Description
A stress meter HUD whose value is owned by the server and streamed to the client, which renders escalating gameplay-cam shake and a timecycle blur as stress climbs past a threshold. Stress is a QBCore-ecosystem immersion staple (there is no native ESX stress), and the screen-effect feedback is what makes it feel visceral rather than a number in a corner.
Prompt Template
You are writing a FiveM resource for QBCore/QBox: a server-authoritative stress…
The full prompt template and its reference Lua are part of a one-time pack. Pick your depth — both are lifetime access, no subscription, ever.
- 60 prompts + syntax-validated reference Lua
- Lifetime access — pay once
- All 510 prompts — the full library
- Per-prompt profit/trend intelligence (CSV + playbook)
- Lifetime free updates — new niches as the market moves
$49 for 60 · $199 for all 510 + intelligence — one-time, no subscription.
Expected Output
The reference Lua at content/expected-outputs/ui/25-stress-hud-effects.lua implements a server-clamped stress store with add/relieve/request events and an AddStress export, plus a client that maps…
The full prompt template and its reference Lua are part of a one-time pack. Pick your depth — both are lifetime access, no subscription, ever.
- 60 prompts + syntax-validated reference Lua
- Lifetime access — pay once
- All 510 prompts — the full library
- Per-prompt profit/trend intelligence (CSV + playbook)
- Lifetime free updates — new niches as the market moves
$49 for 60 · $199 for all 510 + intelligence — one-time, no subscription.
Known Failure Modes & Corrective Prompt
- Client-owned stress — local-only tracking is trivially reset by the player.
- Stuck blur/shake — never calling
StopGameplayCamShaking/ClearTimecycleModifierleaves a permanent effect. - Unclamped value — adding past 100 or below 0 breaks the meter and intensity math.
Corrective re-prompt: "Make the server the only authority for stress: clamp to 0-100 in setStress and stream it via stress:update. In the client, when stress drops below the threshold always call StopGameplayCamShaking(true) and ClearTimecycleModifier() so the blur and shake fully clear."
Framework Integration
- ESX: no native stress; back the value with a metadata column (
xPlayer.set('stress', v)) if you port it. - QBCore: mirror to
Player.Functions.SetMetaData('stress', v)so other HUDs read it. - QBox: use
exports.qbx_coreplayer metadata; triggerAddStressfrom jobs (e.g., heavy labour, shooting).
Profit Potential
$250–$3500/mo on Tebex (expected ~$900). [INFERRED] priced inside the $50-389 script band against a corpus whose median seller clears $11.85K/mo (signal-scraper tebex_snapshot, n=100); a rising immersion niche in the QB/qbox ecosystem.
Trend Signal
↗ rising — inferred: Stress is a QBCore-ecosystem mechanic (no native ESX stress); screen-effect HUDs rising with QB/qbox immersion servers.
Sales Angle
The immersion-layer stress system that other scripts plug into via one export. Lead with the shake+blur demo clip. Recommended Tebex price $129.
Difficulty & Ship Time
intermediate · ships in 2-4h.