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Adding costs to jumping felt a bit odd. The major issue is that the cost is regenerated for the time spent mid-air, negating its effect completely and rather adding annoying jitter to the filled bar.
I avoided progression to prevent dependence on level, health or other stats that are very diverse in mods. I fear, it would be impossible to strike a good balance that feels right for all mods. Nevertheless, you can adjust costs in the config values at any time, including the consumption for sprinting. This would be necessary to match different mods' unique leveling even if I changed the system.
Hope this helps to explain some design choices :)
Two more things: jumping should use a small amount of stamina (like 3%) since it's a basic action, but less tiring than sprinting. Inspired by games like Skyrim or Dark Souls, where actions have a low but noticeable stamina cost. Also, side attacks (right/left) should consume less stamina than frontal attacks. This could create new tactical options! I'd be happy to support via Ko-fi for the work you do on updates, as long as you're still active on the workshop! Again, congrats on the great mod!