{
	// Percentage of total stamina triggering exhaustion
	"exhaustedPercentage": 0,
	// Percentage of total stamina making the player winded
	"windedPercentage": 8,
	// Percentage of total stamina making the player fatigued
	"fatiguedPercentage": 0,
	// Stamina points depleted per tick while sprinting.
	"depletionPerTickSprinting": 0.10000000149011612,
	// Stamina points depleted per tick while swimming.
	"depletionPerTickSwimming": 0.10000000149011612,
	// Stamina points depleted per tick while moving in water.
	"depletionPerTickWading": 0.25,
	// Stamina points depleted per tick while climbing.
	"depletionPerTickClimbing": 0.5,
	// Stamina points depleted per jump
	"depletionPerJump": 0.30000001192092896,
	// Stamina points depleted per attack
	"depletionPerAttack": 0.0,
	// Stamina points depleted per weapon swing
	"depletionPerWeaponSwing": 0.0,
	// Stamina points depleted per tick while mining
	"depletionPerMiningTick": 0.30000001192092896,
	// Stamina points depleted per block broken
	"depletionPerBlockBroken": 0.30000001192092896,
	// Stamina points depleted per tick while using a shield
	"depletionPerShieldTick": 0.0,
	// Stamina points depleted per successful shield block
	"depletionPerShieldBlock": 0.0,
	// Stamina points depleted per tick while using a glider
	"depletionPerGliderTick": 0.0,
	// Can jump while exhausted
	"canJumpWhileExhausted": true,
	// Exhaustion sounds
	"exhaustionSounds": true,
	// Efficiency increases exhaustion
	"efficiencyExhausts": true,
	// % of max stamina recovered per tick.
	"recoveryPerTick": 0.5,
	// Bonus recovery multiplier for not moving.
	"recoveryRestBonusMultiplier": 2.0,
	// Do players recover stamina while walking?
	"recoverWhileWalking": true,
	// Do players recover stamina while sneaking?
	"recoverWhileSneaking": true,
	// Do players recover stamina when too hungry to sprint?
	"recoverWhenHungry": true,
	// Do players recover stamina when not on the ground?
	"recoverWhileAirborne": true,
	// Do players recover stamina when submerged?
	"recoverUnderwater": true,
	// Do players recover stamina when suffocating?
	"recoverWhileBreathless": false,
	// Delay in ticks before starting recovery from exhaustion
	"recoveryExhaustDelayTicks": 0,
	// Delay in ticks before starting recovery after depletion
	"recoveryDelayTicks": 0,
	// Delay in ticks before regaining shield use
	"shieldRecoveryDelayTicks": 40,
	// Do players fully recover stamina on respawn?
	"fullRecoveryOnRespawn": true,
	// Which formula to use for recovery
	"formula": "LOGARITHMIC",
	// HUD vertical alignment
	"alignV": "BOTTOM",
	// HUD horizontal alignment
	"alignH": "CENTER",
	// HUD Display Mode
	"hudMode": "BAR",
	// Icon Settings
	"icon": {
		// Hud Icon Height
		"height": 22,
		// Horizontal offset
		"offsetY": 1,
		// Vertical offset
		"offsetX": 105
	},
	// Stamina Bar Settings
	"bar": {
		// Stamina bar orientation
		"orientation": "HORIZONTAL",
		// Short side (pixels)
		"shortSide": 2,
		// Long side (pixels)
		"longSide": 180,
		// Horizontal offset
		"offsetY": 22,
		// Vertical offset
		"offsetX": 0
	},
	// Stamina bar background color
	"staminaBarBackgroundColor": 2236962,
	// Stamina bar outline color
	"staminaBarOutlineColor": 0,
	// Stamina bar main color
	"staminaBarColor": 65280,
	// Stamina bar fatigued color
	"staminaBarFatiguedColor": 16776960,
	// Stamina bar winded color
	"staminaBarWindedColor": 16744448,
	// Stamina bar nearly exhausted color
	"staminaBarNearlyExhaustedColor": 16711680,
	// Stamina bar Tireless effect color
	"staminaBarTirelessColor": 16691766,
	// Exhaustion effects
	"exhaustedEffects": [
		{
			"id": "staminafortweakers:fatigue",
			"duration": 3,
			"amplifier": 4,
			"ambient": true,
			"visible": true
		},
		{
			"id": "minecraft:darkness",
			"duration": 60,
			"amplifier": 0,
			"ambient": true,
			"visible": false
		},
		{
			"id": "minecraft:mining_fatigue",
			"duration": 20,
			"amplifier": 1,
			"ambient": true,
			"visible": true
		}
	],
	// Winded effects
	"windedEffects": [
		{
			"id": "staminafortweakers:fatigue",
			"duration": 3,
			"amplifier": 2,
			"ambient": true,
			"visible": true
		}
	],
	// Fatigued effects
	"fatiguedEffects": [
		{
			"id": "staminafortweakers:fatigue",
			"duration": 3,
			"amplifier": 0,
			"ambient": true,
			"visible": true
		}
	],
	// Effects that prevent stamina depletion
	"untiringEquivalentEffects": [],
	// Chance Traveling will damage armor each active tick
	"travelingDamageChance": 4,
	// Traveling minimum durability
	"travelingMinimumDurability": 0
}