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Care and health

Hunger, thirst, toys, pet injuries, bandages, rescue kits, and server-side item use.

Needs

Spawned, living pets lose hunger and thirst while their owner is online. Stored pets and pets whose owner is offline pause this drain. Status is saved at checkpoints and when a dog is dismissed, an item is used, a player disconnects or the resource stops. A depleted stat damages the dog, so keep food and water available.

ItemDefault effect
pet_food, pet_food_2Restore 20 percentage points of hunger
pet_water_bottleRestore 10 percentage points of thirst
pet_treatReward training and restore 5 hunger points
pet_ball_1 to pet_ball_3Reusable fetch activity; no need refill
pet_bone_1, pet_bone_2Reusable chewing activity; no need refill

Select and call the dog, keep it nearby, then use the item from inventory. Food and water start a proximity-checked interaction with a bowl; balls are thrown for retrieval and bones start a chew activity. X or Escape cancels an activity. A ball can become unreachable on difficult terrain or in water. The server checks ownership, state, item and range before applying a reward or removing a consumable. Keep inventory-side automatic consumption disabled (consume = 0 for ox_inventory).

Injuries and rescue

Pets have persistent life values. A bandage (pet_bandage) heals a living selected pet by 25 percentage points by default. When a pet is dying, an owner has a real-time five-minute rescue window to use pet_rescue_kit; a successful rescue returns it at 50% life by default. The rescue timer is not reset by recalling, disconnecting or restarting. On expiry, the ownership row is permanently deleted.

The selected dog must be within the configured item-use distance (2.5 m by default). Server validation consumes one medical item only on success. Configure drain, damage, item IDs, healing and the rescue window under Needs and Health. See Inventory items for every required ID.