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.| Property | Value |
|---|---|
| Max Value | 100 |
| Icon | drumstick-bite |
| Color | #ca5fe8 |
| Direction | Normal (100 = full, 0 = starving) |
| Resets | Yes |
Thresholds
| Level | Effect |
|---|---|
| 25 or below | Player takes damage |
| 10 or below | Damage escalates significantly |
| 0 | Can kill the player |
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.| Property | Value |
|---|---|
| Max Value | 100 |
| Icon | droplet |
| Color | #07bdf0 |
| Direction | Normal (100 = hydrated, 0 = dehydrated) |
| Resets | Yes |
Thresholds
| Level | Effect |
|---|---|
| 25 or below | Cannot sprint, camera shake, possible ragdoll |
| 0 | Player takes damage |
PLAYER_STRESS
Stress is an inverted status — 0 means relaxed, 100 means maximum stress. It does not reset automatically and does not decay passively.| Property | Value |
|---|---|
| Max Value | 100 |
| Icon | brain |
| Color | #de3333 |
| Direction | Inverted (0 = calm, 100 = stressed) |
| Resets | No (noReset = true) |
| Tick Cooldown | 10,000ms minimum |
Thresholds
| Level | Effect |
|---|---|
| 40 or above | Screen blur effect begins |
| 60 or above | Blur intensifies |
| 80 or above | Severe blur, difficulty seeing |
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.| Property | Value |
|---|---|
| Max Value | 100 |
| Icon | champagne-glasses |
| Color | #9D4C0B |
| Direction | Inverted (0 = sober, 100 = wasted) |
| Resets | No (noReset = true) |
| Hidden at Zero | Yes (hideZero = true) |
Thresholds
| Level | Effect |
|---|---|
| 10 or above | LocalPlayer.state.isDrunk set to true |
| 25 or above | Drunk walking animation |
| 50 or above | Severe impairment |
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