mirror of
https://github.com/jimathy/jim-consumables.git
synced 2026-08-16 22:16:02 +01:00
fix needStats calculcation
My mad on this one, got `needTypes` and `needStats` confused, so made it just one table and included stress in it
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@@ -137,14 +137,15 @@ RegisterNetEvent(getScript()..':Consume', function(itemName)
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local canRun = consumable.canRun
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local stats = consumable.stats
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local time, stress, heal, armor, needStats = GenerateRandomValues({
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local time, heal, armor, needStats = GenerateRandomValues({
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time = consumable.time or { 5000, 6000 },
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stress = consumable.stress or 0,
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heal = consumable.heal or 0,
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armor = consumable.armor or 0,
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hunger = consumable.stats and consumable.stats.hunger or 0,
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thirst = consumable.stats and consumable.stats.thirst or 0,
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stress = consumable.stress or 0,
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})
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if emote.AnimationOptions.Prop then
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model = emote.AnimationOptions.Prop
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bone = GetPedBoneIndex(Player, emote.AnimationOptions.PropBone)
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@@ -263,7 +264,7 @@ RegisterNetEvent(getScript()..':Consume', function(itemName)
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"Type: "..(type or ""),
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"Hunger: "..(needStats.hunger or 0).."%",
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"Thirst: "..(needStats.thirst or 0).."%",
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"Stress: "..(stress or 0).."%",
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"Stress: "..(needStats.stress or 0).."%",
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"Heal: "..(heal or 0).."%",
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"Armour: "..(armor or 0).."%",
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}, nil, nil)
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@@ -294,25 +295,22 @@ RegisterNetEvent(getScript()..':Consume', function(itemName)
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if not cancelled then
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hideText()
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local needTypes = { }
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if needStats then
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--jsonPrint(needStats)
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if needStats.hunger > 0 then
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needTypes.hunger = needTypes.hunger > 100 and 100 or needTypes.hunger
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needStats.hunger = needStats.hunger > 100 and 100 or needStats.hunger
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end
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if needStats.thirst > 0 then
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needTypes.thirst = needTypes.thirst > 100 and 100 or needTypes.thirst
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needStats.thirst = needStats.thirst > 100 and 100 or needStats.thirst
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end
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if needStats.stress > 0 then
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needStats.stress = needStats.stress > 100 and 100 or needStats.stress
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end
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end
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TriggerServerEvent(getScript()..":server:finishConsume", needTypes)
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TriggerServerEvent(getScript()..":server:finishConsume", needStats)
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if stress and stress ~= 0 then
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debugPrint("^5Debug^7: ^3Consume^7: ^2Relieving ^6"..stress.." ^2stress^7.")
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needTypes.stress = stress
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end
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if heal and heal ~= 0 then
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debugPrint("^5Debug^7: ^3Consume^7: ^2Healing player by^7: ^6"..heal)
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SetEntityHealth(Player, GetEntityHealth(Player) + heal)
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@@ -16,8 +16,7 @@ function GenerateRandomValues(data)
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end
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end
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return transData["time"],
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transData["stress"],
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transData["heal"],
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transData["armor"],
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{ hunger = transData["hunger"], thirst = transData["thirst"] }
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{ hunger = transData["hunger"], thirst = transData["thirst"], stress = transData["stress"] }
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end
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