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The framework includes 4 default statuses that affect gameplay through damage, movement restrictions, and visual effects.

Default Statuses

Hunger

Starvation damage below 25%

Thirst

Sprint restriction below 25%

Stress

Screen blur above 40%

Drunk

Drunk walking and effects

PLAYER_HUNGER

The hunger status depletes passively over time. Low hunger causes escalating damage.

Thresholds

Passive Decay

Hunger decreases passively on a tick. The rate depends on activity level. Example — Restoring hunger:

PLAYER_THIRST

The thirst status depletes passively. Low thirst restricts movement and causes visual effects.

Thresholds

Example — Restoring thirst:

PLAYER_STRESS

Stress is an inverted status — 0 means relaxed, 100 means maximum stress. It does not reset automatically and does not decay passively.

Thresholds

Stress Sources

Stress increases from various gameplay events. Common sources:

Reducing Stress


PLAYER_DRUNK

Drunk is an inverted status — 0 means sober, 100 means completely intoxicated. It decays passively over time.

Thresholds

Passive Decay

  • At 25 or above: Decays by 10 per tick
  • Below 25: Decays by 6 per tick

Getting Drunk


Registration Summary


Creating Custom Statuses

You can register your own statuses following the same pattern:

Next Steps

Status - Exports

Status API methods

HUD API

HUD display system

Inventory Events

Item usage for consumables