Hey smarmbot,
you're right on the stilldrunk animation.
However, due to how the animation states operate, the looping animation on characters are provided by a code-side check. It checks on the status name and defaults to the default still for all not provided cases in a way similar to this:
If(character has status <status_name> And animation exists for <loop_name of status_name>)
return loop_name;
... other cases
return default "still";
Hence a custom status name will eventually get your character dropped in the still animation state while the status is in effect. Our apologies for the inconvenience.
Sincerely,
Kevin