Create a "Soul-Heart Ability System" with a modular Health Bar and Chest-based INVENTORY GUI management. 1. The Core Mechanic: "Heart Slots" Player Health: The player has 10 hearts total. 5 are "Permanent/Normal" and 5 are "Soul Slots" (Empty containers). Equipping: Players can "socket" Unique Hearts into these 5 empty slots. Active Logic: Each Unique Heart has an NBT tag (e.g., HeartType:"Strength"). If a heart is in an "Active Slot," the player receives a permanent Potion Effect. If removed, the effect is cleared immediately. 2. The Chest GUIs A. /heartinv (The Heart Backpack) Layout: A 54-slot Chest INVENTORY GUI. Top Row (Slots 0-4): Labeled "ACTIVE SLOTS." Only Unique Hearts placed here grant powers. Separator (Slots 9-17): Filled with Black Stained Glass Panes named " " (Empty). Bottom Rows: Storage for all earned Unique Hearts. Logic: Cancel InventoryClickEvent for the glass panes. Ensure only 5 hearts can ever be in the top row. B. /hearttask (The Progress Tracker) Layout: A 9 or 27-slot Chest INVENTORY GUI. Icons: Use a Red Dye (Locked), Orange Dye (In-Progress), and Nether Star (Completed). Dynamic Lore: Each icon must show a "Progress Bar" using symbols (e.g., &a■■■&7■■■■■■■ 30%). Tracking: Strength Heart: Track Warden kills (30), Wither kills (2), and Total Hostile Mob kills (5,000). Saturation Heart: Track eating Enchanted Apples (10), Golden Apples (30), and Steaks (100). Speed II Heart: Track Taming Horses (10) and Breeding Cats (10). Fire Res Heart: Track Blaze (50), Wither Skeleton (20), and Piglin (10) kills. Ocean Heart: Track Turtle (50) and Dolphin (20) kills. 3. Advanced Features Persistence: All kills, items eaten, and heart inventories must be saved to a players.yml or SQL database so they persist after logout. Visual Feedback: When a task is completed, play the entity.arrow.hit_player sound and show a Title: &6&lHEART UNLOCKED!. Anti-Cheat: Use hidden NBT tags on the heart items so players cannot rename a regular item to bypass the quest system.