> For the complete documentation index, see [llms.txt](https://daddy-studios.gitbook.io/daddy-studios-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://daddy-studios.gitbook.io/daddy-studios-docs/scripts/daddy-hud/health-system.md).

# Health System

`Config.HealthSystem` decides where the body map and the injury icons get their data.

| Value               | Body map and injuries come from                                                                                    |
| ------------------- | ------------------------------------------------------------------------------------------------------------------ |
| `builtin` (default) | The HUD's own tracker, described below                                                                             |
| `ml_healthsystem`   | The `ml_healthsystem` resource: wounds, fractures, diseases and bleeding                                           |
| `gta`               | Plain GTA health: the whole body map fills as health drops                                                         |
| `external`          | Only your own scripts, through the exports on the [Exports](/daddy-studios-docs/scripts/daddy-hud/exports.md) page |

![Injury types](https://2487709298-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FqcEXX242M9YYHjASblGi%2Fuploads%2Fgit-blob-af046379737c609edeb0c9d18274f6d7fab19be3%2Fdaddy-hud-injuries.jpg?alt=media)

## Built-in tracker

* The **bone that was hit** sets the zone: head, torso, left/right arm, left/right leg.
* The **weapon** sets the wound: firearms make a gunshot wound, knives and other blades a cut, fists, bats and vehicles blunt trauma, fire and explosions burns.
* **Severity 1–4** follows the health lost in the hit. Repeated hits on the same zone raise it.
* **Bleeding** starts from gunshots and cuts of severity 2 or more and stops after `Bleeding.StopAfter` seconds per level.
* **Fractures**: a fall that takes `FallFracture`% health breaks a leg, a vehicle impact that takes `VehicleFracture`% breaks an arm or leg.
* **Healing**: every 1% of health gained heals the zones by `HealMultiplier`. Full health or a revive clears zones and injuries.
* Health lost without a hit (hunger, scripts setting health) shows as a light torso mark without a wound.

| Setting                            | Default     | What it does                                         |
| ---------------------------------- | ----------- | ---------------------------------------------------- |
| `ZoneMultiplier`                   | `2.5`       | Zone damage per 1% health lost                       |
| `MinZoneDamage`                    | `8`         | Smallest zone damage for a hit                       |
| `HealMultiplier`                   | `2.5`       | Zone recovery per 1% health gained                   |
| `ClearOnFullHealth`                | `true`      | Full health clears zones and injuries                |
| `ResetOnRevive`                    | `true`      | A revive clears zones and injuries                   |
| `FallFracture` / `VehicleFracture` | `25` / `30` | Health lost (%) that breaks a bone, `0` turns it off |
| `LowNeeds`                         | `15`        | Hunger/thirst value that shows a warning icon        |
| `Bleeding.Enabled`                 | `true`      | Gunshots and cuts cause bleeding                     |
| `Bleeding.MinSeverity`             | `2`         | Weakest wound that bleeds                            |
| `Bleeding.StopAfter`               | `45`        | Seconds per bleed level until it stops, `0` = never  |

## Gameplay effects

All effects are **off by default** so the HUD does not fight your ambulance script.

| Setting                           | What it does                                                                 |
| --------------------------------- | ---------------------------------------------------------------------------- |
| `Effects.Limp` / `LimpAt`         | Leg damage above the value forces a limp and blocks sprinting and jumping    |
| `Effects.ArmShake` / `ArmShakeAt` | Arm damage above the value shakes the aim                                    |
| `Effects.HeadBlur`                | Head hits of severity 2 or more blur the screen for a moment                 |
| `Effects.BleedDamage`             | Bleeding drains `BleedAmount` health per level every `BleedInterval` seconds |

## Revive and heal events

The built-in injuries are cleared by these events:

* Revive: `hospital:client:Revive` (qb-ambulancejob), `qbx_medical:client:playerRevived`, `esx_ambulancejob:revive`, `wasabi_ambulance:revive`
* Heal: `hospital:client:HealInjuries`, `qbx_medical:client:heal`, `esx_ambulancejob:heal`, `txcl:heal` (txAdmin)

Any other script can clear them with `exports['daddy-hud']:ClearInjuries()` on the client or `exports['daddy-hud']:ClearInjuries(source)` on the server. Bandage items can call `StopBleeding` or `HealZone`.

## Death state

QBCore/Qbox death and last stand come from the player metadata and state bags, ESX death from `esx:onPlayerDeath`. Without a framework the HUD uses the ped's own death state.


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