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