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README.md
639
README.md
@@ -1,639 +0,0 @@
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# Jim_Bridge
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This script is intended to be used with my all my scripts (soon)
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||||
It was started due to wanting to bring the same features from some scripts into others with minimal work and multiple updates
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||||
- Having certain functions in one place(this script) makes it easier to update, enchance and fix things
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- This brings the possibility of branching to mutliple frameworks as I've added some already:
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- `"qb-core"`
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- `"qbx-core"`
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- `"ox_core"`
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- `"es_extended"` (requires ox_lib and ox_inventory)
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All the next updates of my scripts will use this script and be added as a dependancy
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------
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It was a tough decision to put it up on github instead of tebex and encrypted
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But I want this script to grow with help of others who know more about other cores
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---
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||||
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The installation of this script is simple
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- REMOVE `-main` from the folder name, like any other github hosted script
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- it just needs to start before any script that requires it
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- it can start before core scripts if you want
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- for `qb-core` I personally place this script in `resources > [standalone]`
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---
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### Support for different exports and scripts
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In exports.lua is the list of script folder names
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This is for people who have customised/renamed scripts
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eg. for people who use `ps-inventory`, this is mainly based on qb-inventory
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so you need to rename
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```lua
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QBInv = "qb-inventory",
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```
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to
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```lua
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QBInv = "ps-inventory",
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```
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This will now use events from `ps-inventory` and use it through out the scripts.
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# WIP
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## Documentation
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This script brings alot of features to simplify making scripts with preset functions and automations.
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It attempts to make use of configs from the scripts its loaded into. For example:
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### `Config`
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This needs to be in every script that uses it, a `System` table with Debug, Menu, Notify, drawText, progressBar
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This is required to use jim_bridge with your script
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```lua
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Config = {
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System = {
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Debug = true, -- This enables Debug mode
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-- Revealing debug prints and debug boxes on targets
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Menu = "qb", -- This specifies what menu script will be loaded
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-- "qb" = `qb-menu` and edited versions of it
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-- "ox" = `ox_lib`'s context menu system
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-- "gta" = `WarMenu' a free script for a gta style menu
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Notify = "gta", -- This allows you to choose the notification system for scripts
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-- "qb" = `qb-core`'s built in notifications
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-- "ox" = `ox_lib`'s built in notifications
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-- "esx" = `esx_notify` esx's default notifications
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-- "okok" = `okok-notify` okok's notifications
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-- "gta" = Native GTA style popups
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drawText = "gta", -- The style of drawText you want to use
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-- "qb" = `qb-core`'s drawText system
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-- "ox" = `ox_lib`'s drawTextUI system
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-- "gta" = Native GTA style popups
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progressBar = "gta" -- The style of progressBar you want to use
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-- "qb" = `qb-core`'s style progressBar
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-- "ox" = `ox_lib`'s default progressBar
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-- "gta" = Native GTA style "spinner"
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},
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}
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```
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### `openMenu(Menu, data)`
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This handles creation of menus using `OX_Lib`, `qb-menu` or `WarMenu`
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It uses mixed/new functions to bring more compatability to one another
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`Menu` is your button entries and works like qb-menu or ox_lib, for example:
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```lua
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local Menu = {}
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Menu[#Menu + 1] = {
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isMenuHeader = true, -- This makes the current button unclickable
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icon = invImg("lockpick") -- Supports fontawesome or custom images
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-- This example use the custom function `invImg()` to retreive an nui:// link to the given item's image
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arrow = true, -- Adds a arrow icon to the button (in qb-menu overrides the icon)
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header = "Header Test", -- The header/title for the button
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txt = "Text test", -- The txt/description for the button
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onSelect = function() -- This brings the onSelect function to qb-menu
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TriggerEvent("lolhi", { lol = hi }),
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end,
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-- Enter what happens when you click the button
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}
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```
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As you can see above, it mixes variables but makes it possible to switch between menus just by changing the config option
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After you have created the info above, you need to then trigger opening of this menu with:
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```lua
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openMenu(Menu, -- Menu here is your table name you created above
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{ -- Next entry in openMenu is a table
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header = "Menu Header", -- What your menu title will be shown as
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headertxt = "Header info", -- Info to be displayed under the title
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onExit = function() -- Will create a "Close button"
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TriggerEvent("lolhi", { lol = hi }),
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end, -- When clicked it will trigger the onExit event
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onBack = function() -- Will create a "Back button"
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TriggerEvent("lolhi", { lol = hi }),
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end, -- When clicked it will trigger the onBack event
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})
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```
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### Support for multiple target events
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These automatically detect what target script you are using
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They are also automatically removed when the script is stopped (for helping optimization)
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### `createEntityTarget(entity, opts, dist)`
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Create an entity based target
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```lua
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createEntityTarget(
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entity, -- The entity ID of what you want to target
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{
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{ -- Your target options here
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icon = "icon", -- Your icon, only supports font awesome icons
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label = "Test Label", -- The label of your target
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item = "lockpick" -- The required it em
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job = "mechanic", -- The required job
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gang = "lostmc", -- The required gang
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action = function() -- What happens when the target is selected
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TriggerEvent("lolhi", { lol = hi }),
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end,
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},
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}
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, dist) -- How close you ned to be to see the target
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```
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### `createBoxTarget(data, opts, dist)`
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Create an entity based target
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```lua
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createBoxTarget(
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{
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"TargetName", -- The name/id of your target here
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vec3(0, 0, 0), -- The coordinates of your target
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2.0, -- The width of your target box
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2.0, -- The depth of your target box
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{
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name = "TargetName", -- The name/id of your target here
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heading = 200.0, -- The direction your target will be placed
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debugPoly = true, -- Wether to show debug boxes to help place targets
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minZ = 190.0, -- The bottom of your box
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maxZ = 210.0, -- The top of your box
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},
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},
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{
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{ -- Your target options here
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icon = "icon", -- Your icon, only supports font awesome icons
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label = "Test Label", -- The label of your target
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item = "lockpick" -- The required it em
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job = "mechanic", -- The required job
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gang = "lostmc", -- The required gang
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action = function() -- What happens when the target is selected
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TriggerEvent("lolhi", { lol = hi }),
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end,
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},
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},
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dist) -- How close you ned to be to see the target
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```
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### `createCircleTarget(data, opts, dist)`
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Create an entity based target
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```lua
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createCircleTarget(
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{
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"TargetName", -- The name/id of your target here
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vec3(0, 0, 0), -- The coordinates of your target
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2.0, -- The radius of your target circle
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{
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name = "TargetName", -- The name/id of your target here
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||||
heading = 200.0, -- The direction your target will be placed
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||||
debugPoly = true, -- Wether to show debug boxes to help place targets
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||||
minZ = 190.0, -- The bottom of your box
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||||
maxZ = 210.0, -- The top of your box
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||||
},
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},
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{
|
||||
{ -- Your target options here
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||||
icon = "icon", -- Your icon, only supports font awesome icons
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||||
label = "Test Label", -- The label of your target
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||||
item = "lockpick" -- The required it em
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job = "mechanic", -- The required job
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gang = "lostmc", -- The required gang
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action = function() -- What happens when the target is selected
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TriggerEvent("lolhi", { lol = hi }),
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end,
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},
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},
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dist) -- How close you ned to be to see the target
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```
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### `removeEntityTarget(entity)`
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Triggers removal of the target entity, by checking the entity name
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### `removeZoneTarget(target)`
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Triggers removal of a zone(Box/Circle) target by calling the target's name/id
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### `triggerNotify(title, message, type, src)`
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Handles notifications for the script called from either the server or client
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Supports:
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- `okok`
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- `qb`
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- `ox`
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- `gta`
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- `esx`
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```lua
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triggerNotify(
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title = "Notification Title", -- Usually 'nil' in my scripts, supports notifications with titles
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message = "Notification Message", -- The notification's message
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type = "success" -- The type of notification, depends on the supporting script
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src = 1, -- If in the server, this is required to send to player
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)
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```
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### `drawText(image, input, style)`
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This handles calling drawText functions
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Supports:
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- `gta`
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- `qb`
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- `ox`
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- `esx`
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```lua
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drawText(
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187, -- Very specific for adding blip images to drawtexts, usually nil
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{
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"Line 1", -- Supports multiple lines, helpful for displaying button prompts
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"Line 2",
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},
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"g" -- Sets colour of text after a ":" when using GTA drawtext
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)
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```
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### `hideText()`
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Simply used to hide drawText prompts when not needed anymore
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### `createCallback(callbackName, funct)`
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This is my attempt at making multiframework server callbacks by using their provided events
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(Only works server side)
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```lua
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createCallback(
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"jimsCallback", -- Callback event name, needs to be something that isn't already set
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function()
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||||
end)
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end
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```
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### `triggerCallback(callBackName, value)`
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This is an attempt at a mutliframework callback
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|
||||
### `onPlayerLoaded(func)`
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This is a multiframework event that is triggered when a player has fully loaded their character in
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```lua
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onPlayerLoaded(
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function()
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print("Player Loaded In!")
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end
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)
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```
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### `createInput(title, opts)`
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### `searchCar(vehicle)`
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This function was made for `jim-mechanic` but can be used in other instances
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I searches the model name of a currently spawned vehicle and retrieves info about it
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It is smart, in terms of, if you use this multiple times it reteives the previously found info instead of searching again
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It retrieves data from your vehicles.lua/database:
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- `name` for example: "Zentorno Pegassi"
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- `price` for example: 100000
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- `class` this converts the class number to a String, for example: if the class is 10 it converts this to "Off-road"
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### `getVehicleProperties(vehicle)`
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Gets the current properties of the vehicle in a table
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- if using qb-core it will default to its version
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- if not it will attempt to use ox_libs version
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|
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### `setVehicleProperties(vehicle, props)`
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Set's the vehicles properites using the `props` table provided
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- if using qb-core it will default to its version
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- if not it will attempt to use ox_libs version
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### `checkDifferences(vehicle, newProps)`
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This function is used by `setVehicleProperties`
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It determine's what differences there are between the current vehicle and the new set of properites
|
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If there are differences, return `true`
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### `RegisterNetEvent(GetCurrentResourceName()..":server:ChargePlayer", function(cost, type, newsrc)`
|
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This event is made to REMOVE money from a player
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It can be called from client with `TriggerServerEvent`
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Also can be called from server with `TriggerEvent` and a source id in `newsrc`
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|
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The name of the event uses `GetCurrentResourceName()` so it doesn't double up results with other scripts
|
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```lua
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cost = 100 -- The amount of money to be removed
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type = "cash" or "card" -- The type of money that should be removed
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||||
newsrc = 1 -- The source of the player, must be nil if calling from client
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||||
```
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Examples of use:
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```lua
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-- Client
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TriggerEvent(GetCurrentResourceName()..":server:ChargePlayer", function(1000, "cash")
|
||||
|
||||
-- Server
|
||||
TriggerServerEvent(GetCurrentResourceName()..":server:ChargePlayer", function(1000, "bank", 1)
|
||||
```
|
||||
|
||||
## `RegisterNetEvent(GetCurrentResourceName()..":server:FundPlayer", function(cost, type, newsrc)`
|
||||
This event is made to ADD money from a player
|
||||
|
||||
It can be called from client with `TriggerServerEvent`
|
||||
|
||||
Also can be called from server with `TriggerEvent` and a source id in `newsrc`
|
||||
|
||||
The name of the event uses `GetCurrentResourceName()` so it doesn't double up results with other scripts
|
||||
```lua
|
||||
fund = 100 -- The amount of money to be added
|
||||
type = "cash" or "card" -- The type of money that should be added
|
||||
newsrc = 1 -- The source of the player, must be `nil` if calling from client
|
||||
```
|
||||
Examples of use:
|
||||
```lua
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-- Client
|
||||
TriggerEvent(GetCurrentResourceName()..":server:FundPlayer", function(1000, "cash")
|
||||
|
||||
-- Server
|
||||
TriggerServerEvent(GetCurrentResourceName()..":server:FundPlayer", function(1000, "bank", newsrc)
|
||||
```
|
||||
|
||||
### `createUseableItem(item, funct)`
|
||||
This is a server side event to make an item usable
|
||||
|
||||
Note: If using ox_inv and the items.lua info has event or a `status` section, this will be ignored
|
||||
|
||||
```lua
|
||||
createUseableItem(
|
||||
"lockpick", -- The item you want to make usable
|
||||
function(source, item)
|
||||
TriggerClientEvent("lolhi", source, { lol = item.name }),
|
||||
end
|
||||
)
|
||||
```
|
||||
|
||||
### `hasJob(job, source, grade)`
|
||||
This is an event that makes checking if the player has the requested job simple
|
||||
|
||||
It works both client side and server side
|
||||
|
||||
returns `true` or `false` and if they are on duty or not
|
||||
```lua
|
||||
local hasjob, duty =
|
||||
hasJob(
|
||||
"mechanic", -- the job role
|
||||
1, -- the source id of the player, set to nil if on client
|
||||
3, -- the required grade of the player, can be nil to check job
|
||||
)
|
||||
```
|
||||
|
||||
### `getPlayer(source)`
|
||||
This retrieves basic info of the player
|
||||
|
||||
works client side and server side
|
||||
Retrieves:
|
||||
- Players Name
|
||||
- Players Current Cash
|
||||
- Players Current Bank Balance
|
||||
|
||||
```lua
|
||||
local PlayerInfo =
|
||||
getPlayer(
|
||||
1 -- The
|
||||
)
|
||||
print(json.encode(PlayerInfo, { indent = true })
|
||||
```
|
||||
|
||||
### `registerCommand(command, options)`
|
||||
This is a server side event that uses
|
||||
- `ox_lib`'s - `lib.addCommand`
|
||||
- `qb-core`'s - `QBCore.Commands.Add`
|
||||
|
||||
Example:
|
||||
```lua
|
||||
registerCommand(
|
||||
"hello", -- /hello the command to be used
|
||||
"Print 'hello world'", -- text to show in chat
|
||||
{ name = "lol", help = "hi" }, -- Help text for the command
|
||||
false,
|
||||
function() -- Function to be ran when the command is triggered
|
||||
print("Hello World")
|
||||
end,
|
||||
"admin", -- the restriction, can be nil
|
||||
)
|
||||
```
|
||||
|
||||
### `invImg(item)`
|
||||
This is used mainly for menu's to retrieve the item images
|
||||
|
||||
It detects what inventory you are using and automatically generates an `nui://` link
|
||||
|
||||
```lua
|
||||
local imgLink = invImg("lockpick")
|
||||
print(imgLink)
|
||||
```
|
||||
|
||||
### `registerStash(name, label, slots, weight)`
|
||||
This is a serverside function used to register a new stash in `ox_inventory` and `qs-inventory`
|
||||
|
||||
```lua
|
||||
registerStash(
|
||||
"newStash", -- The stash name/ID, this is used to open it later
|
||||
"New created Stash", -- The name of the stash that shows in inventories
|
||||
50, -- The amount of slots in the inventory
|
||||
4000000, -- The max weight in the inventory
|
||||
)
|
||||
```
|
||||
|
||||
### `loadModel(model)`
|
||||
This loads the requested model into the memory cache to help spawning of props
|
||||
- Checks if the model exists in the server
|
||||
- Attempts to load the model with a timeout, if not loaded, sends warning
|
||||
|
||||
### `unloadModel(model)`
|
||||
This unloads a model to help clear the memory cache and help optimization
|
||||
- Recommended to run after spawning a prop
|
||||
|
||||
### `loadAnimDict(animDict)`
|
||||
This loads the requested animDict into the memory cache to help loading anims
|
||||
- Checks if the dict exists in the server
|
||||
|
||||
### `unloadAnimDict(animDict)`
|
||||
This unloads the animDict to help clear the memory cache and help optimization
|
||||
- Recommended to run after running an animation
|
||||
|
||||
### `loadPtfxDict(ptFxName)`
|
||||
This loads the requested ptFx dict into the memory cache to help loading particle effects
|
||||
- Skips if the effect is alredy loaded
|
||||
|
||||
### `unloadPtfxDict(dict)`
|
||||
This unloads a particle effect to help clear the memory cache and help optimization
|
||||
- Recommended to run after running an ptfx
|
||||
|
||||
### `loadTextureDict(dict)`
|
||||
This loads the requested texture dictionary into memory
|
||||
|
||||
### `countTable(table)`
|
||||
This is a simple function to count how many entires are in a table, for if your table keys aren't numbered
|
||||
|
||||
Example:
|
||||
```lua
|
||||
local table = {
|
||||
["tableentry"] = true,
|
||||
["anotherentry"] = true,
|
||||
}
|
||||
print("countTable", countTable(table))
|
||||
```
|
||||
|
||||
### `pairsByKeys(t)`
|
||||
Searches through a table alphabetically instead of randomly
|
||||
|
||||
This is an optional function made to replace:
|
||||
```lua
|
||||
for k, v in pairs(table) do end
|
||||
```
|
||||
with:
|
||||
```lua
|
||||
for k, v in pairsByKeys(table) do end
|
||||
```
|
||||
|
||||
### `playAnim(animDict, animName, duration, flag, ped)`
|
||||
A simplified version of `TaskPlayAnim()`
|
||||
|
||||
Has some settings already set and basic ones ready to change
|
||||
|
||||
Loads the animDict automatically with `loadAnimDict()`
|
||||
```lua
|
||||
playAnim(
|
||||
animDict, -- The animation dictionary
|
||||
animName, -- The animation's name
|
||||
duration, -- How far into the animation it should stop
|
||||
flag, -- The animation flag
|
||||
ped, -- Optional, for if you want any one other than the player to do the animation
|
||||
)
|
||||
```
|
||||
|
||||
### `stopAnim(animDict, animName, ped)`
|
||||
Similar to `StopAnimTask()`
|
||||
|
||||
Made to stop the given animation with being able to choose which ped
|
||||
```lua
|
||||
stopAnim(
|
||||
animDict, -- The animation dictionary
|
||||
animName, -- The animation's name
|
||||
ped, -- Optional, for if you want any one other than the player to do the animation
|
||||
)
|
||||
```
|
||||
### `makeVeh(model, coords)`
|
||||
Spawns a vehicle for the player to use
|
||||
- Server Synced
|
||||
- Easy creation
|
||||
- Returns entity id for further control through the script
|
||||
- Loads model before spawning
|
||||
- Unloads model from memory cache after spawn
|
||||
|
||||
Example of use:
|
||||
```lua
|
||||
local vehicle = makeVeh(
|
||||
`zentorno`,
|
||||
vec4(-596.74, 2090.99, 131.41, 16.6)
|
||||
)
|
||||
print(vehicle, GetEntityCoords(vehicle))
|
||||
```
|
||||
|
||||
### `makePed(model, coords, freeze, collision, scenario, anim, synced)`
|
||||
Spawns a controllable ped
|
||||
- Loads the model before spawning
|
||||
- Unloads model from memory cache after spawn
|
||||
- Several options for creation
|
||||
- Can spawn with scenario name or anims
|
||||
- Spawns invincible
|
||||
|
||||
Example of use:
|
||||
```lua
|
||||
local ped = makePed(
|
||||
`MP_M_Freemode_011,
|
||||
vec4(-596.74, 2090.99, 131.41, 16.6),
|
||||
true,
|
||||
false,
|
||||
nil,
|
||||
{ "amb@prop_human_parking_meter@male@idle_a", "idle_a" },
|
||||
false
|
||||
)
|
||||
print(ped, GetEntityCoords(ped))
|
||||
```
|
||||
|
||||
### `makeProp(data, freeze, synced)`
|
||||
This function is made to easily load a prop in the world
|
||||
- Has a simplified process
|
||||
- Lodas model before spawning prop
|
||||
- Unloads model from memory cache when done
|
||||
- Returns entity id for control through the script
|
||||
|
||||
Example of use:
|
||||
```lua
|
||||
local entityid = makeProp(
|
||||
{
|
||||
prop = "v_serv_plas_boxgt2", -- Prop model, can be a string or hash key
|
||||
coords = vec4(-596.74, 2090.99, 131.41, 16.6), -- needs to be vector4 or vec4, 4th variable is heading
|
||||
},
|
||||
true, -- Decide if the entiy is frozen in place
|
||||
false -- Does this prop spawn for everyone or just the client
|
||||
)
|
||||
print(entityid, GetEntityCoords(entityid))
|
||||
```
|
||||
|
||||
### `instantLookEnt(ent, ent2)`
|
||||
This function forcibly changes `ent`'s heading to face `ent2`
|
||||
|
||||
Helpful for animations in a specific direction
|
||||
|
||||
### `lookEnt(entity)`
|
||||
This function attempts to slowly turn the player to the given entity/coords
|
||||
|
||||
Accepts either a `entity ID` or `vector3`
|
||||
|
||||
### `destroyProp(entity)`
|
||||
Attempts to remove a spawned prop
|
||||
|
||||
If its attached to a player it attempts to to detatch it first
|
||||
|
||||
### `pushVehicle(entity)`
|
||||
This attempts to make the current entity(vehicle) network controlled
|
||||
|
||||
This helps with syncing it with other players (used in jim-mechanic often)
|
||||
|
||||
### `ensureNetToVeh(vehNetId)`
|
||||
This was created to get around fivem's warnings of failing to get network objects
|
||||
|
||||
Although these warnings mean't nothing, it is annoying
|
||||
|
||||
This is made to replace the native `NetToVeh()` but checking first if it exists
|
||||
|
||||
### `makeBlip(data)`
|
||||
|
||||
|
||||
---
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
635
crafting.lua
635
crafting.lua
@@ -1,635 +0,0 @@
|
||||
if IsDuplicityVersion() then
|
||||
if GetResourceState(OXLibExport):find("start") then
|
||||
createCallback(GetCurrentResourceName()..':server:GetStashItems', function(source, stashName) local stash = getStash(stashName) return stash end)
|
||||
else
|
||||
createCallback(GetCurrentResourceName()..':server:GetStashItems', function(source, cb, stashName) local stash = getStash(stashName) cb(stash) end)
|
||||
end
|
||||
end
|
||||
|
||||
local timeout, timing, stashItems = 0, false, {}
|
||||
function GetStashTimeout(stashName, stop)
|
||||
if stop then stashItems, timing, timeout = {}, false, 0 return end
|
||||
if #stashItems > 0 then return true end
|
||||
if timeout <= 0 then
|
||||
stashItems = triggerCallback(GetCurrentResourceName()..':server:GetStashItems', stashName)
|
||||
timeout = 10000
|
||||
if not timing then
|
||||
CreateThread(function()
|
||||
timing = true
|
||||
while timeout > 0 do timeout -= 1000 Wait(1000) end
|
||||
timing, stashItems, timeout = false, {}, 0
|
||||
end)
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
local CraftLock = false
|
||||
function craftingMenu(data)
|
||||
if CraftLock then return end
|
||||
if data.stashName and not GetStashTimeout(data.stashName) then
|
||||
--triggerNotify(nil, "Chacking", "success")
|
||||
end
|
||||
if (data.job or data.gang) and not jobCheck(data.job or data.gang) then return end
|
||||
local Menu, hasjob = {}, false
|
||||
local Recipes = data.craftable.Recipes
|
||||
local tempCarryTable = {}
|
||||
for i = 1, #Recipes do
|
||||
for k in pairs(Recipes[i]) do
|
||||
if k ~= "amount" and k ~= "job" and k ~= "gang" then
|
||||
tempCarryTable[k] = Recipes[i].amount or 1
|
||||
end
|
||||
end
|
||||
end
|
||||
local canCarryTable = triggerCallback(GetCurrentResourceName()..':server:canCarry', tempCarryTable)
|
||||
for i = 1, #Recipes do
|
||||
if not Recipes[i]["amount"] then Recipes[i]["amount"] = 1 end
|
||||
for k, v in pairs(Recipes[i]) do
|
||||
if k ~= "amount" and k ~= "job" and k ~= "gang" then
|
||||
if Recipes[i].job then
|
||||
for l, b in pairs(Recipes[i].job) do
|
||||
hasjob = hasJob(l, nil, b)
|
||||
if hasjob == true then break end
|
||||
end
|
||||
else hasjob = true end
|
||||
local setheader, settext, disable = "", "", false
|
||||
if hasjob then
|
||||
local itemTable = {}
|
||||
for l, b in pairs(Recipes[i][tostring(k)]) do
|
||||
settext = settext..(settext ~= "" and br or "")..(Items[l] and Items[l].label or "error - "..l)..(b > 1 and " x"..b or "")
|
||||
itemTable[l] = b
|
||||
Wait(0)
|
||||
end
|
||||
while not canCarryTable do Wait(0) end
|
||||
if Config.System.Debug then print("^6Bridge^7: ^2Checking"..(data.stashName and " ^7'^6"..data.stashName.."^7'" or "").." ^2ingredients^7 - ^6"..k.."^7") end
|
||||
if data.stashName then disable = not stashhasItem(stashItems, itemTable)
|
||||
else disable = not hasItem(itemTable) end
|
||||
setheader = (Items[tostring(k)] and Items[tostring(k)].label or "error - " .. tostring(k)) .. (Recipes[i]["amount"] > 1 and " x" .. Recipes[i]["amount"] or "")
|
||||
if not disable then
|
||||
if not canCarryTable[k] then setheader = setheader .. " 📦"
|
||||
else setheader = setheader .. " ✔️" end
|
||||
elseif not canCarryTable[k] then setheader = setheader .. " 📦" end
|
||||
Menu[#Menu + 1] = {
|
||||
isMenuHeader = disable or not canCarryTable[k],
|
||||
icon = invImg(tostring(k)),
|
||||
header = setheader,
|
||||
txt = settext,
|
||||
onSelect = function()
|
||||
local transdata = { item = k, craft = data.craftable.Recipes[i], craftable = data.craftable, coords = data.coords, stashName = data.stashName, onBack = data.onBack, }
|
||||
if Config.Crafting.MultiCraft then multiCraft(transdata) else makeItem(transdata) end
|
||||
end,
|
||||
}
|
||||
end
|
||||
end
|
||||
Wait(0)
|
||||
end
|
||||
end
|
||||
openMenu(Menu, { header = data.craftable.Header, onBack = data.onBack or nil, canClose = true, onExit = function() end, })
|
||||
lookEnt(data.coords)
|
||||
end
|
||||
|
||||
function multiCraft(data) local Menu = {}
|
||||
local success = Config.Crafting.MultiCraftAmounts
|
||||
if data.stashName and not GetStashTimeout(data.stashName) then
|
||||
--triggerNotify(nil, "Refreshing stashinfo", "success")
|
||||
end
|
||||
Menu[#Menu+1] = {
|
||||
isMenuHeader = true,
|
||||
icon = invImg(data.item),
|
||||
header = Items[data.item].label,
|
||||
}
|
||||
for k in pairsByKeys(success) do
|
||||
local settext = ""
|
||||
local itemTable = {}
|
||||
for l, b in pairs(data.craft[data.item]) do
|
||||
itemTable[l] = (b * k)
|
||||
settext = settext..(settext ~= "" and br or "")..Items[l].label..(b*k > 1 and "- x"..b*k or "")
|
||||
Wait(0)
|
||||
end
|
||||
local disable = false
|
||||
if Config.System.Debug then print("^6Bridge^7: ^2Checking "..(data.stashName and "^7'^6"..data.stashName.."^7'" or "inventory").."^7x^5"..k.." ^2ingredients^7 - ^6"..data.item.."^7") end
|
||||
if data.stashName then disable = not stashhasItem(stashItems, itemTable)
|
||||
else disable = not hasItem(itemTable) end
|
||||
|
||||
Menu[#Menu + 1] = {
|
||||
isMenuHeader = disable,
|
||||
arrow = not disable,
|
||||
header = "Craft - x"..k * data.craft.amount,
|
||||
txt = settext,
|
||||
onSelect = function ()
|
||||
makeItem({item = data.item, craft = data.craft, craftable = data.craftable, amount = k, coords = data.coords, stashName = data.stashName, onBack = data.onBack })
|
||||
end,
|
||||
}
|
||||
end
|
||||
openMenu(Menu, { header = data.craftable.Header, onBack = function() craftingMenu(data) end, })
|
||||
end
|
||||
|
||||
function makeItem(data)
|
||||
if CraftLock then return end
|
||||
CraftLock = true
|
||||
|
||||
local bartime = data.craftable.progressBar and data.craftable.progressBar.time or 5000
|
||||
local bartext = (data.craftable.progressBar and data.craftable.progressBar.label) or (Loc[Config.Lan].progressbar and Loc[Config.Lan].progressbar["progress_make"]) or "Making a"
|
||||
local animDict = data.craftable.Anims and data.craftable.Anims.animDict or "amb@prop_human_parking_meter@male@idle_a"
|
||||
local anim = data.craftable.Anims and data.craftable.Anims.anim or "idle_a"
|
||||
local amount = data.amount and (data.amount ~= 1) and data.amount or 1
|
||||
|
||||
local crafted, crafting = true, true
|
||||
local cam = createTempCam(PlayerPedId(), data.coords)
|
||||
startTempCam(cam)
|
||||
for i = 1, amount do
|
||||
for k, v in pairs(data.craft) do
|
||||
if k ~= "amount" and k ~= "job" then
|
||||
if type(v) == "table" then
|
||||
for l, b in pairs(v) do
|
||||
if crafting and progressBar({
|
||||
label = "Using "..b.." "..Items[l].label,
|
||||
time = 1000,
|
||||
cancel = true,
|
||||
dict = 'pickup_object',
|
||||
anim = "putdown_low",
|
||||
flag = 48,
|
||||
icon = l,
|
||||
}) then
|
||||
--TriggerEvent('inventory:client:ItemBox', Items[l], "use", b) -- Show item box for each item
|
||||
else
|
||||
crafted, crafting = false, false
|
||||
break
|
||||
end
|
||||
Wait(200)
|
||||
end
|
||||
if crafted then
|
||||
if crafting and progressBar({
|
||||
label = bartext..Items[data.item].label,
|
||||
time = bartime,
|
||||
cancel = true,
|
||||
dict = animDict,
|
||||
anim = anim,
|
||||
flag = 8,
|
||||
icon = data.item,
|
||||
}) then
|
||||
TriggerServerEvent(GetCurrentResourceName()..":Crafting:GetItem", data.item, data.craft, data.stashName)
|
||||
else
|
||||
crafting = false
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
Wait(500)
|
||||
end
|
||||
stopTempCam()
|
||||
CraftLock = false
|
||||
lockInv(false)
|
||||
craftingMenu(data)
|
||||
ClearPedTasks(PlayerPedId())
|
||||
end
|
||||
|
||||
RegisterNetEvent(GetCurrentResourceName()..":Crafting:GetItem", function(ItemMake, craftable, stashName)
|
||||
local src, amount, stashItems = source, craftable and craftable.amount or 1, stashName and getStash(stashName)
|
||||
if stashName then
|
||||
local itemRemove = {}
|
||||
for k, v in pairs(craftable[ItemMake] or {}) do
|
||||
for _, b in pairs(stashItems or {}) do
|
||||
if k == b.name then itemRemove[k] = v end
|
||||
end
|
||||
end
|
||||
stashRemoveItem(stashItems, stashName, itemRemove)
|
||||
else
|
||||
if craftable then
|
||||
for k, v in pairs(craftable[ItemMake] or {}) do
|
||||
TriggerEvent(GetCurrentResourceName()..":server:toggleItem", false, tostring(k), v, src)
|
||||
end
|
||||
end
|
||||
end
|
||||
TriggerEvent(GetCurrentResourceName()..":server:toggleItem", true, ItemMake, amount, src)
|
||||
if GetResourceState("core_skills"):find("start") then exports["core_skills"]:AddExperience(src, 2) end
|
||||
end)
|
||||
|
||||
--[[SHOPS]]--
|
||||
function sellMenu(data)
|
||||
local origData = data
|
||||
local Menu = {}
|
||||
if data.sellTable.Items then
|
||||
local itemList = {}
|
||||
for k, v in pairs(data.sellTable.Items) do itemList[k] = 1 end
|
||||
local hasitems, hasTable = hasItem(itemList)
|
||||
for k, v in pairsByKeys(data.sellTable.Items) do
|
||||
Menu[#Menu +1] = {
|
||||
isMenuHeader = not hasTable[k].hasItem,
|
||||
icon = invImg(k),
|
||||
header = Items[k].label.. (hasTable[k].hasItem and "💰 (x"..hasTable[k].count..")" or ""),
|
||||
txt = Loc[Config.Lan].info["sell_all"].." "..v.." "..Loc[Config.Lan].info["sell_each"],
|
||||
onSelect = function()
|
||||
sellAnim({ item = k, price = v, ped = data.ped, onBack = function() sellMenu(data) end })
|
||||
end,
|
||||
}
|
||||
end
|
||||
else
|
||||
for k, v in pairsByKeys(data.sellTable) do
|
||||
if type(v) == "table" then
|
||||
Menu[#Menu +1] = {
|
||||
arrow = true,
|
||||
header = k,
|
||||
txt = "Amount of items: "..countTable(v.Items),
|
||||
onSelect = function()
|
||||
v.onBack = function() sellMenu(origData) end
|
||||
v.sellTable = data.sellTable[k]
|
||||
sellMenu(v)
|
||||
end,
|
||||
}
|
||||
end
|
||||
end
|
||||
end
|
||||
openMenu(Menu, { header = data.sellTable.Header or "Amount of items: "..countTable(data.sellTable.Items), canClose = true, onBack = data.onBack })
|
||||
end
|
||||
|
||||
function sellAnim(data)
|
||||
if not hasItem(data.item, 1) then
|
||||
triggerNotify(nil, Loc[Config.Lan].error["dont_have"].." "..Items[data.item].label, "error")
|
||||
return
|
||||
end
|
||||
for k, v in pairs(GetGamePool('CObject')) do
|
||||
for _, model in pairs({`p_cs_clipboard`}) do
|
||||
if GetEntityModel(v) == model then
|
||||
if IsEntityAttachedToEntity(data.ped, v) then
|
||||
DeleteObject(v) DetachEntity(v, 0, 0) SetEntityAsMissionEntity(v, true, true)
|
||||
Wait(100) DeleteEntity(v)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
TriggerServerEvent(GetCurrentResourceName().."Sellitems", data) -- Had to slip in the sell command during the animation command
|
||||
lookEnt(data.ped)
|
||||
local dict = "mp_common"
|
||||
playAnim(dict, "givetake2_a", 0.3, 2)
|
||||
playAnim(dict, "givetake2_b", 0.3, 2, data.ped)
|
||||
Wait(2000)
|
||||
StopAnimTask(PlayerPedId(), dict, "givetake2_a", 0.5)
|
||||
StopAnimTask(data.ped, dict, "givetake2_b", 0.5)
|
||||
if data.onBack then data.onBack() end
|
||||
end
|
||||
|
||||
RegisterNetEvent(GetCurrentResourceName().."Sellitems", function(data)
|
||||
local src = source
|
||||
local hasItems, hasTable = hasItem(data.item, 1, src)
|
||||
if hasItems then
|
||||
TriggerEvent(GetCurrentResourceName()..":server:toggleItem", false, data.item, hasTable[data.item].count, src)
|
||||
TriggerEvent(GetCurrentResourceName()..":server:FundPlayer", (hasTable[data.item].count * data.price), "cash", src)
|
||||
else
|
||||
triggerNotify(nil,Loc[Config.Lan].error["dont_have"].." "..Items[data.item].label, "error", src)
|
||||
end
|
||||
end)
|
||||
|
||||
function openShop(data)
|
||||
if (data.job or data.gang) and not jobCheck(data.job or data.gang) then return end
|
||||
if GetResourceState(OXInv):find("start") then
|
||||
exports[OXInv]:openInventory('shop', { type = data.shop })
|
||||
else
|
||||
TriggerServerEvent(Config.General.JimShops and "jim-shops:ShopOpen" or "inventory:server:OpenInventory", "shop", data.items.label, data.items)
|
||||
end
|
||||
lookEnt(data.coords)
|
||||
end
|
||||
|
||||
-- Client & Server side
|
||||
function hasItem(items, amount, src) local amount = amount and amount or 1
|
||||
local grabInv = nil
|
||||
local foundInv = ""
|
||||
if type(items) ~= "table" then items = { [items] = amount and amount or 1, } end
|
||||
if GetResourceState(OXInv):find("start") then
|
||||
foundInv = OXInv
|
||||
if src then grabInv = exports[OXInv]:GetInventoryItems(src)
|
||||
else grabInv = exports[OXInv]:GetPlayerItems() end
|
||||
|
||||
elseif GetResourceState(QSInv):find("start") then
|
||||
foundInv = QSInv
|
||||
if src then grabInv = exports[QSInv]:GetInventory(src)
|
||||
else grabInv = exports[QSInv]:getUserInventory() end
|
||||
|
||||
elseif GetResourceState(OrigenInv):find("start") then
|
||||
foundInv = OrigenInv
|
||||
if src then grabInv = exports[OrigenInv]:GetInventory(src)
|
||||
else grabInv = exports[OrigenInv]:getPlayerInventory() end
|
||||
|
||||
elseif GetResourceState(CoreInv):find("start") then
|
||||
foundInv = CoreInv
|
||||
if src then
|
||||
if GetResourceState(QBExport):find("start") or GetResourceState(QBXExport):find("start") then
|
||||
grabInv = Core.Functions.GetPlayer(src).PlayerData.items
|
||||
elseif GetResourceState(ESXExport):find("start") then
|
||||
local Player = ESX.GetPlayerFromId(src)
|
||||
grabInv = Player.getInventory(false)
|
||||
end
|
||||
else
|
||||
local p = promise.new()
|
||||
Core.Functions.TriggerCallback('core_inventory:server:getInventory', function(cb) p:resolve(cb) end)
|
||||
local result = Citizen.Await(p)
|
||||
if type(result) == "string" then result = json.decode(result) end
|
||||
grabInv = result
|
||||
end
|
||||
|
||||
elseif GetResourceState(CodeMInv):find("start") then
|
||||
foundInv = CodeMInv
|
||||
if src then grabInv = exports[CodeMInv]:GetUserInventory(src)
|
||||
else grabInv = exports[CodeMInv]:GetClientPlayerInventory() end
|
||||
|
||||
elseif GetResourceState(QBInv):find("start") then
|
||||
foundInv = QBInv
|
||||
if src then grabInv = Core.Functions.GetPlayer(src).PlayerData.items
|
||||
else grabInv = Core.Functions.GetPlayerData().items end
|
||||
|
||||
else
|
||||
print("^4ERROR^7: ^2No Inventory detected ^7- ^2Check ^3exports^1.^2lua^7")
|
||||
end
|
||||
|
||||
if grabInv then
|
||||
local hasTable = {}
|
||||
for item, amount in pairs(items) do
|
||||
if not Items[item] then print("^4ERROR^7: ^2Script can't find ingredient item in Shared Items - ^1"..item.."^7") end
|
||||
local count = 0
|
||||
for _, itemData in pairs(grabInv) do
|
||||
if itemData and (itemData.name == item) then count += (itemData.count or itemData.amount or 1) end
|
||||
end
|
||||
foundInv = foundInv:gsub("%-", "^7-^6"):gsub("%_", "^7_^6")
|
||||
local foundMessage = "^6Bridge^7: ^3hasItem^7[^6"..foundInv.."^7]: "..tostring(item).." ^3"..count.."^7/^3"..amount
|
||||
if count >= amount then foundMessage = foundMessage.." ^5FOUND^7" else foundMessage = foundMessage .." ^1NOT FOUND^7" end
|
||||
if Config.System.Debug then print(foundMessage) end
|
||||
hasTable[item] = { hasItem = count >= amount, count = count }
|
||||
end
|
||||
for k, v in pairs(hasTable) do if not v.hasItem then return false, hasTable end end
|
||||
return true, hasTable
|
||||
end
|
||||
end
|
||||
|
||||
-- Stash Items
|
||||
function openStash(data)
|
||||
if (data.job or data.gang) and not jobCheck(data.job or data.gang) then return end
|
||||
if GetResourceState(OXInv):find("start") then
|
||||
exports[OXInv]:openInventory('stash', data.stash)
|
||||
elseif GetResourceState(CodeMInv):find("start") then
|
||||
exports[CodeMInv]:OpenStash(data.stash, 400000, 100)
|
||||
else
|
||||
TriggerEvent("inventory:client:SetCurrentStash", data.stash)
|
||||
TriggerServerEvent("inventory:server:OpenInventory", "stash", data.stash, data.stashOptions)
|
||||
end
|
||||
lookEnt(data.coords)
|
||||
end
|
||||
|
||||
function getStash(stashName) local stashResource = ""
|
||||
local stashItems, items = {}, {}
|
||||
if GetResourceState(OXInv):find("start") then stashResource = OXInv
|
||||
stashItems = exports[OXInv]:Inventory(stashName).items
|
||||
|
||||
elseif GetResourceState(QSInv):find("start") then stashResource = QSInv
|
||||
stashItems = exports[QSInv]:GetStashItems(stashName)
|
||||
|
||||
elseif GetResourceState(CoreInv):find("start") then stashResource = CoreInv
|
||||
stashItems = exports[CoreInv]:getInventory(stashName)
|
||||
|
||||
elseif GetResourceState(CodeMInv):find("start") then stashResource = CodeMInv
|
||||
stashItems = exports[CodeMInv]:GetInventoryItems('Stash', stashName)
|
||||
|
||||
elseif GetResourceState(OrigenInv):find("start") then stashResource = OrigenInv
|
||||
stashItems = exports[OrigenInv]:GetStashItems(stashName)
|
||||
|
||||
elseif GetResourceState(QBInv):find("start") then stashResource = QBInv
|
||||
local result = MySQL.scalar.await('SELECT items FROM stashitems WHERE stash = ?', { stashName })
|
||||
if result then stashItems = json.decode(result) end
|
||||
end
|
||||
|
||||
if Config.System.Debug then print("^6Bridge^7: ^2Retrieving ^3Stash^2 with ^7"..stashResource) end
|
||||
if stashItems then
|
||||
for _, item in pairs(stashItems) do
|
||||
local itemInfo = Items[item.name:lower()]
|
||||
if itemInfo then
|
||||
local indexNum = #items+1 -- Added to help recreate missing slot numbers
|
||||
items[(item.slot and item.slot) or indexNum] = {
|
||||
name = itemInfo.name or nil,
|
||||
amount = tonumber(item.amount) or tonumber(item.count),
|
||||
info = item.info or "",
|
||||
label = itemInfo.label or nil,
|
||||
description = itemInfo.description or "",
|
||||
weight = itemInfo.weight or nil,
|
||||
type = itemInfo.type or nil,
|
||||
unique = itemInfo.unique or nil,
|
||||
useable = itemInfo.useable or nil,
|
||||
image = itemInfo.image or nil,
|
||||
slot = (item.slot and item.slot) or indexNum,
|
||||
}
|
||||
end
|
||||
end
|
||||
if Config.System.Debug then print("^6Bridge^7: ^3GetStashItems^7: ^2Stash information for ^7'^6"..stashName.."^7' ^2retrieved^7") end
|
||||
end
|
||||
return items
|
||||
end
|
||||
|
||||
function stashRemoveItem(stashItems, stashName, items) local amount = amount and amount or 1
|
||||
if GetResourceState(OXInv):find("start") then
|
||||
for k, v in pairs(items) do
|
||||
exports[OXInv]:RemoveItem(stashName, k, v)
|
||||
if Config.System.Debug then print("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..OXInv, k, v) end
|
||||
end
|
||||
|
||||
elseif GetResourceState(QSInv):find("start") then
|
||||
for k, v in pairs(items) do
|
||||
for l in pairs(stashItems) do
|
||||
if stashItems[l].name == k then
|
||||
if (stashItems[l].amount - v) <= 0 then
|
||||
if Config.System.Debug then
|
||||
print("^6Bridge^7: ^2None of this item left in stash ^3Stash^7", k, v)
|
||||
end
|
||||
stashItems[l] = nil
|
||||
else
|
||||
if Config.System.Debug then
|
||||
print("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..QBInv, k, v)
|
||||
end
|
||||
exports[QSInv]:RemoveItemIntoStash(stashName, k, v, l)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
elseif GetResourceState(CoreInv):find("start") then
|
||||
for k, v in pairs(items) do
|
||||
exports[CoreInv]:removeItemExact(stashName, k, v)
|
||||
if Config.System.Debug then print("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..CoreInv, k, v) end
|
||||
end
|
||||
|
||||
elseif GetResourceState(CodeMInv):find("start") then
|
||||
for k, v in pairs(items) do
|
||||
for l in pairs(stashItems) do
|
||||
if stashItems[l].name == k then
|
||||
if (stashItems[l].amount - v) <= 0 then
|
||||
if Config.System.Debug then
|
||||
print("^6Bridge^7: ^2None of this item left in stash ^3Stash^7", k, v)
|
||||
end
|
||||
stashItems[l] = nil
|
||||
else
|
||||
if Config.System.Debug then
|
||||
print("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..CodeMInv, k, v)
|
||||
end
|
||||
stashItems[l].amount -= v
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
if Config.System.Debug then
|
||||
print("^6Bridge^7: ^3saveStash^7: ^2Saving ^3QB^2 stash ^7'^6"..stashName.."^7'")
|
||||
end
|
||||
|
||||
elseif GetResourceState(OrigenInv):find("start") then
|
||||
for k, v in pairs(items) do
|
||||
exports[OrigenInv]:RemoveFromStash(stashName, k, v)
|
||||
if Config.System.Debug then print("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..OrigenInv, k, v) end
|
||||
end
|
||||
|
||||
elseif GetResourceState(QBInv):find("start") then
|
||||
for k, v in pairs(items) do
|
||||
for l in pairs(stashItems) do
|
||||
if stashItems[l].name == k then
|
||||
if (stashItems[l].amount - v) <= 0 then
|
||||
if Config.System.Debug then
|
||||
print("^6Bridge^7: ^2None of this item left in stash ^3Stash^7", k, v)
|
||||
end
|
||||
stashItems[l] = nil
|
||||
else
|
||||
if Config.System.Debug then
|
||||
print("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..QBInv, k, v)
|
||||
end
|
||||
stashItems[l].amount -= v
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
if Config.System.Debug then
|
||||
print("^6Bridge^7: ^3saveStash^7: ^2Saving ^3QB^2 stash ^7'^6"..stashName.."^7'")
|
||||
end
|
||||
MySQL.Async.insert('INSERT INTO stashitems (stash, items) VALUES (:stash, :items) ON DUPLICATE KEY UPDATE items = :items', { ['stash'] = stashName, ['items'] = json.encode(stashItems) })
|
||||
else
|
||||
print("^4ERROR^7: ^2No Inventory detected ^7- ^2Check ^3exports^1.^2lua^7")
|
||||
end
|
||||
end
|
||||
RegisterNetEvent(GetCurrentResourceName()..":server:stashRemoveItem", stashRemoveItem)
|
||||
|
||||
function stashhasItem(stashItems, items, amount)
|
||||
local invs = {OXInv, QSInv, CoreInv, CodeMInv, OrigenInv, QBInv}
|
||||
local foundInv = ""
|
||||
for _, inv in ipairs(invs) do
|
||||
if GetResourceState(inv):find("start") then
|
||||
foundInv = inv:gsub("%-", "^7-^6"):gsub("%_", "^7_^6")
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
if type(items) ~= "table" then items = { [items] = amount and amount or 1, } end
|
||||
local hasTable = {}
|
||||
for item, amount in pairs(items) do
|
||||
local count = 0
|
||||
for _, itemData in pairs(stashItems) do
|
||||
if itemData and (itemData.name == item) then
|
||||
count += (itemData.amount or 1)
|
||||
end
|
||||
end
|
||||
|
||||
local debugMsg = string.format("^6Bridge^7: ^3stashHasItem^7[^6%s^7]: %s '%s' ^3%d^7/^3%d^7", foundInv, (count >= amount and "^5FOUND^7" or "^1NOT FOUND^7"), item, count, amount)
|
||||
if Config.System.Debug then print(debugMsg) end
|
||||
|
||||
hasTable[item] = { hasItem = (count >= amount), count = count }
|
||||
end
|
||||
for k, v in pairs(hasTable) do if v.hasItem == false then return false, hasTable end end
|
||||
return true, hasTable
|
||||
end
|
||||
|
||||
if IsDuplicityVersion() then
|
||||
if GetResourceState(OXLibExport):find("start") then
|
||||
createCallback(GetCurrentResourceName()..':server:canCarry', function(source, itemTable) local result = canCarry(itemTable, source) return result end)
|
||||
else
|
||||
createCallback(GetCurrentResourceName()..':server:canCarry', function(source, cb, itemTable) local result = canCarry(itemTable, source) cb(result) end)
|
||||
end
|
||||
end
|
||||
|
||||
function canCarry(itemTable, src)
|
||||
local resultTable = {}
|
||||
if src then
|
||||
if GetResourceState(OXInv):find("start") then
|
||||
for k, v in pairs(itemTable) do
|
||||
resultTable[k] = exports[OXInv]:CanCarryItem(src, k, v)
|
||||
end
|
||||
|
||||
elseif GetResourceState(QSInv):find("start") then
|
||||
for k, v in pairs(itemTable) do
|
||||
resultTable[k] = exports[OXInv]:CanCarryItem(src, k, v)
|
||||
end
|
||||
|
||||
elseif GetResourceState(CoreInv):find("start") then
|
||||
--??
|
||||
|
||||
elseif GetResourceState(CodeMInv):find("start") then
|
||||
for k, v in pairs(itemTable) do
|
||||
local weight = Items[k].weight
|
||||
resultTable[k] = exports[CodeMInv]:CanCarryItem(src, weight, v)
|
||||
end
|
||||
|
||||
elseif GetResourceState(OrigenInv):find("start") then
|
||||
for k, v in pairs(itemTable) do
|
||||
resultTable[k] = exports[OrigenInv]:canCarryItem(src, k, v)
|
||||
end
|
||||
|
||||
elseif GetResourceState(QBInv):find("start") then
|
||||
local Player = Core.Functions.GetPlayer(src)
|
||||
local items = Player.PlayerData.items
|
||||
local weight, totalWeight = 0, 0
|
||||
if not items then return false end
|
||||
for _, item in pairs(items) do weight += item.weight * item.amount end
|
||||
totalWeight = tonumber(weight)
|
||||
|
||||
for k, v in pairs(itemTable) do
|
||||
local itemInfo = Items[k]
|
||||
if not itemInfo and not Player.Offline then
|
||||
triggerNotify(nil, 'Item does not exist', 'error', src)
|
||||
resultTable[k] = true
|
||||
else
|
||||
resultTable[k] = (totalWeight + (Items[k]['weight'] * v)) <= 120000
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
return resultTable
|
||||
end
|
||||
|
||||
function getRandomReward(itemName) -- intended for job scripts
|
||||
if Config.Rewards.RewardPool then
|
||||
local reward = false
|
||||
if type(Config.Rewards.RewardItem) == "string" then Config.Rewards.RewardItem = { Config.Rewards.RewardItem } end
|
||||
for k, v in pairs(Config.Rewards.RewardItem) do
|
||||
if v == itemName then reward = true break end
|
||||
end
|
||||
if reward then
|
||||
removeItem(itemName, 1)
|
||||
local totalRarity = 0
|
||||
for i=1, #Config.Rewards.RewardPool do
|
||||
totalRarity += Config.Rewards.RewardPool[i].rarity
|
||||
end
|
||||
if Config.System.Debug then
|
||||
print("^6Bridge^7: ^3getRandomReward^7: ^2Total Rarity ^7'^6"..totalRarity.."^7'")
|
||||
end
|
||||
|
||||
local randomNum = math.random(1, totalRarity)
|
||||
if Config.System.Debug then
|
||||
print("^6Bridge^7: ^3getRandomReward^7: ^2Random Number ^7'^6"..randomNum.."^7'")
|
||||
end
|
||||
local currentRarity = 0
|
||||
for i=1, #Config.Rewards.RewardPool do
|
||||
currentRarity += Config.Rewards.RewardPool[i].rarity
|
||||
if randomNum <= currentRarity then
|
||||
if Config.System.Debug then
|
||||
print("^6Bridge^7: ^3getRandomReward^7: ^2Selected toy ^7'^6"..Config.Rewards.RewardPool[i].item.."^7'")
|
||||
end
|
||||
addItem(Config.Rewards.RewardPool[i].item, 1)
|
||||
return
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
20
exports.lua
20
exports.lua
@@ -1,20 +0,0 @@
|
||||
Exports = {
|
||||
QBExport = "qb-core",
|
||||
QBXExport = "qbx_core",
|
||||
ESXExport = "es_extended",
|
||||
OXCoreExport = "ox_core",
|
||||
|
||||
OXInv = "ox_inventory",
|
||||
QBInv = "qb-inventory",
|
||||
QSInv = "qs-inventory",
|
||||
CoreInv = "core_inventory",
|
||||
CodeMInv = "codem-inventory",
|
||||
OrigenInv = "origen_inventory",
|
||||
|
||||
OXLibExport = "ox_lib",
|
||||
|
||||
QBMenuExport = "qb-menu",
|
||||
|
||||
QBTargetExport = "qb-target",
|
||||
OXTargetExport = "ox_target"
|
||||
}
|
||||
1168
functions.lua
1168
functions.lua
File diff suppressed because it is too large
Load Diff
@@ -1,14 +0,0 @@
|
||||
name "Jim_Bridge"
|
||||
author "Jimathy"
|
||||
version "1.0.14"
|
||||
description "Framework Bridge By Jimathy"
|
||||
fx_version "cerulean"
|
||||
game "gta5"
|
||||
lua54 'yes'
|
||||
|
||||
files {
|
||||
'exports.lua',
|
||||
'functions.lua',
|
||||
'wrapper.lua',
|
||||
'crafting.lua',
|
||||
}
|
||||
@@ -1 +0,0 @@
|
||||
1.0.14
|
||||
1395
wrapper.lua
1395
wrapper.lua
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user