# The ID of the HUD is the name of the .yml file,
# for example balance.yml has the ID of balance.
# Toggle HUDs in-game with /ecoitems hud toggle <id>
# _example.yml is not loaded.

# The text to display. Supports color codes, eco/PAPI placeholders,
# :glyph: placeholders, and %ecoitems_shift_<pixels>% for positioning.
# (This example needs PlaceholderAPI + Vault for the balance placeholder,
# and a "coin" glyph in the glyphs folder.)
text: "%ecoitems_shift_100%&6$%vault_eco_balance% :coin:"

# Where to display: action-bar or boss-bar.
# Players have one action-bar HUD active at a time; boss-bar HUDs stack.
type: action-bar

# (Optional) Vertical offset for the text. The vanilla position is 7;
# lower values move the text down (e.g. -13 sits just above the hotbar,
# below where the action bar normally renders). Glyphs keep their own
# configured ascents. Maximum is 8.
text-ascent: -13

# (Optional) How often the HUD refreshes, in ticks. Defaults to 40 -
# much higher and the action bar starts fading between updates.
update-ticks: 40

# If the HUD should show for players who haven't toggled it.
enabled-by-default: true

# (Optional) A permission required to see the HUD.
permission: ""

# (Optional) libreforge conditions required for the HUD to show,
# checked on every update. https://hub.auxilor.io/wiki/libreforge/configuring-a-condition
# For example, to hide it underwater (so the oxygen bar is readable):
# conditions:
#   - id: in_water
#     inverted: true
conditions: []

# Only used when type is boss-bar:
boss-bar:
  color: white # white, pink, blue, red, green, yellow, purple
  style: progress # progress, notched_6, notched_10, notched_12, notched_20
  progress: 1.0 # How full the bar is, 0.0 to 1.0
