{
	"health": {
		// Show vanilla hearts
		"health_vanilla": true,
		/* Colors for every 10 hearts (not counting the default red)
		   All values are written as hexadecimal RGB color in '#RRGGBB' format
		*/
		"health_colors": [
			"#F06E14",
			"#F5DC23",
			"#2DB928",
			"#1EAFBE",
			"#7346E1",
			"#FA7DEB",
			"#EB375A",
			"#FF8278",
			"#AAFFFA",
			"#EBEBFF"
		],
		/* Two alternating colors when poisoned
		   There can be one color in case vanilla poisoned heart is wanted
		*/
		"health_poison_colors": [
			"#739B00",
			"#96CD00"
		],
		/* Two alternating colors when withered
		   There can be one color in case vanilla withered heart is wanted
		*/
		"health_wither_colors": [
			"#0F0F0F",
			"#2D2D2D"
		],
		/* Two alternating colors when freezing
		   There can be one color in case vanilla frozen heart is wanted
		*/
		"health_frozen_colors": [
			"#3E70E6",
			"#873EE6"
		]
	},
	"absorption": {
		// Show vanilla hearts
		"absorption_vanilla": true,
		/* Colors for every 10 hearts (not counting the default yellow)
		   All values are written as hexadecimal RGB color in '#RRGGBB' format
		*/
		"absorption_colors": [
			"#E1FA9B",
			"#A0FFAF",
			"#AAFFFA",
			"#AACDFF",
			"#D7B4FF",
			"#FAA5FF",
			"#FFB4B4",
			"#FFAA7D",
			"#D7F0FF",
			"#EBFFFA"
		],
		// Two alternating colors when poisoned
		"absorption_poison_colors": [
			"#BFF230",
			"#7AA15A"
		],
		// Two alternating colors when withered
		"absorption_wither_colors": [
			"#787061",
			"#73625C"
		],
		// Two alternating colors when freezing
		"absorption_frozen_colors": [
			"#90D136",
			"#36D183"
		],
		"advanced": {
			/* Display absorption in the same row as health
			   Absorption is rendered after and over health depending on the mode
			*/
			"absorption_over_health": false,
			/* Display mode for absorption
			   absorption.advanced.absorptionOverHealth must to be true
			   Modes:
			     "BEGINNING":
			       Absorption always starts at first heart.
			     "AFTER_HEALTH":
			       Absorption starts after the last highest health heart and loops back to first health heart if overflowing.
			       This means that health hearts will be hidden when absorption has 10 or more hearts.
			         Example 1: If a player has 10 health (5 hearts), absorption will render itself in the last
			                      five hearts and in case it is higher it will loop back over first five health hearts.
			         Example 2: If a player has more than 20 absorption, second color is shown the same way as in "BEGINNING".
			         Example 3: If player health is divisible by 20, absorption is shown the same way as in "BEGINNING".
			     "AFTER_HEALTH_ADVANCED":
			       Absorption starts after the last highest health heart and loops back to first absorption heart if overflowing.
			       This means that no matter how much absorption there is, health hearts will almost always be visible.
			         Example 1: If a player has 18 health (9 hearts), absorption will render itself in the last
			                    empty heart and color itself accordingly, e.g. absorption 0 has 2 hearts and
			                    will render using the second color as the first color is used for the first heart.
			         Example 2: If a player has 30 health (15 hearts), absorption will render itself in the last
			                    five hearts and color itself accordingly, e.g. absorption 2 has 6 hearts and
			                    will render first heart using second color and rest using first color.
			         Example 3: If player health is divisible by 20, absorption is shown the same way as in "BEGINNING".
			     "AS_HEALTH":
			       Absorption is rendered as health, making all colors and values same as health.
			*/
			"absorption_over_health_mode": "AFTER_HEALTH_ADVANCED"
		}
	}
}