renzu_hud_config/status.lua
--STATUS CONFIG
config.statusv1sleep = 1000 -- 1 second update
config.registerautostatus = true -- register all status from config.statusordering setting below to ESX STATUS or RENZU_STATUS (only the status with custom bool will be registered example: line 60:status.lua) (ESX STATUS ONLY, RENZU_STATUS ALREADY HAVE A AUTO REGISTER FUNC)
config.statusui = 'simple' -- UI LOOK ( simple, normal ) -- NORMAL = with pedface, Simple = Only Icons
config.status_type = 'progressbar' -- circle progress bar = progressbar, fontawsome icon = icons
config.statusv2 = true -- enable this if you want the status toggle mode (TOGGLE VIA INSERT) (THIS INCLUDE RP PURPOSE HUD like job,money,etc.)
config.statusplace = 'bottom-left' -- available option top-right,top-left,bottom-right,bottom-left,top-center,bottom-center
config.uidesign = 'circle' -- octagon (default), circle, square
config.QbcoreStatusDefault = true -- if true will use metadatas as default you can stop renzu_status
--CHANGE ACCORDING TO YOUR STATUS ESX STATUS OR ANY STATUS MOD

--STATUS ( disabled v2 if you want the optimize version ( FETCH ONLY The Player Status if Toggled ) else v2 is running loop default of 1sec)
config.statusv2_sleep = 1000 -- 1sec
config.statusnotify = true
config.driving_affect_status = true -- should the status will be affected during Driving a vehicle?
config.driving_affected_status = 'sanity' -- change whatever status you want to be affected during driving
config.driving_status_mode = 'remove' -- (add, remove) add will add a value to status, remove will remove a status value.
config.driving_status_val = 10000 -- status value to add/remove
config.driving_status_radius = 200 -- driving distance to add status
config.firing_affect_status = true -- Firing Weapons affects status?
config.firing_affected_status = 'sanity' -- Affected Status during gunplay
config.firing_status_mode = 'add' -- Status Function (add,remove) add will add a value to status, remove will remove a status value.
config.firing_statusaddval = 5000 -- value to add when firing a weapons
config.firing_bullets = 100 -- number of bullets or firing events to trigger the status function.
config.killing_affect_status = true -- do you want the status to be affected when you kill some player , ped, animals.
config.killing_affected_status = 'sanity'
config.killing_status_mode = 'add' -- (add,remove) add will add a value to status, remove will remove a status value.
config.killing_status_val = 5000 -- status value to add/remove per kill
config.running_affect_status = true -- if player is running (not sprint) status will affected?
config.running_affected_status = 'thirst' -- change this to whatever status you wanted to be affected
config.running_status_mode = 'remove' -- should add or remove? its up to you. affected status if running
config.running_status_val = 100 -- how much we add / remove to the status?
config.melee_combat_affect_status = true -- melee attack like punch,kick,pistolwhiping,etc can affect the status?
config.melee_combat_affected_status = 'sanity' -- type of status
config.melee_combat_status_mode = 'remove' -- status remove or add?
config.melee_combat_status_val = 10000 -- value to add/remove
config.parachute_affect_status = true -- while parachuting mode can add status?
config.parachute_affected_status = 'sanity' -- type of status
config.parachute_status_mode = 'remove' -- status remove or add?
config.parachute_status_val = 10000 -- value to add/remove
--status standalone purpose (use this only if you need it)
-- Add / Remove Status when playing some animations
config.playing_animation_affect_status = true
config.status_animation = {
	--this is a DICT
	{ dict = 'mp_player_inteat@burger', name='mp_player_int_eat_burger', status = 'hunger', mode = 'add', val = '300000'},
	{ dict = 'mp_player_inteat@burger', name='mp_player_int_eat_burger_fp', status = 'hunger', mode = 'add', val = '300000'},
	{ dict = 'mp_player_intdrink', name='loop_bottle', status = 'thirst', mode = 'add', val = '300000'},
	{ dict = 'mp_player_intdrink', name='loop_bottle_fp', status = 'thirst', mode = 'add', val = '300000'},
	{ dict = 'amb@world_human_aa_smoke@male@idle_a', name='idle_c', status = 'sanity', mode = 'remove', val = '10000'},

	-- you can add as many animation as you want
}

--if you want to add more status and reorder it.
--the config have the div id's, offsets, colors, classes per status.
-- if config.registerautostatus is enable:
-- startvalue is important and default to 1000000, and remove value per tick is default for 100

------OTHER IMPORTANT CONFIG FOR STATUS ------
-- custom = registered status from esx_status and renzu_status
-- type = 1 (circular icon) type = 0 ( progress WIP)
-- enable = true (enable the status UI for this status)
-- hideifmax == only show this status if its not max
-- min_val_hide == combination with hideifmax only show this status if min_val_hide == 50 (50%)
-- notify_lessthan = Show notify if status is low
-- notify_value = combination with notifylessthan (20 = 20% of status to show notify)
-- notify_message == show this status message
-- value == leave it default 0
-- status = the status name
-- OTHER OPTION ARE ICON CUSTOMIZATION for Colors, Fontawsome etc..
config.statusordering = { -- SET enable = false to disable the status (the status must be registered from your esx_status) i highly suggest to use my standalone_status (https://github.com/renzuzu/renzu_status) so you wont have to edit the special events and exports needed for the status System!
	[0] = {type = 1, enable = true, status = 'health', hideifmax = false, custom = false, value = 100, notify_lessthan = false, notify_message = 'i am very hungry', notify_value = 20, display = 'none', offset = '275', i_id_1_color = 'rgb(251, 29, 9)',bg = 'rgb(11, 39, 63)', fa = 'fas fa-heartbeat', i_id_2_color = 'rgba(251, 29, 9, 0.3)'},
	[1] = {type = 1, enable = true, status = 'armor', hideifmax = true, custom = false, value = 0, notify_lessthan = false, notify_message = 'i am very hungry', notify_value = 20, display = 'none', offset = '275', i_id_1_color = 'rgb(1, 103, 255)', bg = 'rgb(11, 39, 63)',fa = 'far fa-shield-alt', i_id_2_color = 'rgb(0, 41, 129)'},
	[2] = {type = 1, enable = true, status = 'hunger', hideifmax = false, custom = true, value = 0, startvalue = 1000000, statusremove = 100, notify_lessthan = false, notify_message = 'i am very hungry', notify_value = 20, display = 'block', offset = '275', i_id_1_color = 'rgb(221, 144, 0)',bg = 'rgb(11, 39, 63)', fa = 'fad fa-cheeseburger', i_id_2_color = 'rgb(114, 68, 0)'},
	[3] = {type = 1, enable = true, status = 'thirst', hideifmax = false, custom = true, value = 0, startvalue = 1000000, statusremove = 100, notify_lessthan = false, notify_message = 'i am very thirsty', notify_value = 20, display = 'block', offset = '275', i_id_1_color = 'rgb(36, 113, 255)',bg = 'rgb(11, 39, 63)', fa = 'fad fa-glass', i_id_2_color = 'rgb(0, 11, 112)'},
	[4] = {type = 1, enable = true, status = 'stress', hideifmax = false, min_val_hide = 50, custom = true, value = 0, startvalue = 0, statusremove = 0, notify_lessthan = true, notify_message = 'i see some dragons', notify_value = 80, display = 'block', offset = '275', i_id_1_color = 'rgb(255, 16, 68)',bg = 'rgb(11, 39, 63)', fa = 'fad fa-head-side-brain', i_id_2_color = 'rgba(35, 255, 101, 0.84)'},
	[5] = {type = 1, enable = true, status = 'stamina', hideifmax = true, min_val_hide = 100, custom = false, value = 0, notify_lessthan = false, notify_message = 'running makes me thirsty', notify_value = 20, display = 'block', offset = '275', i_id_1_color = 'rgb(16, 255, 136)',bg = 'rgb(11, 39, 63)', fa = 'fad fa-running', i_id_2_color = 'rgba(0, 119, 57, 0.94)'},
	[6] = {type = 1, enable = true, status = 'oxygen', hideifmax = true, min_val_hide = 100, custom = false, value = 0, notify_lessthan = false, notify_message = 'my oxygen is almost gone', notify_value = 20, display = 'block', offset = '275', i_id_1_color = 'rgb(15, 227, 255)',bg = 'rgb(11, 39, 63)', fa = 'fad fa-lungs', i_id_2_color = 'rgba(8, 76, 85, 0.78)'},
	[7] = {type = 1, enable = true, status = 'energy', hideifmax = true, min_val_hide = 50, custom = true, value = 0, startvalue = 1000000, statusremove = 100, notify_lessthan = false, notify_message = 'i am very tired', notify_value = 20, display = 'block', offset = '275', i_id_1_color = 'rgb(233, 233, 233)',bg = 'rgb(11, 39, 63)', fa = 'fas fa-snooze', i_id_2_color = 'color:rgb(243, 57, 0)'},
	[8] = {type = 1, enable = true, status = 'voip', hideifmax = false, custom = false, value = 0, notify_lessthan = false, notify_message = 'silent mode', notify_value = 0, display = 'block', offset = '275', i_id_1_color = 'rgb(251, 29, 9)',bg = 'rgb(11, 39, 63)', fa = 'fas fa-microphone', i_id_2_color = 'rgba(251, 29, 9, 0.3)'},
	
	--SAMPLE ONLY
	[9] = {
		type = 1, -- 1 = circle progress or 0 = flat progress bar
		enable = true,  -- enable or disable status
		status = 'poop',  -- status name from esx_status or renzu_status
		hideifmax = false,  -- hide the status if its max (stress and armor is inverted)
		min_val_hide = 50, -- works only if hideifmax == true (show/hide the status if value is met)
		custom = true, -- native (ex. oxygen) or custom (Esx status/renzu_status)
		value = 0, -- leave default 0
		startvalue = 1000000,
		statusremove = 100, -- this will be register to esx_status or renzu_status, ( this is the remove value per tick )
		notify_lessthan = false, -- inverted ?
		notify_message = 'my poop is cumming',  -- notify message
		notify_value = 25,  -- notify percentage trigger
		display = 'block',  -- dont change
		offset = '275',  -- default offset
		fa = 'fas fa-poo',  -- font awsome
		i_id_1_color = 'rgb(124, 119, 56)', -- progress color
		i_id_2_color = 'rgba(251, 29, 9, 0.3)', -- use if icons type
	bg = 'rgba(11, 39, 63, 0.707)',
	},
	[10] = {
		type = 1, 
		enable = true, 
		status = 'pee', 
		hideifmax = false,
		min_val_hide = 50,
		custom = true, 
		value = 0, 
		startvalue = 1000000,
		statusremove = 100, -- this will be register to esx_status or renzu_status, ( this is the remove value per tick )
		notify_lessthan = false, 
		notify_message = 'my pee is cumming', 
		notify_value = 25, 
		display = 'block', 
		offset = '275', 
		fa = 'fas fa-restroom', -- font awsome
		i_id_1_color = 'gold', -- progress color
		i_id_2_color = 'rgba(251, 29, 9, 0.3)', -- bg color
	bg = 'rgba(11, 39, 63, 0.707)',
	},
	[11] = {
		type = 1, 
		enable = true, 
		status = 'hygiene', 
		hideifmax = false,
		min_val_hide = 50,
		custom = true, 
		value = 0, 
		startvalue = 1000000,
		statusremove = 100, -- this will be register to esx_status or renzu_status, ( this is the remove value per tick )
		notify_lessthan = false, 
		notify_message = 'i smell fucking bad', 
		notify_value = 25, 
		display = 'block', 
		offset = '275', 
		fa = 'fad fa-shower', -- font awsome
		i_id_1_color = 'skyblue', -- progress color
		i_id_2_color = 'rgba(251, 29, 9, 0.3)', -- bg color
	bg = 'rgba(11, 39, 63, 0.707)',
	},
}

-- RegisterCommand('statusadd', function()
-- 	TriggerEvent('esx_status:add', 'stress', 520000)
-- end)

-- RegisterCommand('statusremove', function()
-- 	TriggerEvent('esx_status:remove', 'stress', 520000)
-- end)

-- GUIDE status ordering (variables needs to edit if your gonna reconfigure it)
-- type = 1 use icons/circle status -- type = 0 use WIP progressbars (longbars)
-- enable = true/false -- enable/disable the status
-- hideifmax = true/false -- eg. if stamina is max hide the icons, show it if you are currently sprinting
-- custom = true/false -- this define if the status is registered to esx_status/renzu_status/ -- if false its a native status example: oxygen,stamina
-- notify_lessthan = true/false -- if true notify only if status is max else notify if status is nearly 20%
-- value = do not edit, this is automatic
-- notify_message = a message to notify if condition is met
-- notify_value = the percentage of total status to trigger the notify system
-- id = the divid of uistatus v1 the toggable version
-- offset = unused and deprecated
-- i_id_1 = the id of div, rename this to a unique one.
-- i_id_1_color = color of circle status bar
-- i_id_1_class = the fontawsome icon to use
-- fa = fontawsome icons to use
-- others are relative to fontawsome and other not mention here is might be deprecated