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Creating a Robust Health, Hunger, and Stamina System in Roblox Lua

A comprehensive guide to implementing survival mechanics for your Roblox game

roblox-health-hunger-stamina-system-xa3ooazw

Key Highlights of Our Implementation

  • Server-side security to prevent exploitation and maintain game integrity
  • Interconnected systems where hunger affects health and stamina impacts player movement
  • Customizable GUI elements for visual feedback to enhance player experience

System Architecture

To create a reliable health, hunger, and stamina system in Roblox, we need to carefully consider both client and server-side scripting. This ensures security while providing a responsive player experience. Our implementation follows these key principles:

Core Architecture Design

  • Server-side management: All critical game state changes happen on the server
  • Client-side display: UI updates and input detection happen on the client
  • Secure communication: RemoteEvents handle client-server communication

Let's start by setting up the necessary components for our system.

Setting Up RemoteEvents

First, create a RemoteEvent in ReplicatedStorage to handle communication:

-- Place this in a Script inside ServerScriptService
local ReplicatedStorage = game:GetService("ReplicatedStorage")

-- Create a folder for remotes if it doesn't exist
local remoteFolder = ReplicatedStorage:FindFirstChild("Remotes")
if not remoteFolder then
    remoteFolder = Instance.new("Folder")
    remoteFolder.Name = "Remotes"
    remoteFolder.Parent = ReplicatedStorage
end

-- Create RemoteEvents for our systems
local statsRemote = Instance.new("RemoteEvent")
statsRemote.Name = "StatsUpdate"
statsRemote.Parent = remoteFolder

local actionRemote = Instance.new("RemoteEvent")
actionRemote.Name = "PlayerAction"
actionRemote.Parent = remoteFolder

Server-Side Implementation

The server script handles the core logic for our stat systems. Let's implement it with security in mind:

-- Server Script (place in ServerScriptService)
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ServerStorage = game:GetService("ServerStorage")

-- Get our remote events
local remotes = ReplicatedStorage:WaitForChild("Remotes")
local statsRemote = remotes:WaitForChild("StatsUpdate")
local actionRemote = remotes:WaitForChild("PlayerAction")

-- Configuration (consider moving to a ModuleScript for easier tuning)
local CONFIG = {
    INITIAL_HEALTH = 100,
    INITIAL_HUNGER = 100,
    INITIAL_STAMINA = 100,
    
    HUNGER_DECREASE_RATE = 1, -- How much hunger decreases per interval
    HUNGER_DECREASE_INTERVAL = 5, -- In seconds
    
    STAMINA_DECREASE_RATE = 5, -- How much stamina decreases per second when sprinting
    STAMINA_REGEN_RATE = 2, -- How much stamina regenerates per second when not sprinting
    
    HEALTH_DECREASE_RATE = 1, -- How much health decreases when hunger is at 0
    HEALTH_DECREASE_INTERVAL = 2, -- In seconds
    
    FOOD_RESTORE_AMOUNT = 25, -- How much hunger is restored by eating food
    
    STAMINA_MIN_TO_SPRINT = 10 -- Minimum stamina required to start sprinting
}

-- Storage for players' sprint states
local playerSprinting = {}

-- Function to initialize player stats
local function setupPlayerStats(player)
    -- Create a stats folder for this player
    local statsFolder = Instance.new("Folder")
    statsFolder.Name = "PlayerStats"
    statsFolder.Parent = player
    
    -- Create the stat values
    local healthValue = Instance.new("NumberValue")
    healthValue.Name = "Health"
    healthValue.Value = CONFIG.INITIAL_HEALTH
    healthValue.Parent = statsFolder
    
    local hungerValue = Instance.new("NumberValue")
    hungerValue.Name = "Hunger"
    hungerValue.Value = CONFIG.INITIAL_HUNGER
    hungerValue.Parent = statsFolder
    
    local staminaValue = Instance.new("NumberValue")
    staminaValue.Name = "Stamina"
    staminaValue.Value = CONFIG.INITIAL_STAMINA
    staminaValue.Parent = statsFolder
    
    -- Initialize sprinting state
    playerSprinting[player.UserId] = false
    
    -- Notify client of initial stats
    statsRemote:FireClient(player, {
        Health = healthValue.Value,
        Hunger = hungerValue.Value,
        Stamina = staminaValue.Value
    })
    
    -- Return the stats for convenience
    return healthValue, hungerValue, staminaValue
end

-- Function to manage hunger depletion
local function manageHunger(player, hungerValue, healthValue)
    while player.Parent and player:FindFirstChild("PlayerStats") do
        wait(CONFIG.HUNGER_DECREASE_INTERVAL)
        
        -- Decrease hunger over time
        hungerValue.Value = math.max(0, hungerValue.Value - CONFIG.HUNGER_DECREASE_RATE)
        
        -- If hunger is at 0, start decreasing health
        if hungerValue.Value <= 0 then
            wait(CONFIG.HEALTH_DECREASE_INTERVAL)
            healthValue.Value = math.max(0, healthValue.Value - CONFIG.HEALTH_DECREASE_RATE)
            
            -- Handle player death if health reaches 0
            if healthValue.Value <= 0 then
                local character = player.Character
                if character and character:FindFirstChild("Humanoid") then
                    character.Humanoid.Health = 0
                end
            end
        end
        
        -- Update client with new values
        statsRemote:FireClient(player, {
            Health = healthValue.Value,
            Hunger = hungerValue.Value,
            Stamina = player.PlayerStats.Stamina.Value
        })
    end
end

-- Function to manage stamina
local function manageStamina(player, staminaValue)
    while player.Parent and player:FindFirstChild("PlayerStats") do
        wait(0.1) -- Small interval for responsive stamina updates
        
        if playerSprinting[player.UserId] then
            -- Decrease stamina while sprinting
            local decreaseAmount = CONFIG.STAMINA_DECREASE_RATE * 0.1 -- Adjust for the wait time
            staminaValue.Value = math.max(0, staminaValue.Value - decreaseAmount)
            
            -- If stamina is depleted, stop sprinting
            if staminaValue.Value <= 0 then
                playerSprinting[player.UserId] = false
                actionRemote:FireClient(player, "StopSprint")
            end
        else
            -- Regenerate stamina when not sprinting
            local regenAmount = CONFIG.STAMINA_REGEN_RATE * 0.1 -- Adjust for the wait time
            staminaValue.Value = math.min(CONFIG.INITIAL_STAMINA, staminaValue.Value + regenAmount)
        end
        
        -- Update client with new stamina value
        statsRemote:FireClient(player, {
            Health = player.PlayerStats.Health.Value,
            Hunger = player.PlayerStats.Hunger.Value,
            Stamina = staminaValue.Value
        })
    end
end

-- Handle player actions
actionRemote.OnServerEvent:Connect(function(player, action, ...)
    local args = {...}
    
    if not player:FindFirstChild("PlayerStats") then return end
    
    if action == "Eat" then
        -- Handle eating food
        local hungerValue = player.PlayerStats:FindFirstChild("Hunger")
        if hungerValue then
            hungerValue.Value = math.min(CONFIG.INITIAL_HUNGER, hungerValue.Value + CONFIG.FOOD_RESTORE_AMOUNT)
            
            -- Update client
            statsRemote:FireClient(player, {
                Health = player.PlayerStats.Health.Value,
                Hunger = hungerValue.Value,
                Stamina = player.PlayerStats.Stamina.Value
            })
        end
    elseif action == "StartSprint" then
        -- Handle sprint start
        local staminaValue = player.PlayerStats:FindFirstChild("Stamina")
        if staminaValue and staminaValue.Value >= CONFIG.STAMINA_MIN_TO_SPRINT then
            playerSprinting[player.UserId] = true
            
            -- Apply sprint effect to character
            local character = player.Character
            if character and character:FindFirstChild("Humanoid") then
                character.Humanoid.WalkSpeed = 24 -- Increased walk speed for sprint
            end
        end
    elseif action == "StopSprint" then
        -- Handle sprint stop
        playerSprinting[player.UserId] = false
        
        -- Reset walk speed
        local character = player.Character
        if character and character:FindFirstChild("Humanoid") then
            character.Humanoid.WalkSpeed = 16 -- Default walk speed
        end
    end
end)

-- Handle player joining
Players.PlayerAdded:Connect(function(player)
    local healthValue, hungerValue, staminaValue = setupPlayerStats(player)
    
    -- Start the management coroutines
    coroutine.wrap(function() manageHunger(player, hungerValue, healthValue) end)()
    coroutine.wrap(function() manageStamina(player, staminaValue) end)()
    
    -- Handle character spawning
    local function onCharacterAdded(character)
        -- Link health value to character's humanoid
        local humanoid = character:WaitForChild("Humanoid")
        
        -- Set initial walk speed
        humanoid.WalkSpeed = 16
        
        -- Reset sprinting state
        playerSprinting[player.UserId] = false
    end
    
    player.CharacterAdded:Connect(onCharacterAdded)
    if player.Character then
        onCharacterAdded(player.Character)
    end
end)

-- Clean up when players leave
Players.PlayerRemoving:Connect(function(player)
    playerSprinting[player.UserId] = nil
end)

Client-Side Implementation

The client script handles user input and displays the user interface:

-- Client Script (place in StarterPlayerScripts)
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local UserInputService = game:GetService("UserInputService")
local TweenService = game:GetService("TweenService")

local player = Players.LocalPlayer
local character = player.Character or player.CharacterAdded:Wait()
local humanoid = character:WaitForChild("Humanoid")

-- Get our remote events
local remotes = ReplicatedStorage:WaitForChild("Remotes")
local statsRemote = remotes:WaitForChild("StatsUpdate")
local actionRemote = remotes:WaitForChild("PlayerAction")

-- Configuration
local isSprinting = false
local sprintKeyCode = Enum.KeyCode.LeftShift

-- Create the GUI
local function createStatsGUI()
    local screenGui = Instance.new("ScreenGui")
    screenGui.Name = "StatsGUI"
    screenGui.ResetOnSpawn = false
    screenGui.Parent = player:WaitForChild("PlayerGui")
    
    -- Create a frame to hold our stats
    local mainFrame = Instance.new("Frame")
    mainFrame.Name = "StatsFrame"
    mainFrame.Size = UDim2.new(0, 250, 0, 120)
    mainFrame.Position = UDim2.new(0, 20, 0, 20)
    mainFrame.BackgroundTransparency = 0.5
    mainFrame.BackgroundColor3 = Color3.fromRGB(40, 40, 40)
    mainFrame.BorderSizePixel = 2
    mainFrame.BorderColor3 = Color3.fromRGB(0, 0, 0)
    mainFrame.Parent = screenGui
    
    -- Health Bar
    local healthFrame = Instance.new("Frame")
    healthFrame.Name = "HealthFrame"
    healthFrame.Size = UDim2.new(0.9, 0, 0.2, 0)
    healthFrame.Position = UDim2.new(0.05, 0, 0.15, 0)
    healthFrame.BackgroundColor3 = Color3.fromRGB(200, 200, 200)
    healthFrame.BorderSizePixel = 1
    healthFrame.Parent = mainFrame
    
    local healthBar = Instance.new("Frame")
    healthBar.Name = "HealthBar"
    healthBar.Size = UDim2.new(1, 0, 1, 0)
    healthBar.BackgroundColor3 = Color3.fromRGB(255, 0, 0)
    healthBar.BorderSizePixel = 0
    healthBar.Parent = healthFrame
    
    local healthLabel = Instance.new("TextLabel")
    healthLabel.Name = "HealthLabel"
    healthLabel.Size = UDim2.new(0, 70, 0, 20)
    healthLabel.Position = UDim2.new(0.5, -35, -0.8, 0)
    healthLabel.Text = "Health"
    healthLabel.TextColor3 = Color3.fromRGB(255, 255, 255)
    healthLabel.BackgroundTransparency = 1
    healthLabel.Font = Enum.Font.SourceSansBold
    healthLabel.TextSize = 16
    healthLabel.Parent = healthFrame
    
    -- Hunger Bar
    local hungerFrame = Instance.new("Frame")
    hungerFrame.Name = "HungerFrame"
    hungerFrame.Size = UDim2.new(0.9, 0, 0.2, 0)
    hungerFrame.Position = UDim2.new(0.05, 0, 0.45, 0)
    hungerFrame.BackgroundColor3 = Color3.fromRGB(200, 200, 200)
    hungerFrame.BorderSizePixel = 1
    hungerFrame.Parent = mainFrame
    
    local hungerBar = Instance.new("Frame")
    hungerBar.Name = "HungerBar"
    hungerBar.Size = UDim2.new(1, 0, 1, 0)
    hungerBar.BackgroundColor3 = Color3.fromRGB(255, 150, 0)
    hungerBar.BorderSizePixel = 0
    hungerBar.Parent = hungerFrame
    
    local hungerLabel = Instance.new("TextLabel")
    hungerLabel.Name = "HungerLabel"
    hungerLabel.Size = UDim2.new(0, 70, 0, 20)
    hungerLabel.Position = UDim2.new(0.5, -35, -0.8, 0)
    hungerLabel.Text = "Hunger"
    hungerLabel.TextColor3 = Color3.fromRGB(255, 255, 255)
    hungerLabel.BackgroundTransparency = 1
    hungerLabel.Font = Enum.Font.SourceSansBold
    hungerLabel.TextSize = 16
    hungerLabel.Parent = hungerFrame
    
    -- Stamina Bar
    local staminaFrame = Instance.new("Frame")
    staminaFrame.Name = "StaminaFrame"
    staminaFrame.Size = UDim2.new(0.9, 0, 0.2, 0)
    staminaFrame.Position = UDim2.new(0.05, 0, 0.75, 0)
    staminaFrame.BackgroundColor3 = Color3.fromRGB(200, 200, 200)
    staminaFrame.BorderSizePixel = 1
    staminaFrame.Parent = mainFrame
    
    local staminaBar = Instance.new("Frame")
    staminaBar.Name = "StaminaBar"
    staminaBar.Size = UDim2.new(1, 0, 1, 0)
    staminaBar.BackgroundColor3 = Color3.fromRGB(0, 150, 255)
    staminaBar.BorderSizePixel = 0
    staminaBar.Parent = staminaFrame
    
    local staminaLabel = Instance.new("TextLabel")
    staminaLabel.Name = "StaminaLabel"
    staminaLabel.Size = UDim2.new(0, 70, 0, 20)
    staminaLabel.Position = UDim2.new(0.5, -35, -0.8, 0)
    staminaLabel.Text = "Stamina"
    staminaLabel.TextColor3 = Color3.fromRGB(255, 255, 255)
    staminaLabel.BackgroundTransparency = 1
    staminaLabel.Font = Enum.Font.SourceSansBold
    staminaLabel.TextSize = 16
    staminaLabel.Parent = staminaFrame
    
    return {
        HealthBar = healthBar,
        HungerBar = hungerBar,
        StaminaBar = staminaBar
    }
end

-- Create the GUI elements
local statsBars = createStatsGUI()

-- Function to update the GUI based on stats
local function updateStatsGUI(stats)
    -- Create smooth transitions with tweens
    local tweenInfo = TweenInfo.new(0.3, Enum.EasingStyle.Quad, Enum.EasingDirection.Out)
    
    -- Update health bar
    local healthTween = TweenService:Create(statsBars.HealthBar, tweenInfo, {
        Size = UDim2.new(stats.Health / 100, 0, 1, 0)
    })
    healthTween:Play()
    
    -- Update hunger bar
    local hungerTween = TweenService:Create(statsBars.HungerBar, tweenInfo, {
        Size = UDim2.new(stats.Hunger / 100, 0, 1, 0)
    })
    hungerTween:Play()
    
    -- Update stamina bar
    local staminaTween = TweenService:Create(statsBars.StaminaBar, tweenInfo, {
        Size = UDim2.new(stats.Stamina / 100, 0, 1, 0)
    })
    staminaTween:Play()
    
    -- Update colors based on values
    -- Health color (green to yellow to red)
    if stats.Health > 50 then
        statsBars.HealthBar.BackgroundColor3 = Color3.fromRGB(
            255, 
            255 - (stats.Health - 50) * 5.1, 
            0
        )
    else
        statsBars.HealthBar.BackgroundColor3 = Color3.fromRGB(
            255, 
            stats.Health * 5.1, 
            0
        )
    end
end

-- Listen for stat updates from the server
statsRemote.OnClientEvent:Connect(function(stats)
    updateStatsGUI(stats)
end)

-- Handle sprint input
local function handleSprintInput(input, gameProcessed)
    if gameProcessed then return end
    
    if input.KeyCode == sprintKeyCode then
        if input.UserInputState == Enum.UserInputState.Begin then
            isSprinting = true
            actionRemote:FireServer("StartSprint")
        elseif input.UserInputState == Enum.UserInputState.End then
            isSprinting = false
            actionRemote:FireServer("StopSprint")
        end
    end
end

-- Listen for remote actions from server
actionRemote.OnClientEvent:Connect(function(action)
    if action == "StopSprint" then
        isSprinting = false
    end
end)

-- Connect input handling
UserInputService.InputBegan:Connect(handleSprintInput)
UserInputService.InputEnded:Connect(handleSprintInput)

-- Handle character respawning
player.CharacterAdded:Connect(function(newCharacter)
    character = newCharacter
    humanoid = character:WaitForChild("Humanoid")
    
    -- Reset sprint state
    isSprinting = false
end)

-- Example food item handling
local function createFoodToolExample()
    local tool = Instance.new("Tool")
    tool.Name = "Apple"
    tool.RequiresHandle = true
    tool.Parent = player.Backpack
    
    local handle = Instance.new("Part")
    handle.Name = "Handle"
    handle.Size = Vector3.new(1, 1, 1)
    handle.BrickColor = BrickColor.new("Bright red")
    handle.Parent = tool
    
    -- Add a mesh to make it look like an apple
    local mesh = Instance.new("SpecialMesh")
    mesh.MeshType = Enum.MeshType.Sphere
    mesh.Scale = Vector3.new(0.7, 0.8, 0.7)
    mesh.Parent = handle
    
    -- When the tool is activated (clicked), eat the food
    tool.Activated:Connect(function()
        actionRemote:FireServer("Eat")
        
        -- Optional: destroy the tool after use
        tool:Destroy()
    end)
end

-- Create a food item for testing
createFoodToolExample()

Visual Enhancements: Radar Chart Comparison

Below is a radar chart comparing the impact of different activities on player stats. This can help you understand how to balance your game mechanics:

This radar chart illustrates how different player states affect various gameplay aspects. When players are well-fed and rested, they perform optimally across all metrics. However, as their stats decline, different aspects of gameplay are affected at different rates.


Gameplay Impact and Balancing

When implementing health, hunger, and stamina systems, it's important to balance them for optimal gameplay. Here's a table showing how different values impact gameplay:

Stat Type Effect When High (75-100%) Effect When Medium (25-75%) Effect When Low (0-25%) Recovery Method
Health Normal gameplay Screen edges turn red, heartbeat sound plays Vision blurs, movement slows by 20% Medkits, food (if hunger > 50%), natural regeneration when well-fed
Hunger Health slowly regenerates No health regeneration Health decreases slowly, stamina regen reduced by 50% Food items (apples, bread, cooked meat)
Stamina Can sprint freely, jump higher Sprint speed reduced, can't jump as high Cannot sprint, jump height reduced by 40% Resting (not sprinting), energy drinks, stamina boosters

System Mindmap

Below is a mindmap showing how these three systems interact with each other and with other game mechanics:

mindmap root["Health, Hunger & Stamina System"] Health["Health System"] Health["Management"] Health["Initial Value (100)"] Health["Death at 0"] Health["Regeneration when Hunger > 75%"] Health["Visual Feedback"] Health["Red Screen Edge"] Health["Health Bar GUI"] Health["Heartbeat Sound"] Hunger["Hunger System"] Hunger["Management"] Hunger["Initial Value (100)"] Hunger["Gradual Decrease"] Hunger["Impacts Health at 0"] Hunger["Food Items"] Hunger["Apples (+25)"] Hunger["Cooked Meat (+50)"] Hunger["Water (+15 & Stamina Boost)"] Stamina["Stamina System"] Stamina["Management"] Stamina["Initial Value (100)"] Stamina["Decreases During Sprinting"] Stamina["Regenerates When Resting"] Stamina["Effects"] Stamina["Sprint Speed"] Stamina["Jump Height"] Stamina["Combat Abilities"] Integration["Gameplay Integration"] Integration["Combat System"] Integration["Stamina Cost for Attacks"] Integration["Health Reduction from Damage"] Integration["Movement System"] Integration["Sprint Toggle"] Integration["Jump Mechanics"] Integration["Day/Night Cycle"] Integration["Faster Hunger Depletion at Night"] Integration["Slower Stamina Regen in Extreme Weather"]

This mindmap illustrates the interconnected nature of health, hunger, and stamina systems and their integration with other game mechanics. Each system impacts the others, creating a dynamic gameplay experience.


Video Tutorial

Below is a helpful video tutorial that demonstrates how to implement a hunger bar system in Roblox. This covers many of the same concepts we've discussed in our code:

This tutorial by CovertCode walks you through creating a hunger system in Roblox, which can be extended to include health and stamina as well. It covers the basics of creating the GUI elements and handling the server-side logic necessary for a secure implementation.


Visual Examples

Here are some examples of health, hunger, and stamina bar UI designs that can be implemented in your game:

Health/Stamina GUI design

Example of a health and stamina UI design with a circular layout.

Stamina Bar in Roblox Studio

A traditional horizontal stamina bar implementation in Roblox Studio.

Hunger Bar Tutorial

Screenshot from a tutorial showing a hunger bar implementation.


Advanced Implementation Considerations

Data Persistence

To save player stats between game sessions, implement data storage:

-- Add this to your server script
local DataStoreService = game:GetService("DataStoreService")
local playerStatsStore = DataStoreService:GetDataStore("PlayerStats")

-- When player joins
local function loadPlayerData(player)
    local success, playerData = pcall(function()
        return playerStatsStore:GetAsync(player.UserId)
    end)
    
    if success and playerData then
        -- Player has existing data
        player.PlayerStats.Health.Value = playerData.Health
        player.PlayerStats.Hunger.Value = playerData.Hunger
        player.PlayerStats.Stamina.Value = playerData.Stamina
    end
end

-- When player leaves
local function savePlayerData(player)
    if player:FindFirstChild("PlayerStats") then
        local dataToSave = {
            Health = player.PlayerStats.Health.Value,
            Hunger = player.PlayerStats.Hunger.Value,
            Stamina = player.PlayerStats.Stamina.Value
        }
        
        pcall(function()
            playerStatsStore:SetAsync(player.UserId, dataToSave)
        end)
    end
end

Players.PlayerAdded:Connect(loadPlayerData)
Players.PlayerRemoving:Connect(savePlayerData)

-- Also save periodically
while wait(60) do -- Save every minute
    for _, player in ipairs(Players:GetPlayers()) do
        savePlayerData(player)
    end
end

Events and Effects

You can create special events that affect player stats:

-- Example of a weather effect
local function simulateRainStorm()
    -- Broadcast to all players
    for _, player in ipairs(Players:GetPlayers()) do
        -- Increase hunger depletion during storm
        local hungerValue = player.PlayerStats:FindFirstChild("Hunger")
        if hungerValue then
            hungerValue.Value = math.max(0, hungerValue.Value - 5)
        end
        
        -- Notify player
        statsRemote:FireClient(player, {
            Health = player.PlayerStats.Health.Value,
            Hunger = hungerValue.Value,
            Stamina = player.PlayerStats.Stamina.Value,
            Message = "A cold rain is falling. You feel hungrier."
        })
    end
end

-- Call this function periodically or based on game events

Frequently Asked Questions

How can I prevent players from exploiting the system?

The key to preventing exploitation is keeping all critical game logic on the server. In our implementation, all stats are stored and managed server-side. The client only requests actions (like sprinting or eating) and the server validates these requests before applying changes. Additionally, use RemoteEvents rather than BindableEvents for client-server communication, and implement rate limiting to prevent spam attacks.

How do I balance these systems for good gameplay?

Balancing is crucial for player enjoyment. Start with reasonable defaults (we used 100 for all stats) and adjust based on playtesting. Consider these principles: (1) Stats should deplete slowly enough that players aren't constantly managing them, (2) Players should have clear ways to replenish each stat, (3) Low stats should impact gameplay but not make it impossible to continue, and (4) Different player activities should have different impacts on stats. Remember to update your CONFIG values to fine-tune the experience.

How can I add visual effects when stats are low?

You can enhance the player experience by adding visual and audio cues when stats are critically low. On the client-side, check stat values and apply effects accordingly. For example, to add a red vignette when health is low:

-- Add this to your client script
local function updateVisualEffects(stats)
    local effectsGui = player:WaitForChild("PlayerGui"):FindFirstChild("EffectsGui") or Instance.new("ScreenGui")
    effectsGui.Name = "EffectsGui"
    effectsGui.ResetOnSpawn = false
    effectsGui.Parent = player.PlayerGui
    
    -- Health vignette effect
    local vignette = effectsGui:FindFirstChild("Vignette") or Instance.new("Frame")
    vignette.Name = "Vignette"
    vignette.Size = UDim2.new(1, 0, 1, 0)
    vignette.BorderSizePixel = 0
    vignette.BackgroundTransparency = 0.5
    vignette.BackgroundColor3 = Color3.fromRGB(255, 0, 0)
    vignette.Visible = false
    vignette.Parent = effectsGui
    
    -- Show vignette when health is low
    if stats.Health < 30 then
        vignette.Visible = true
        vignette.BackgroundTransparency = 0.8 - ((30 - stats.Health) / 100)
    else
        vignette.Visible = false
    end
end

-- Call this function whenever stats update
statsRemote.OnClientEvent:Connect(function(stats)
    updateStatsGUI(stats)
    updateVisualEffects(stats)
end)
How do I implement status effects like poisoned or exhausted?

You can implement status effects by creating a system that applies temporary modifiers to the player's stats or behavior. Here's a basic approach:

-- Add this to your server script
local statusEffects = {}

-- Apply a status effect to a player
local function applyStatusEffect(player, effectType, duration)
    -- Create or get player's status effect table
    if not statusEffects[player.UserId] then
        statusEffects[player.UserId] = {}
    end
    
    -- Add the effect
    statusEffects[player.UserId][effectType] = {
        EndTime = tick() + duration,
        Applied = false
    }
    
    -- Notify client
    statsRemote:FireClient(player, {
        Health = player.PlayerStats.Health.Value,
        Hunger = player.PlayerStats.Hunger.Value,
        Stamina = player.PlayerStats.Stamina.Value,
        StatusEffect = effectType
    })
end

-- Process status effects
spawn(function()
    while wait(1) do
        for userId, effects in pairs(statusEffects) do
            local player = Players:GetPlayerByUserId(userId)
            if player then
                for effectType, effectData in pairs(effects) do
                    -- Check if effect has expired
                    if tick() > effectData.EndTime then
                        effects[effectType] = nil
                        
                        -- Notify client
                        statsRemote:FireClient(player, {
                            Health = player.PlayerStats.Health.Value,
                            Hunger = player.PlayerStats.Hunger.Value,
                            Stamina = player.PlayerStats.Stamina.Value,
                            StatusEffectRemoved = effectType
                        })
                    else
                        -- Apply effect logic
                        if effectType == "Poisoned" then
                            -- Decrease health slowly
                            player.PlayerStats.Health.Value = math.max(0, player.PlayerStats.Health.Value - 1)
                        elseif effectType == "Exhausted" then
                            -- Prevent stamina regeneration
                            -- This is handled in the stamina management function
                        end
                    end
                end
            end
        end
    end
end)

-- Add status effect checks in your other functions
local function manageStamina(player, staminaValue)
    while player.Parent and player:FindFirstChild("PlayerStats") do
        wait(0.1)
        
        if playerSprinting[player.UserId] then
            -- Decrease stamina while sprinting
            local decreaseAmount = CONFIG.STAMINA_DECREASE_RATE * 0.1
            staminaValue.Value = math.max(0, staminaValue.Value - decreaseAmount)
        else
            -- Check for exhaustion effect before regenerating
            local playerEffects = statusEffects[player.UserId]
            local exhausted = playerEffects and playerEffects["Exhausted"]
            
            if not exhausted then
                -- Normal regeneration
                local regenAmount = CONFIG.STAMINA_REGEN_RATE * 0.1
                staminaValue.Value = math.min(CONFIG.INITIAL_STAMINA, staminaValue.Value + regenAmount)
            end
        end
        
        -- Update client
        statsRemote:FireClient(player, {
            Health = player.PlayerStats.Health.Value,
            Hunger = player.PlayerStats.Hunger.Value,
            Stamina = staminaValue.Value
        })
    end
end

References

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Last updated April 6, 2025
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