "200"
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description: >-
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Workaround for MC-125757, makes all arrows advance their despawn
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Workaround for [MC-125757](https://mojira.dev/MC-125757), makes all arrows advance their despawn
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timer as if they were stuck in the ground, after a delay (in ticks).
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count-all-mobs-for-spawning:
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vanilla: "true"

src/config/waterfall/waterfall-config.yml

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use_netty_dns_resolver:
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default: "true"
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description: >-
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Sets whether Netty''s async DNS resolver is used for account authentication.
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Sets whether Netty's async DNS resolver is used for account authentication.
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disable_modern_tab_limiter:
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default: "true"
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description: >-

src/content/docs/adventure/bossbar.md

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@@ -23,7 +23,7 @@ public void showMyBossBar(final Audience target) {
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// Creates a red boss bar which has no progress and no notches
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final BossBar emptyBar = BossBar.bossBar(name, 0, BossBar.Color.RED, BossBar.Overlay.PROGRESS);
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// Creates a green boss bar which has 50% progress and 10 notches
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final BossBar halfBar = BossBar.bossBar(name, 0.5f, BossBar.Color.GREEN, BossBar.Overlay.NOTCHED_10);
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final BossBar halfBar = BossBar.bossBar(name, 0.5F, BossBar.Color.GREEN, BossBar.Overlay.NOTCHED_10);
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// etc..
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final BossBar fullBar = BossBar.bossBar(name, 1, BossBar.Color.BLUE, BossBar.Overlay.NOTCHED_20);
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src/content/docs/adventure/faq.md

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@@ -16,7 +16,7 @@ In vanilla Minecraft, some places where components are rendered have parent styl
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- Test on a vanilla client, without any mods or resource packs. Modded clients (such as Badlion), client mods, and even resource packs can break many elements of the modern JSON chat format and mess with incoming chat packets in ways that cause a myriad of issues.
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- Try without other plugins/mods. If another plugin/mod is modifying outgoing packets or formatting chat messages, this could cause a loss of formatting in the messages you send. Try without any other plugins to see if any are causing issues.
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- For RGB colors, test on a client of at least version *1.16*. Mojang added RGB support in this version. The JSON message format has evolved over time and has had many new additions since its introduction many, many years ago. For a full version history, see [the Minecraft wiki](https://minecraft.wiki/w/Text_component_format).
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- For RGB colors, test on a client of at least version *1.16*. Mojang added RGB support in this version. The JSON message format has evolved over time and has had many new additions since its introduction many, many years ago. For a full version history, see [the Minecraft Wiki](https://minecraft.wiki/w/Text_component_format).
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## How can I support both MiniMessage and legacy (§-code) formatting?
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- Not shading the correct version of `adventure-api`. You can check your dependency tree to see what or why your build tool is not including the correct version of the API that matches the one used by the platform version you are using.
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- Not relocating your dependencies. If you are running on a platform that includes an older version of the API, or another mod/plugin is also not properly relocating their dependencies, you will use their out-of-date version of the API, causing errors.
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- Building/running against a native implementation of `adventure-api`. If you are running on a platform that includes an older version of the API, this could cause issues if the library depends on newer features that are not available in the outdated version of the API, your library will not be able to find these methods, causing errors.
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- Building/running against a native implementation of `adventure-api`. If you are running on a platform that includes an older version of the API, this could cause issues if the library depends on newer features that are not available in the outdated version of the API, your library will not be able to find these methods, causing errors.
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- Relocating `adventure-api` and trying to use native/library methods. If you relocate the API, you will not be able to use any methods that use the API in native implementations or libraries as method signatures will differ. Either shade and relocate this software, or do not use native methods. Alternatively, if you are shading and relocating a library but want to use the API, make sure you are only relocating the packages that you are shading.
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Please consult the documentation for your build tool for more information on how to shade, relocate and manage your dependencies. We do not provide one-on-one support for these sorts of issues, as there are far too many project-specific variables that make isolating issues difficult.

src/content/docs/adventure/localization.md

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@@ -83,7 +83,7 @@ public class MyTranslator implements Translator {
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@Override
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public @Nullable Component translate(final TranslatableComponent component, final Locale locale) {
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// As above, we will hardcode a check here, but you should be reading this from elsewhere.
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// As above, we will hard-code a check here, but you should be reading this from elsewhere.
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if (component.key().equals("mytranslation.colorful") && locale == Locale.US) {
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return Component.text("Hello, ", NamedTextColor.GREEN)
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.append(component.arguments().stream().map(it -> it.asComponent().color(NamedTextColor.RED)).toList())

src/content/docs/adventure/migration/bungeecord-chat-api.md

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@@ -116,7 +116,7 @@ new ComponentBuilder("hello")
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becomes
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```java
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Style style = Style.style(NamedTextColor.GOLD, TextDecoration.BOLD);
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final Style style = Style.style(NamedTextColor.GOLD, TextDecoration.BOLD);
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Component.text()
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.append(Component.text("hello", style))
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.append(Component.text(" world", style))

src/content/docs/adventure/minimessage/dynamic-replacements.md

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@@ -48,8 +48,8 @@ This will insert and parse the text.
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When you want to create your own styling tag you can use the styling placeholder.
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```java
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MiniMessage.miniMessage().deserialize("<my-style>Hello :)</my-style> How are you?",
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Placeholder.styling("my-style", ClickEvent.suggestCommand("/say hello"), NamedTextColor.RED, TextDecoration.BOLD));
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MiniMessage.miniMessage().deserialize("<my_style>Hello :)</my_style> How are you?",
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Placeholder.styling("my_style", ClickEvent.suggestCommand("/say hello"), NamedTextColor.RED, TextDecoration.BOLD));
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// will apply a click event, a red text color and bold decoration to the text
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```
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```java
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Placeholder.styling("fancy", TextColor.color(150, 200, 150)); // will replace the color between "<fancy>" and "</fancy>"
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Placeholder.styling("myhover", HoverEvent.showText(Component.text("test"))); // will display your custom text as hover
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Placeholder.styling("mycmd", ClickEvent.runCommand("/mycmd is cool")); // will create a clickable text which will run your specified command.
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Placeholder.styling("my_hover", HoverEvent.showText(Component.text("test"))); // will display your custom text as hover
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Placeholder.styling("my_cmd", ClickEvent.runCommand("/mycmd is cool")); // will create a clickable text which will run your specified command.
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```
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:::tip
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You can specify the locale and the number format. It's possible to pass both as arguments to the tag but you have provide the locale first.
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```java
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MiniMessage.miniMessage().deserialize("<gray>Hello my number <no>!", Formatter.number("no", 250.25d));
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MiniMessage.miniMessage().deserialize("<gray>Hello my number <no:'#.00'>!", Formatter.number("no", 250.25d));
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MiniMessage.miniMessage().deserialize("<gray>Hello my number <no:'de-DE':'#.00'>!", Formatter.number("no", 250.25d));
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MiniMessage.miniMessage().deserialize("<gray>Hello my number <no:'de-DE'>!", Formatter.number("no", 250.25d));
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MiniMessage.miniMessage().deserialize("<gray>Hello my number <no>!", Formatter.number("no", 250.25));
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MiniMessage.miniMessage().deserialize("<gray>Hello my number <no:'#.00'>!", Formatter.number("no", 250.25));
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MiniMessage.miniMessage().deserialize("<gray>Hello my number <no:'de-DE':'#.00'>!", Formatter.number("no", 250.25));
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MiniMessage.miniMessage().deserialize("<gray>Hello my number <no:'de-DE'>!", Formatter.number("no", 250.25));
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```
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All those examples are valid and will insert the number as the tag.
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You can change the style such as the color by a more complex pattern:
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```java
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MiniMessage.miniMessage().deserialize("<gray>Your current balance is <no:'en-EN':'<green>#.00;<red>-#.00'>.", Formatter.number("no", 250.25d));
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MiniMessage.miniMessage().deserialize("<gray>Your current balance is <no:'en-EN':'<green>#.00;<red>-#.00'>.", Formatter.number("no", 250.25));
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```
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This will display the balance in red for negative numbers, otherwise the number will be green.
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Create a custom tag which makes its contents clickable:
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```java
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TagResolver.resolver("click-by-version", (args, context) -> {
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```java replace
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TagResolver.resolver("click_by_version", (args, context) -> {
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final String version = args.popOr("version expected").value();
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return Tag.styling(ClickEvent.openUrl("https://jd.papermc.io/adventure/ " + version + "/"));
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return Tag.styling(ClickEvent.openUrl("https://jd.papermc.io/adventure/" + version + "/"));
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});
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// creates a tag to get javadocs of adventure by the version: <click-by-version:'5.2.0'>
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// creates a tag to get javadocs of adventure by the version: <click_by_version:'\{LATEST_ADVENTURE_API_RELEASE}'>
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```
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You can create your own complex placeholders with multiple arguments and their own logic.

src/content/docs/adventure/minimessage/format.mdx

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All tag names are case-insensitive to reduce the possibility for conflict, but we recommend keeping all tag names lowercase (or at the very least, being consistent).
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Some tags have argument. Those look like this: `<tag:argument>stuff</tag>`.
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Some tags have argument. Those look like this: `<tag:argument>content</tag>`.
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For example:
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```mm
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<hover:show_text:"<red>test:TEST">TEST
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In locations where escaping is not supported, the literal escape character will be passed through. In locations where escaping *is* supported but a literal escape character is desired, the escape character can itself be escaped to produce a `\`.
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The default tags try to represent components in a manner compatible with Vanilla, but simplifying some elements. It might be helpful to
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use [the Minecraft wiki](https://minecraft.wiki/w/Text_component_format) as a reference for the Vanilla component system, especially
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use [the Minecraft Wiki](https://minecraft.wiki/w/Text_component_format) as a reference for the Vanilla component system, especially
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for things like the actions and values of click and hover events.
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The [MiniMessage Web Viewer](https://webui.advntr.dev) allows testing MiniMessage text locally, without having to spin up a Minecraft instance.
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* `<_colorname_>`
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Arguments
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* `_colorname_`, any minecraft color constant: `black`, `dark_blue`, `dark_green`, `dark_aqua`, `dark_red`, `dark_purple`, `gold`, `gray`, `dark_gray`, `blue`, `green`, `aqua`, `red`, `light_purple`, `yellow`, or `white`.
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* `_colorname_`, any minecraft color constant: `black`, `dark_blue`, `dark_green`, `dark_aqua`, `dark_red`, `dark_purple`, `gold`, `gray`, `dark_gray`, `blue`, `green`, `aqua`, `red`, `light_purple`, `yellow`, or `white`.
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`dark_grey` can be used in place of `dark_gray`, and so can `grey` in place of `gray`.
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Color the shadow of the next parts
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Tag
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* `<shadow:_colorNameOrHex_:[alpha_as_float]>`
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* `<!shadow>` as an alias to disable the shadow (equivalent to `<shadow:#00000000>`)
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* `<shadow:_colorNameOrHex_:[alpha_as_float]>`
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* `<!shadow>` as an alias to disable the shadow (equivalent to `<shadow:#00000000>`)
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Arguments
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* `_colorNameOrHex_`, a named color or hex color string with the format `#RRGGBB` or `#RRGGBBAA`
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* `[alpha_as_float]`, a float value between 0 and 1, representing the alpha value of the shadow. Optional, defaults to 0.25. Has no effect if an alpha value is already provided in the hex color string.
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* `_colorNameOrHex_`, a named color or hex color string with the format `#RRGGBB` or `#RRGGBBAA`
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* `[alpha_as_float]`, a float value between 0 and 1, representing the alpha value of the shadow. Optional, defaults to 0.25. Has no effect if an alpha value is already provided in the hex color string.
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Examples
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```mm
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Arguments
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* `_action_`, the type of click event, one of [this list](jd:adventure:net.kyori.adventure.text.event.ClickEvent$Action#field-summary)
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* `_value_`, the argument for that particular event, refer to [the minecraft wiki](https://minecraft.wiki/w/Text_component_format)
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* `_value_`, the argument for that particular event, refer to [the Minecraft Wiki](https://minecraft.wiki/w/Text_component_format#Click_events)
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Examples
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```mm

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