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Hunger, thirst, stress, highs, addictions, and more.
Keeps overlapping effects from fighting.
Temporary effects with duration handling.
Works around ESX, QBCore, and Qbox expectations.
Keeps HUDs and player metadata updated.
Read, set, add, remove, bulk, reset, and heal.
Control status state safely.
Driving and shooting stress helpers included.
Persists statuses and direct effects.
Lifecycle handlers for every status type.
Per-status drains, thresholds, and values.
Notifications, visuals, movement, damage, and reactions.
The strongest active effect wins.
Timed effects that merge and expire.
Full server-side status control.
Quick getters for common statuses.
ESX, QB/Qbox, HUD, stress, heal, and revive hooks.
Framework metadata and HUD event updates.
Pause, clear, and reinitialize status effects.
Spatial reactions through zyke_sounds.
Driving and shooting stress modules.
Fast drains get faster processing.