From 9d866c88ee07b8e7aa2b29acce6dd6d98f2636a0 Mon Sep 17 00:00:00 2001 From: Jim Shield Date: Fri, 25 Jul 2025 00:41:11 +0100 Subject: [PATCH] Update README.md --- README.md | 151 +++--------------------------------------------------- 1 file changed, 8 insertions(+), 143 deletions(-) diff --git a/README.md b/README.md index 7193ae1..ea402f7 100644 --- a/README.md +++ b/README.md @@ -1,14 +1,6 @@ # Jim-Consumables -MultiFrameork Consumables script - -## [JixelPatterns GitBook Documentation](https://jixelpatterns.gitbook.io/docs) - -## If you need support I have a discord server available, it helps me keep track of issues and give better support. -## [JixelPatterns Discord](https://discord.gg/9pCDHmjYwd) - -## If you think I did a good job here, consider donating as it keeps by lights on and my cat round: -## [JixelPatterns Kofi](https://ko-fi.com/jixelpatterns) +## FiveM MultiFrameork Consumables script # What is this? This script WAS designed as a replacement/override for food and drink consumables in `qb-smallresources` @@ -21,140 +13,13 @@ Though if your players are cancelling all animations when consuming, it's recomm # THIS DOESN'T USE DPEMOTES OR RPEMOTES OR SCULLYS EMOTEMENU -# Installation +--- -- I always recommend starting my scripts **AFTER** `[qb]` not inside it as it can mess with any dependancies on server load -- I have a separate folder called `[jimextras]` (that is also in the resources folder) that starts before any scripts would use it. -- This ensure's it has everything it requires before trying to load -- Example of my load order: -```CSS -# QBCore & Extra stuff -ensure qb-core -ensure [qb] -ensure [standalone] -ensure [voice] -ensure [defaultmaps] -ensure [vehicles] +# Installation and Previews: +## [JixelPatterns GitBook Documentation](https://jixelpatterns.gitbook.io/docs) -# Extra Jim Stuff -ensure [jimextras] -ensure [jim] -``` +### If you need support I have a discord server available, it helps me keep track of issues and give better support. +## [JixelPatterns Discord](https://discord.gg/9pCDHmjYwd) -## QB-SmallResources - -- It should already take control of default qbcore food, drink and drugs. -- If it fails to do this and attempts to use qb-smallresources still you will need to: -- `[qb]` > `qb-smallresources` > `server` > `consumables.lua` -- Remove or comment out the `CreateUseableItem` events for *alcohol*, *eat*, *drink* and *drug* in this file -- Not all of them! (such as armour related items) -- This ***should*** stop `qb-smallresources` taking control and confusing `jim-consumables` - -## New Items -To add an item, you only need to add a new item table in the Config.Consumables like this: -```lua -heartstopper = { - emote = "burger", -- Select an emote from below, it has to be in here - time = math.random(5000, 6000), -- Amount of time it takes to consume the item - stress = math.random(1,2), -- Amount of stress relief, can be 0 - heal = 0, -- Set amount to heal by after consuming - armor = 5, -- Amount of armor to add - type = "food", -- Type: "alcohol" / "drink" / "food" - canRun = true, -- If true player can run while using the item, not to it will cancel the event - - stats = { - screen = "thermal", -- The screen effect to be played when after consuming the item "rampage" "turbo" "focus" "weed" "trevor" "nightvision" "thermal" - effect = "heal", -- The status effect given by the item, "heal" / "stamina" - -- This supports ps-buffs effects "armor" "stress" "swimming" "hacking" "intelligence" "luck" "strength" - time = 10000, -- How long the effect should last (if not added it will default to 10000) - amount = 6, -- How much the value is changed by per second - hunger = math.random(10, 20), -- The hunger/thirst stats of the item, if not found in the items.lua - thirst = math.random(10, 20), -- The hunger/thirst stats of the item, if not found in the items.lua - canOD = true, -- This creates an OD Effect, killing the user if they have too much - }, - --Reward Items Variables - -- These can be the only thing in a consumable table and the item will still work - amounttogive = 3, -- Used for "RewardItems", tells the script how many to give - rewards = { - [1] = { - item = "plastic", -- prize item name - max = 10, -- max amount to give (this is put into math.random(1, max) ) - rarity = 1, -- the rarity system, 1 being rarest, 4 being most common - }, - }, -}, -``` -Consuming an item can also manually activate screen effects - -The example above uses `rampage` as this is what the effect is named after, you can use it for any item you think best -```lua ---The current list of screen effects are: - "turbo" - "focus" - "rampage" - "weed" - "trevor" - "nightvision" - "thermal" -``` - -You can also now create "Box" items, when setting type to "pack", it will act as if you user is opening a box - -Examples: - - Ammo boxes that give clips - - Packets of cigarretes - - Crates of beer - -How to set up these: -```lua - -- Example Box Item -["9_box"] = { -- Name of the box item in the shared items - emote = "uncuff", -- The emote than should run when "unboxing" - canRun = true, -- If true player can run while using the item, not to it will cancel the event - time = 3500, -- How long it takes to use the item - type = "pack", -- Designate it as a "pack" to the script knows what to do - pack = { - item = "9_ammo", -- The item to give from the box when complete - amount = 20 -- How many of the item to give - }, -}, -``` - -## PS-Buffs Support -This scripts can be expanded with ps-buffs (https://github.com/Project-Sloth/ps-buffs) - -If this script is enabled it will automatically try to use their system to apply buffs: - -```lua ---The extra buffs that can be set include: - "heal" -- Health recovery buff - "stamina" -- Stamina recovery buff - "swimming" -- Swimming speed buff - "stress" -- Stress recovery buff - "armor" -- Armour recovery buff - "hacking" -- Hacking effect - "intelligence" -- Intelligence effect - "luck" -- Luck effect - "strength" -- Strength effect -``` - -This script supports dpemotes style emotes, so if you have some that you want to be triggered when eating or drinking drop it in the Config.Emotes section. - - -## Add consumables from external scripts - -A small example of a server-sided snippet for this imports the item and the emote, then syncs it to players before and after they connect. - -```lua -local foodTable = { - ["shotfries"] = { emote = "bsfries", canRun = false, time = math.random(5000, 6000), stress = math.random(2, 4), heal = 0, armor = 0, type = "food", stats = { hunger = math.random(55,65), }}, -} - -local emoteTable = { - ["bsfries"] = {"mp_player_inteat@burger", "mp_player_int_eat_burger_fp", "Fries", AnimationOptions = { Prop = "prop_food_bs_chips", PropBone = 18905, PropPlacement = {0.09, -0.06, 0.05, 300.0, 150.0}, EmoteMoving = true, EmoteLoop = true, }}, -} - -for k, v in pairs(foodTable) do TriggerEvent("jim-consumables:server:syncAddItem", k, v) end -for k, v in pairs(emoteTable) do TriggerEvent("jim-consumables:server:syncAddEmote", k, v) end -``` -This will grab the `shotfries` item info and add it to the `Config.Consumables` while the servers running and the same with the built-in emote system +### If you think I did a good job here, consider donating as it keeps by lights on and my cat round: +## [JixelPatterns Kofi](https://ko-fi.com/jixelpatterns) \ No newline at end of file