Consumables script for QBCore
This script WAS designed as a replacement/override for food and drink consumables in qb-smallresources
It's main purpose was to make it so players did not stand up while sitting with my scripts due to lazy events such as ClearPedTasks in progressbar and dpemotes, this one is designed to cancel the animation you have chosen, not ALL animations.
Users requested I readd the progressbar but it ended up being a config option to enable it
Though if your players are cancelling all animations when consuming, it's recommended to set Config.UseProgBar
to false
to get this effect.
- 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:
# QBCore & Extra stuff
ensure qb-core
ensure [qb]
ensure [standalone]
ensure [voice]
ensure [defaultmaps]
ensure [vehicles]
# Extra Jim Stuff
ensure [jimextras]
ensure [jim]
- 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 confusingjim-consumables
To add an item, you only need to add a new item table in the Config.Consumables like this:
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
--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:
-- 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
},
},
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:
--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.
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.
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