6 Commits

Author SHA1 Message Date
Jim Shield
ce137d9089 Version Bump
`2.0.08` - `2.0.09`
2025-10-12 00:10:28 +01:00
Jim Shield
d7a8a20491 Make GenerateRandomValues() return 0
Its possible if no health, thirst or stress was set, it may sent back an empty table, which would then break the finish consume function in the server
2025-10-10 01:57:01 +01:00
Jim Shield
38d0b04e71 Fix pack and return items not being given 2025-10-06 12:56:14 +01:00
Jim Shield
762240b500 Version Bump
`2.0.07` - `2.0.08`
2025-10-06 02:29:07 +01:00
Jim Shield
0a0f60468a Rework calculations and fix alcohol/drug effects
This fixes calculation errors and implements support for jim_bridge built in synchronized alcohol/drug effects

Separates "drug control" `canOD` variable too
2025-10-06 02:28:03 +01:00
Jim Shield
9b189d89f5 fix needStats calculcation
My mad on this one, got `needTypes` and `needStats` confused, so made it just one table and included stress in it
2025-10-04 01:12:19 +01:00
5 changed files with 74 additions and 57 deletions

View File

@@ -63,7 +63,7 @@ RegisterNetEvent(getScript()..':Consume', function(itemName)
if requiredItem then if requiredItem then
if not hasItem(requiredItem, 1) then if not hasItem(requiredItem, 1) then
triggerNotify(nil, "You need a "..Items[requiredItem].label, "error") triggerNotify(nil, "You need a "..getItemLabel(requiredItem), "error")
return return
else else
-- if requiredItem == "lighter" then breakTool({ item = "lighter", damage = math.random(0, 1) }) end -- if requiredItem == "lighter" then breakTool({ item = "lighter", damage = math.random(0, 1) }) end
@@ -137,14 +137,15 @@ RegisterNetEvent(getScript()..':Consume', function(itemName)
local canRun = consumable.canRun local canRun = consumable.canRun
local stats = consumable.stats local stats = consumable.stats
local time, stress, heal, armor, needStats = GenerateRandomValues({ local time, heal, armor, needStats = GenerateRandomValues({
time = consumable.time or { 5000, 6000 }, time = consumable.time or { 5000, 6000 },
stress = consumable.stress or 0,
heal = consumable.heal or 0, heal = consumable.heal or 0,
armor = consumable.armor or 0, armor = consumable.armor or 0,
hunger = consumable.stats and consumable.stats.hunger or 0, hunger = consumable.stats and consumable.stats.hunger or 0,
thirst = consumable.stats and consumable.stats.thirst or 0, thirst = consumable.stats and consumable.stats.thirst or 0,
stress = consumable.stress or 0,
}) })
if emote.AnimationOptions.Prop then if emote.AnimationOptions.Prop then
model = emote.AnimationOptions.Prop model = emote.AnimationOptions.Prop
bone = GetPedBoneIndex(Player, emote.AnimationOptions.PropBone) bone = GetPedBoneIndex(Player, emote.AnimationOptions.PropBone)
@@ -209,7 +210,7 @@ RegisterNetEvent(getScript()..':Consume', function(itemName)
CreateThread(function() CreateThread(function()
if progressBar({ if progressBar({
time = time, time = time,
label = string..Items[itemName].label.."..", label = string..getItemLabel(itemName).."..",
dead = false, dead = false,
disableMovement = false, disableMovement = false,
disableCombat = true, disableCombat = true,
@@ -221,7 +222,7 @@ RegisterNetEvent(getScript()..':Consume', function(itemName)
end end
end) end)
else else
triggerNotify(nil, string..Items[itemName].label.."..", "success") triggerNotify(nil, string..getItemLabel(itemName).."..", "success")
end end
consuming = true consuming = true
@@ -263,7 +264,7 @@ RegisterNetEvent(getScript()..':Consume', function(itemName)
"Type: "..(type or ""), "Type: "..(type or ""),
"Hunger: "..(needStats.hunger or 0).."%", "Hunger: "..(needStats.hunger or 0).."%",
"Thirst: "..(needStats.thirst or 0).."%", "Thirst: "..(needStats.thirst or 0).."%",
"Stress: "..(stress or 0).."%", "Stress: "..(needStats.stress or 0).."%",
"Heal: "..(heal or 0).."%", "Heal: "..(heal or 0).."%",
"Armour: "..(armor or 0).."%", "Armour: "..(armor or 0).."%",
}, nil, nil) }, nil, nil)
@@ -294,25 +295,9 @@ RegisterNetEvent(getScript()..':Consume', function(itemName)
if not cancelled then if not cancelled then
hideText() hideText()
local needTypes = { }
if needStats then TriggerServerEvent(getScript()..":server:finishConsume", needStats)
--jsonPrint(needStats)
if needStats.hunger > 0 then
needTypes.hunger = needTypes.hunger > 100 and 100 or needTypes.hunger
end
if needStats.thirst > 0 then
needTypes.thirst = needTypes.thirst > 100 and 100 or needTypes.thirst
end
end
TriggerServerEvent(getScript()..":server:finishConsume", needTypes)
if stress and stress ~= 0 then
debugPrint("^5Debug^7: ^3Consume^7: ^2Relieving ^6"..stress.." ^2stress^7.")
needTypes.stress = stress
end
if heal and heal ~= 0 then if heal and heal ~= 0 then
debugPrint("^5Debug^7: ^3Consume^7: ^2Healing player by^7: ^6"..heal) debugPrint("^5Debug^7: ^3Consume^7: ^2Healing player by^7: ^6"..heal)
SetEntityHealth(Player, GetEntityHealth(Player) + heal) SetEntityHealth(Player, GetEntityHealth(Player) + heal)
@@ -322,15 +307,41 @@ RegisterNetEvent(getScript()..':Consume', function(itemName)
TriggerServerEvent('hospital:server:SetArmor', (GetPedArmour(Player) + armor)) SetPedArmour(Player, (GetPedArmour(Player) + armor)) TriggerServerEvent('hospital:server:SetArmor', (GetPedArmour(Player) + armor)) SetPedArmour(Player, (GetPedArmour(Player) + armor))
end end
if type == "alcohol" then if type == "alcohol" then
alcoholCount += 1 if checkExportExists("jim_bridge", "addAlcoholCount") then
debugPrint("^5Debug^7: ^3Consume^7: ^2Current ^4alcoholCount^7: ^6"..alcoholCount) exports.jim_bridge:addAlcoholCount(1, stats.canOD)
if alcoholCount > 1 and alcoholCount < 4 then else
TriggerEvent("evidence:client:SetStatus", "alcohol", 200) alcoholCount = alcoholCount + 1
elseif alcoholCount >= 4 then debugPrint("^5Debug^7: ^3Consume^7: ^2Current ^4alcoholCount^7: ^6"..alcoholCount)
TriggerEvent("evidence:client:SetStatus", "heavyalcohol", 200) if alcoholCount > 1 and alcoholCount <= 4 then
CreateThread(function() TriggerEvent("evidence:client:SetStatus", "alcohol", 200)
AlienEffect() elseif alcoholCount >= 4 then
end) -- Used as overdosing/too drunk effect TriggerEvent("evidence:client:SetStatus", "heavyalcohol", 200)
CreateThread(function()
AlienEffect()
end)
end
if stats.canOD and alcoholCount >= 5 then
SetEntityHealth(Player, GetEntityHealth(Player) - math.random(5, 10))
end
end
end
if type == "drug" then
if checkExportExists("jim_bridge", "addDrugCount") then
exports.jim_bridge:addDrugCount(1, stats.canOD or false)
else
drugCount = drugCount + 1
debugPrint("^5Debug^7: ^3Consume^7: ^2Current ^4drugCount^7: ^6"..drugCount)
if drugCount > 3 and drugCount < 7 then
elseif drugCount >= 7 then
CreateThread(function()
AlienEffect()
end)
end
if stats.canOD and drugCount >= 4 then
SetEntityHealth(Player, GetEntityHealth(Player) - math.random(5, 10))
end
end end
end end
if stats then if stats then
@@ -352,14 +363,8 @@ RegisterNetEvent(getScript()..':Consume', function(itemName)
end end
end end
if stats.canOD then if stats.canOD then
drugCount += 1 if drugCount >= 4 or alcoholCount >= 5 then
debugPrint("^5Debug^7: ^3Consume^7: ^2Current ^4drugCount^7: ^6"..drugCount) SetEntityHealth(Player, GetEntityHealth(Player) - math.random(5, 10))
if drugCount >= 4 then
debugPrint("^5Debug^7: ^3Consume^7: ^2Current ^4drugCount^7: ^6"..drugCount.."^7 - ^2 removing health")
SetEntityHealth(PlayerPedId(), GetEntityHealth(Player) - math.random(10, 15))
if drugCount >= 7 then
CreateThread(function() AlienEffect() end) -- If too many drugs, if not dead will make you stumble
end
end end
end end
if stats.effect then if stats.effect then

View File

@@ -1,6 +1,6 @@
name "Jim-Consumables" name "Jim-Consumables"
author "Jimathy" author "Jimathy"
version "2.0.07" version "2.0.09"
description "Consumables Script" description "Consumables Script"
fx_version "cerulean" fx_version "cerulean"
game "gta5" game "gta5"

View File

@@ -120,10 +120,8 @@ RegisterNetEvent(getScript()..":server:finishConsume", function(needTypes)
removeItem(isConsuming[src].item, 1, src) removeItem(isConsuming[src].item, 1, src)
if isConsuming[src].rewardItem then if isConsuming[src].rewardItem then
debugPrint("^5Debug^7: ^2Giving player ^3"..src.." ^2reward items^7") debugPrint("^5Debug^7: ^2Giving player ^3"..src.." ^2reward items^7")
for i = 1, #isConsuming[src].rewardItem do local item = isConsuming[src].rewardItem
local item = isConsuming[src].rewardItem[i] addItem(item.item, item.amount, nil, src)
addItem(item.item, item.amount, nil, src)
end
end end
if isConsuming[src].returnItem then if isConsuming[src].returnItem then
debugPrint("^5Debug^7: ^2Giving player ^3"..src.." ^2return item^7") debugPrint("^5Debug^7: ^2Giving player ^3"..src.." ^2return item^7")
@@ -133,11 +131,9 @@ RegisterNetEvent(getScript()..":server:finishConsume", function(needTypes)
end end
end end
if isConsuming[src].packItem then if isConsuming[src].packItem then
for i = 1, #isConsuming[src].packItem do
debugPrint("^5Debug^7: ^2Giving player ^3"..src.." ^2Pack items^7") debugPrint("^5Debug^7: ^2Giving player ^3"..src.." ^2Pack items^7")
local item = isConsuming[src].packItem[i] local item = isConsuming[src].packItem
addItem(item.item, item.amount, nil, src) addItem(item.item, item.amount, nil, src)
end
end end
-- Needs -- Needs

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@@ -15,9 +15,25 @@ function GenerateRandomValues(data)
transData[k] = v transData[k] = v
end end
end end
return transData["time"],
transData["stress"], if transData.hunger > 0 then
transData["heal"], transData.hunger = transData.hunger > 100 and 100 or transData.hunger
transData["armor"], end
{ hunger = transData["hunger"], thirst = transData["thirst"] }
if transData.thirst > 0 then
transData.thirst = transData.thirst > 100 and 100 or transData.thirst
end
if transData.stress > 0 then
transData.stress = transData.stress > 100 and 100 or transData.stress
end
return transData["time"],
transData["heal"],
transData["armor"],
{
hunger = transData["hunger"] or 0,
thirst = transData["thirst"] or 0,
stress = transData["stress"] or 0
}
end end

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@@ -1,6 +1,6 @@
2.0.07 2.0.09
- Add support for multi-framework stress events (fixes ESX stress) - Fix possible issue with nil needTypes tables being sent
- Fix double calculation of hunger and thirst - Fix packitems and return items not giving any items
https://github.com/jimathy/jim-consumables/releases/latest https://github.com/jimathy/jim-consumables/releases/latest