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Urge would mean it'd go up and down depending on other moodles too, so if you're afraid or drunk the urge can show as being full, and then go back down a bit if you calm down. Obviously this will be added onto the base bladder / bowel fullness though.
I did some changes for moodles as addon retexture
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3401327123
Also making level of bowels "fulliness" should be a stat, for integration it in SimpleStats for example.
Also just so you know, I did temporarily remove using the bathroom in bed. So until the sandbox setting thing is figured out you'll still have to run to a toilet when you wake up, but it won't just automatically happen.
For example, maybe if you re-add bedwetting, that could be a negative trait?
A group of traits to make accidents more or less likely due to panic or jump scares.
Traits to make soiled clothing have more or less of an effect on your character.
Traits for how much having an urge affects things like fighting ability, timed actions, and movement speed.
Preferably different traits for bladder and bowel, with the bowel traits having higher cost, since the mechanics you have already make them more difficult to deal with.
I'll probably make a system for traits dynamically adding / removing as well though. Player fails to get to the bathroom over and over, chance of weak bladder or bedwetter traits. Obviously the other way around.
I'll try to think of more that could fit the other things you mentioned.
I am also curious if you can add different types of idle animation depending on how much is the percentage.
It also makes the math slightly less readable and it's already difficult enough for me lol, so I'll probably wait a bit but I do in fact plan to add that stuff. 100% by the time I release the 1.0 update.
I can add different types, probably the plan, but I haven't made custom animations for anything yet (just recycling vanilla ones). When I do, I'll go through and add more in depth stuff for those systems.