Making a custom roblox stamina system script for your game

If you're trying to figure out how to put together a solid roblox stamina system script, you've probably realized that games feel a bit hollow when players can just sprint forever across the map. Whether you're building a survival horror game, a fast-paced battle royale, or a classic RPG, stamina adds a layer of strategy that keeps players from just holding down the Shift key and ignoring the world around them.

The beauty of a custom stamina system is that it's not just about stopping someone from running. It's about balance. You want to make sure that moving around feels rewarding, but you also want to create tension during combat or exploration. In this article, we're going to walk through the logic of how these scripts actually work and how you can build one that doesn't feel clunky or laggy.

Why movement mechanics matter more than you think

Before we dive into the actual code, let's talk about the "feel." Have you ever played a game where the stamina bar regenerates so slowly it feels like a chore to move? Or worse, one where it drains in two seconds flat? That's usually the result of a roblox stamina system script that was just slapped together without much thought for the player experience.

When you're designing yours, you have to decide what role it plays. In a horror game, low stamina creates panic. In a sports game, it represents fatigue. You should be thinking about "drain rates" and "regen rates" as game design tools, not just numbers in a script.

The basic structure of the script

Most of the time, you'll want to handle the input and the visual feedback on the client side (the player's computer) using a LocalScript. This ensures that when the player presses the Shift key, the response is instant. Nobody likes "input lag" where you press a button and nothing happens for half a second because the server is busy.

Typically, your script will need to do three main things: 1. Listen for input: Check when the player is holding down a specific key (usually LeftShift). 2. Modify the WalkSpeed: Increase the speed when sprinting and decrease it when the stamina runs out or the key is released. 3. Manage the Stamina Value: Constantly subtract from the total while sprinting and add to it while resting.

Setting up your variables

You'll want to start by defining your constants at the top of your script. This makes it way easier to tweak things later without digging through fifty lines of code. You'll need a MaxStamina value, a CurrentStamina variable, and then your speeds.

For example, a normal walk speed in Roblox is usually 16. A sprint might be 25 or 30. You also need to decide how fast the bar drains. I usually find that a drain rate of about 10 to 15 units per second feels fair if the max stamina is 100.

Writing the core logic

To get a roblox stamina system script running, you'll likely use UserInputService to detect key presses. It's much more reliable than the older Mouse object methods. You'll want to connect a function to InputBegan and InputEnded.

When InputBegan fires and the key is Shift, you check if the player has enough stamina. If they do, you bump up their Humanoid.WalkSpeed. Then, you'll need a loop—usually a task.wait() or a RunService.Heartbeat connection—to gradually decrease the stamina value.

One mistake I see a lot of beginners make is using a simple while true do loop without any checks. This can lead to the script trying to drain stamina even when the player isn't moving. You should always check if the Humanoid.MoveDirection.Magnitude is greater than zero. If the player is standing still while holding Shift, they shouldn't be getting tired!

Visualizing the stamina bar

A script that works behind the scenes is great, but players need to see how much "gas" they have left. This is where the UI comes in. You'll usually create a ScreenGui with a Frame (the background) and another Frame inside it (the actual bar).

To make the bar move smoothly, don't just set the size directly like Bar.Size = NewSize. That looks choppy. Instead, use TweenService. Tweening allows the bar to shrink and grow with a smooth sliding motion. It makes your game look ten times more professional with very little extra effort.

In your roblox stamina system script, every time the stamina value changes, you fire off a tween that updates the bar's X scale. If your CurrentStamina is 50 and MaxStamina is 100, your bar's scale should be 0.5.

Adding more depth: Jumping and exhaustion

If you want to get fancy, you can make your script handle more than just running. A lot of modern games make jumping cost stamina too. This prevents "bunny hopping" where players just jump constantly to move faster or avoid being hit.

To do this, you can listen for the Humanoid.Jumping event or check the Humanoid.State. Every time a jump is detected, you subtract a chunk of stamina—maybe 10 or 20 units.

Another cool feature is an "exhaustion" state. If the player hits 0 stamina, you could prevent them from sprinting again until the bar reaches at least 20%. This adds a bit of a penalty for being reckless and makes the player manage their resources more carefully.

Addressing the server-side problem

Here is the thing: if you keep everything in a LocalScript, it's very easy for exploiters to change their walk speed or give themselves infinite stamina. For a casual hangout game, that might not matter. But if your game is competitive, you'll need to involve the server.

You can use RemoteEvents to tell the server when a player is sprinting. The server can then perform its own math to make sure the player isn't moving faster than they should be. However, keep in mind that doing too much on the server can cause "rubber-banding" if the player's internet is slow. It's a delicate balance. Most developers let the client handle the visuals and the immediate speed change, while the server periodically checks to make sure everything looks legitimate.

Fine-tuning the feel

Once you have your roblox stamina system script working, spend some time just playing with it. Ask yourself: * Does the regeneration start too quickly after I stop running? (Maybe add a 1-second delay). * Is the sprint speed too fast for the map size? * Does the UI get in the way of the action?

I've found that adding a slight "Camera FOV" change when sprinting also helps sell the effect. When the player starts sprinting, you can use TweenService to bump the FieldOfView from 70 to 80. It gives a sense of speed that makes the stamina drain feel like it's actually doing something.

Wrapping it up

Building a roblox stamina system script is one of those foundational skills that really levels up your game development journey. It's not just about writing code; it's about understanding how players interact with your world.

Don't be afraid to experiment. Maybe your stamina system doesn't use a bar at all—maybe the screen just gets blurrier as the player gets tired, or the breathing sounds get louder. The technical part is just the logic; the creative part is how you use that logic to tell a story or create a specific atmosphere.

So, open up Studio, create a new LocalScript, and start messing around with those Humanoid properties. You'll be surprised at how much a simple movement mechanic can change the entire "vibe" of your project. Happy scripting!