# Configuration file

health_bar {

    text {
        # The format string the player's current and maximum health are passed through.
        # To show only the integer part of your health, try '%.0f / %.0f'.Note there needs to be exactly two format codes, or the mod will use the default!https://docs.oracle.com/javase/tutorial/java/data/numberformat.html [default: %.1f / %.1f]
        S:HealthStringFormat=%.1f / %.1f
    }

    render {
        # The scale of the health bar.
        # Set to 0 to disable the health bar. [range: 0.0 ~ 3.4028235E38, default: 1.0]
        S:BarScale=1.0

        # The opacity of the health bar. [range: 0.0 ~ 1.0, default: 0.6]
        S:Opacity=0.6

        # The fraction of health remaining when the bar begins to quiver/shake. Set to 0 to disable. [range: 0.0 ~ 1.0, default: 0.25]
        S:QuiverFraction=0.25

        # How much the bar shakes when low on health. Intensity also increases with lower health. [range: 0.0 ~ 3.4028235E38, default: 1.0]
        S:QuiverIntensity=1.0

        # Always show the health bar, even at full health. [default: false]
        B:ShowAlways=true

        # The scale of the text displaying the player's health above the bar.
        # Set to 0 to disable text. [range: 0.0 ~ 3.4028235E38, default: 0.85]
        S:TextScale=0.85
    }

    position {
        # How far down the screen the health bar renders. [range: 0.0 ~ 1.0, default: 0.75]
        S:YOffset=0.75
    }

    size {
        # The height of the health bar. [range: 0 ~ 2147483647, default: 8]
        I:Height=8

        # The width of the health bar. [range: 0 ~ 2147483647, default: 64]
        I:Width=64
    }

}


network {
    # Even if the player's health has not changed, an update packet will be sent after this many ticks. Set to 0 to disable (not recommended, unless you're very bandwidth conscious). [range: 0 ~ 2147483647, default: 300]
    I:CheckInFrequency=300
}


