<?xml version="1.0" encoding="utf-8"?>
<config>
<!--
- Currently, all features of TurboHUD default theme are DISABLED with this snippet.
- To deactivate a whole section override (along with all features listed under it), change enabled="1" to enabled="0" for that section. This causes that part of the default theme to work as normal.
- To customize certain features in a section: first make sure enabled="1" is on for that section, then for each feature you want to reactivate in the default theme, change value="0" to value="1".
- Example: in "Main" section at the start, all its features are currently disabled. But if you want to reactivate just the "pickup_range" feature, then you have to change its "value" from value="0" to value="1".
-->
<templates>
</templates>
<overrides>
<Main enabled="1" file="ui_default_main">
<o1 path="pickup_range.enabled" value="0" /> <!-- transparent circle around char -->
<o2 path="map_reveal.enabled" value="0" /> <!-- transparent map and minimap revealed -->
<o3 path="item_helper.enabled" value="0" /> <!-- item helper features on items -->
<o4 path="item_helper.item_level.enabled" value="0" /> <!-- item level on items -->
<o5 path="item_helper.item_perfection.enabled" value="0" /> <!-- item roll perfection -->
<o6 path="item_helper.kanai_cube.enabled" value="0" /> <!-- cubed status tooltip -->
<o7 path="cursor_hint.enabled" value="0" /> <!-- tooltip mouseover hints -->
<o8 path="bounty_panel.enabled" value="0" /> <!-- bounty panel (F6) showing across sessions -->
<o9 path="monster_bar.enabled" value="0" /> <!-- hp numbers on bar above mobs -->
<o10 path="personal.enabled" value="0" /> <!-- arcs under feet -->
<o11 path="personal.health.enabled" value="0" /> <!-- arcs / health -->
<o12 path="personal.res.enabled" value="0" /> <!-- arcs / resource -->
<o13 path="personal.cooldown.enabled" value="0" /> <!-- arcs / skill cooldown -->
<o14 path="personal.cooldown.skill_image.enabled" value="0" /> <!-- arcs / skill image -->
<o15 path="personal.cooldown.skill_image.fade" value="0" /> <!-- arcs / skill image fade -->
</Main>
<Inventory enabled="1" file="ui_default_main">
<o1 path="inventory.keep_corner.enabled" value="0" /> <!-- green corner -->
<o2 path="inventory.force_sell_corner.enabled" value="0" /> <!-- red corner -->
<o3 path="inventory.accbound.enabled" value="0" /> <!-- account bound icon -->
<o4 path="inventory.sell_darkening.enabled" value="0" /> <!-- grayed-out item -->
<o5 path="inventory.ancient_rank.enabled" value="0" /> <!-- showing 1 for ancient legendaries -->
<o6 path="inventory.item_bar.enabled" value="0" /> <!-- extra bar under inventory to show mats -->
<o7 path="inventory.legendary_gem.enabled" value="0" /> <!-- legendary gem levels -->
<o8 path="inventory.horadric_cache.enabled" value="0" /> <!-- horadric cache acts and levels -->
<o9 path="inventory.stash_space.enabled" value="0" /> <!-- used stash space on stash tabs -->
<o10 path="inventory.stash_preview.enabled" value="0" /> <!-- transparent stash when hovering over tabs -->
<o11 path="inventory.can_cubed.enabled" value="0" /> <!-- cubed status / solid: cubed, pulsate: not cube, No icon: uncubable -->
</Inventory>
<Portrait enabled="1" file="ui_default_main"> <!-- stats near player portrait -->
<o1 path="portraits.enabled" value="0" /> <!-- features @ portraits -->
<o2 path="portraits.performance.enabled" value="0" /> <!-- performance features @ portraits -->
<o3 path="portraits.performance.real_dps.enabled" value="0" /> <!-- player current dps -->
<o4 path="portraits.performance.run_dps.enabled" value="0" /> <!-- player average dps -->
<o5 path="portraits.performance.total_dmg.enabled" value="0" /> <!-- player total dmg -->
<o6 path="portraits.bars.enabled" value="0" /> <!-- bar features @ portraits -->
<o7 path="portraits.bars.ehp.enabled" value="0" /> <!-- relative effective hp -->
<o8 path="portraits.bars.activity.enabled" value="0" /> <!-- relative member activity -->
<o9 path="portraits.bars.total_dmg.enabled" value="0" /> <!-- relative member total dmg -->
<o10 path="portraits.info.enabled" value="0" /> <!-- current activity -->
<o11 path="portraits.meta.convention_of_elements.enabled" value="1" /> <!-- CoE display -->
</Portrait>
<Rifts enabled="1" file="ui_default_main"> <!-- rift info on progress bar -->
<o1 path="rifts.rift.percent.enabled" value="1" /> <!-- % progress in normal rift -->
<o2 path="rifts.greater_rift.percent.enabled" value="1" /> <!-- % progress in greater rift -->
<o3 path="rifts.greater_rift.timer.enabled" value="1" /> <!-- timer in greater rift -->
<o4 path="rifts.both.near_monster_progression.enabled" value="1" /> <!-- detection for nearby monster progression -->
</Rifts>
<Powers enabled="1" file="ui_default_powers"> <!-- stats on player skills -->
<o1 path="templates.default.enable_skill_dps" value="0" /> <!-- estimated dps of skills -->
<o2 path="templates.default.enabled" value="1" /> <!-- cooldown on skill bar -->
</Powers>
<Ball_of_Health enabled="1" file="ui_default_labels_ball_of_health"> <!-- stats on red HP globe -->
<o1 path="labels.hp_cur.enabled" value="0" />
<o2 path="labels.healing_net.enabled" value="0" />
<o3 path="labels.healing_cur.enabled" value="0" />
<o4 path="labels.damage_taken_cur.enabled" value="0" />
<o5 path="labels.shield.enabled" value="0" />
</Ball_of_Health>
<Ball_of_Resource enabled="1" file="ui_default_labels_ball_of_resource"> <!-- stats on resource globe -->
<o1 path="templates.values.enabled" value="0" />
<o2 path="templates.percentages.enabled" value="0" />
<o3 path="templates.regens.enabled" value="0" />
</Ball_of_Resource>
<Utility enabled="1" file="ui_default_labels_utility">
<o1 path="labels.ingame_clock.enabled" value="0" /> <!-- total time current game has existed -->
<o2 path="labels.ingame_ip.enabled" value="0" /> <!-- game ip used -->
<o3 path="labels.latency_average.enabled" value="0" /> <!-- average latency -->
<o4 path="labels.latency_current.enabled" value="0" /> <!-- current latency -->
<o5 path="labels.inventory_free_space_red.enabled" value="0" /> <!-- free space, under menu buttons / low space -->
<o6 path="labels.inventory_free_space_yellow.enabled" value="0" /> <!-- free space, under menu buttons / med space -->
<o7 path="labels.inventory_free_space_green.enabled" value="0" /> <!-- free space, under menu buttons / high space -->
<o8 path="labels.token_blood_shard_red.enabled" value="0" /> <!-- number of shards, under menu buttons / high number -->
<o9 path="labels.token_blood_shard_yellow.enabled" value="0" /> <!-- number of shards, under menu buttons / med number -->
<o10 path="labels.token_blood_shard_green.enabled" value="0" /> <!-- number of shards, under menu buttons / low number -->
<o11 path="labels.exp_over_bar_a.enabled" value="0" /> <!-- current exp, on top of exp bar, left side -->
<o12 path="labels.exp_over_bar_b.enabled" value="0" /> <!-- exp to next-level, on top of exp bar, right side -->
<o13 path="labels.dps_cur_party.enabled" value="0" /> <!-- current party dps, disabled by default -->
<o14 path="labels.dps_run_party.enabled" value="0" /> <!-- run party dps, disabled by default -->
<o15 path="labels.monster_damage.enabled" value="0" /> <!-- mob hp/s decrease = party DPS until party is near together -->
</Utility>
<Attributes_Bar enabled="1" file="ui_default_labels_attributes"> <!-- labels above xp bar -->
<o1 path="templates.default.enabled" value="0" />
<o2 path="activators.activator.enabled" value="0" />
</Attributes_Bar>
<Exp_Bar enabled="1" file="ui_default_labels_expbar"> <!-- labels @ top middle -->
<o1 path="templates.default.enabled" value="0" />
<o2 path="activators.activator.enabled" value="0" />
</Exp_Bar>
<Run_Stats enabled="1" file="ui_default_labels_run_stats"> <!-- labels @ bottom right, above friends icon -->
<o1 path="templates.default.enabled" value="0" />
<o2 path="activators.activator.enabled" value="0" />
</Run_Stats>
<Bonus_Damage_Bar enabled="1" file="ui_default_labels_damage_bonus"> <!-- labels for % elem dmg @ bottom right -->
<o1 path="templates.default.enabled" value="0" />
</Bonus_Damage_Bar>
<Skill_Labels enabled="1" file="ui_default_actors_skills"> <!-- labels for player/mob skills -->
<o1 path="actors.hydra.enabled" value="0" /> <!-- wiz hydra -->
<o2 path="actors.sentry.enabled" value="0" /> <!-- dh sentry -->
<o3 path="actors.frozen_ball.enabled" value="0" /> <!-- elite affix: frozen ball -->
<o4 path="actors.molten.enabled" value="0" /> <!-- elite affix: molten -->
<o5 path="actors.desecrator.enabled" value="0" /> <!-- elite affix: desecrator -->
<o6 path="actors.thunderstorm.enabled" value="0" /> <!-- elite affix: thunderstorm -->
<o7 path="actors.plagued.enabled" value="0" /> <!-- elite affix: plagued -->
<o8 path="actors.arcane.enabled" value="0" /> <!-- elite affix: arcane -->
<o9 path="actors.frozen_pulse.enabled" value="0" /> <!-- elite affix: frozen pulse -->
<o10 path="actors.ghom.enabled" value="0" /> <!-- ghom poison -->
</Skill_Labels>
<Skill_Timers enabled="1" file="ui_default_actors_skill_timers"> <!-- timers for player/mob skills -->
<o1 path="actors.hydra.enabled" value="0" /> <!-- wiz hydra -->
<o2 path="actors.black_hole.enabled" value="0" /> <!-- wiz blackhole -->
<o3 path="actors.piranhado.enabled" value="0" /> <!-- wd piranhado -->
<o4 path="actors.spirit_walk_a.enabled" value="0" /> <!-- wd spirit walk: without jaunt -->
<o5 path="actors.spirit_walk_b.enabled" value="0" /> <!-- wd spirit walk: with jaunt -->
<o6 path="actors.bbv_a.enabled" value="0" /> <!-- wd bbv: without jungle drums -->
<o7 path="actors.bbv_b.enabled" value="0" /> <!-- wd bbv: with jungle drums -->
<o8 path="actors.sentry_a.enabled" value="0" /> <!-- dh sentry: without custom engineering -->
<o9 path="actors.sentry_b.enabled" value="0" /> <!-- dh sentry: with custom engineering -->
<o10 path="actors.elite_frozen_spawn.enabled" value="0" /> <!-- elite affix: frozen pulse -->
<o11 path="actors.elite_arcane_spawn.enabled" value="0" /> <!-- elite affix: arcane sweeper -->
<o12 path="actors.elite_molten_explosion.enabled" value="0" /> <!-- elite affix: molten explosion -->
</Skill_Timers>
<Other_Players enabled="1" file="ui_default_actors_players"> <!-- labels for other players -->
<o1 path="actors.other_players.enabled" value="1" /> <!-- alive players -->
<o2 path="actors.other_headstones.enabled" value="1" /> <!-- death marker -->
</Other_Players>
<Monsters enabled="1" file="ui_default_actors_monsters"> <!-- ground and map shapes for mobs -->
<o1 path="monsters.trash.enabled" value="1" />
<o2 path="monsters.invisible.ground_circle.enabled" value="1" />
<o3 path="monsters.invisible.map_shape.enabled" value="1" />
<o4 path="monsters.elite_champion.enabled" value="1" />
<o5 path="monsters.elite_minion.enabled" value="1" />
<o6 path="monsters.elite_leader.enabled" value="1" />
<o7 path="monsters.elite_unique.enabled" value="1" />
<o8 path="monsters.woodwraith.enabled" value="1" />
<o9 path="monsters.wretchedmother.enabled" value="1" />
<o10 path="monsters.danger.ground_label.enabled" value="1" />
<o11 path="monsters.danger.map_shape.enabled" value="1" />
<o12 path="monsters.goblin.enabled" value="0" />
<o13 path="actors.goblin_portal.enabled" value="1" />
<o14 path="monsters.keywarden.ground_circle.enabled" value="1" />
<o15 path="monsters.keywarden.map_shape.enabled" value="1" />
<o16 path="monsters.boss.enabled" value="1" />
<o17 path="monsters.exploding_grotesque.enabled" value="1" />
<o18 path="monsters.dead_betrayed.enabled" value="0" />
<o19 path="monsters.trash.conditions.only_non_rift" value="1" /> <!-- disable rift progress colors -->
<o20 path="monsters.progress1.enabled" value="1" />
<o21 path="monsters.progress2.enabled" value="1" />
<o22 path="monsters.progress3.enabled" value="1" />
<o23 path="monsters.progress4.enabled" value="1" />
<o24 path="monsters.progress5.enabled" value="1" />
</Monsters>
<Elite_Affix enabled="1" file="ui_default_actors_monsters_affix"> <!-- labels for elite affixes -->
<o1 path="templates.default.enabled" value="0" />
</Elite_Affix>
<Items enabled="1" file="ui_default_actors_items"> <!-- ground and map shapes for item drops -->
<o1 path="items.legendary.map_shape.enabled" value="0" />
<o2 path="items.legendary.ground_circle.enabled" value="0" />
<o3 path="items.legendary.ground_label.enabled" value="0" />
<o4 path="items.ancient_legendary.map_shape.enabled" value="0" />
<o5 path="items.ancient_legendary.ground_circle.enabled" value="0" />
<o6 path="items.ancient_legendary.ground_label.enabled" value="0" />
<o7 path="items.important_utility.ground_circle.enabled" value="0" />
<o8 path="items.important_utility.map_shape.enabled" value="0" />
<o9 path="items.rare.enabled" value="0" />
<o10 path="items.magic.enabled" value="0" />
<o11 path="items.white.enabled" value="0" />
</Items>
<Misc enabled="1" file="ui_default_actors"> <!-- ground and map shapes for clickables -->
<o1 path="actors.deadbody.map_shape.enabled" value="1" /> <!-- deadbody / map -->
<o2 path="actors.clickable.map_shape.enabled" value="1" /> <!-- clickable / map -->
<o3 path="actors.clickable.ground_shape.enabled" value="1" /> <!-- clickable / ground -->
<o4 path="actors.clickable.conditions.enabled" value="1" /> <!-- if Harrington is equipped -->
<o5 path="actors.power_globe.map_shape.enabled" value="1" /> <!-- power orb / map -->
<o6 path="actors.power_globe.ground_label.enabled" value="1" /> <!-- power orb / ground -->
<o7 path="actors.rift_orb.map_shape.enabled" value="1" /> <!-- rift progress orb / map -->
<o8 path="actors.rift_orb.ground_label.enabled" value="1" /> <!-- rift progress orb / ground -->
<o9 path="actors.chest_normal.map_shape.enabled" value="1" /> <!-- normal chest -->
<o10 path="actors.chest_resplendent.map_shape.enabled" value="1" /> <!-- resplendent chest -->
<o11 path="actors.rack_all.enabled" value="0" /> <!-- rack -->
<o12 path="actors.shrine_all.map_shape.enabled" value="1" /> <!-- shrine / map -->
<o13 path="actors.shrine_all.ground_label.enabled" value="1" /> <!-- shrine / ground -->
<o14 path="actors.healing_well.map_shape.enabled" value="1" /> <!-- healing well / map -->
<o15 path="actors.healing_well.ground_label.enabled" value="1" /> <!-- healing well / ground -->
<o16 path="actors.pool_of_reflection.map_shape.enabled" value="1" /> <!-- pool of reflection / map -->
<o17 path="actors.pool_of_reflection.ground_label.enabled" value="1" /> <!-- pool of reflection / ground -->
<o18 path="actors.cursed_event.map_shape.enabled" value="1" /> <!-- cursed event / map -->
<o19 path="actors.cursed_event.ground_label.enabled" value="1" /> <!-- cursed event / ground -->
<o20 path="actors.scene_hints.map_shape.enabled" value="1" /> <!-- Door, POI / map shape -->
<o21 path="actors.scene_hints.map_label.enabled" value="1" /> <!-- Door, POI / map label -->
<o22 path="actors.portal.map_shape.enabled" value="1" /> <!-- portal / map label -->
<o23 path="actors.portal.map_label.enabled" value="1" /> <!-- portal / map label -->
<o24 path="actors.banner_ping.ground_label.enabled" value="1" /> <!-- banner -->
<o25 path="actors.experience_bonus_range.enabled" value="1" /> <!-- "Strength in Numbers" buff in MP -->
<o26 path="actors.rift_pylon_spawn_location.map_shape.enabled" value="1" /> <!-- tiered rift pylon possible spawn locations / map -->
<o27 path="actors.rift_pylon_spawn_location.ground_label.enabled" value="1" /> <!-- tiered rift pylon possible spawn locations / ground -->
</Misc>
<Buffs enabled="1" file="ui_default_buffs"> <!-- new buffs, main bar and arrays -->
<o1 path="templates.default.enabled" value="1" /> <!-- all buffs -->
<o2 path="buffs.main_bar.enabled" value="0" /> <!-- main bar buffs (above skills)-->
<o3 path="buffs.main_bar.cooldown_numbers" value="1" /> <!-- main bar buffs CDs -->
<o4 path="buffs.tal_rasha_meteors.enabled" value="0" /> <!-- Wiz Tal Rasha Meteors buff (set) -->
<o5 path="buffs.generic_wizard.enabled" value="0" /> <!-- generic Wizard buffs -->
<o6 path="buffs.middle1.enabled" value="0" /> <!-- middle of screen buffs -->
<o7 path="buffs.shrines.enabled" value="1" /> <!-- shrine buffs @ minimap -->
<o8 path="buffs.shrines.cooldown_numbers" value="1" /> <!-- shrine buffs CDs -->
</Buffs>
<Lore enabled="1" file="ui_default_actors_lore"> <!-- lore chests and dropped lore books -->
<o1 path="actors.lore_chests.enabled" value="0" />
<o2 path="items.lore_books.enabled" value="0" />
</Lore>
</overrides>
<circles>
</circles>
<actors>
</actors>
<monsters>
</monsters>
<items>
</items>
</config>