Overview
Access viaStatus on both server and client.
Built-in Statuses
Hunger, Thirst, Stress, Drunk
Custom Statuses
Register your own status types
Visual Effects
HUD display, blur, shake effects
Persistence
Saved to character data
Server-Side Methods
Status:Register (Server)
Register a status type on the server.Status identifier (e.g.,
'PLAYER_HUNGER')Maximum value
Icon identifier
Callback for tick logic
Callback for modification logic
Status.Get:All (Server)
Get all registered status definitions.All registered status definitions
Status.Get:Single (Server)
Get a single status definition.Status name
Status:Set (Server)
Set a status value for a player and sync to client.Player server ID
Status name
New value
Status.Modify:Add (Server)
Add to a status value via client callback.Player server ID
Status name
Amount to add
Add cooldown after modification
Force the modification (bypass checks)
Status.Modify:Remove (Server)
Remove from a status value via client callback.For inverted statuses like Stress and Drunk (where higher = worse),
Remove decreases the value and Add increases it. Use Remove to reduce these statuses.Client-Side Methods
Status:Register (Client)
Register a status with visual properties for the HUD.Status identifier
Maximum value
FontAwesome icon name
Hex color code for HUD display
Enable flash animation when low
Callback for value changes:
function(change, force)Display options (see Options below)
Status.Get:All (Client)
Get all statuses with their current values.All statuses with current values from
LocalPlayer.stateStatus.Get:Single (Client)
Get a single status with current value.Status.Set:All (Client)
Set all statuses to a specific value.Status.Set:Single (Client)
Set a single status to a specific value.Status.Modify:Add (Client)
Add to a status value on the client.Status.Modify:Remove (Client)
Remove from a status value on the client.Status:Reset
Reset all resettable statuses to their maximum value.Statuses with
noReset = true (like Stress and Drunk) are not affected by Reset.Status:Toggle
Toggle the status system on or off.Status:Check
Check if the status system is currently enabled.true if status system is activeOptions Structure
Status Storage
- Character Data:
Character:SetData("Status", { PLAYER_HUNGER = 100, ... }) - State Variables:
LocalPlayer.state["status:PLAYER_HUNGER"] - HUD Display: Registered via
Hud:RegisterStatus()
Best Practices
Use Server Methods for Persistence
Use Server Methods for Persistence
Understand Inverted Statuses
Understand Inverted Statuses
Next Steps
Status - Defaults
Built-in status types and effects
HUD API
HUD display system
Characters API
Character data access