🐍Animal Effects
Documentation relating to the lumen_animaleffects
Installation
Drag and drop the resource in your resources folder
lumen_animaleffects
Add this ensure in your server.cfg below redemrp_roleplay
ensurelumen_animaleffects
Edit the config.lua to make sure to customize the code
If you have any questions, please contact our lumen works discord.
Framework
Config.framework = "redemrp"You can set the framework you need. The available options are "redemrp" or "vorp".
Language
Config.Text = {
    [1] = "You have poisoned yourself",
    [2] = "You have caused yourself a trauma",
    [3] = "You have caused a hemorrhage",
    [4] = "That cure didn't work", 
}Animals
Config.Animals = {
    ["a_c_snake_01"] = {effect = "poison",variant = {1}, probability = 100},
    ["a_c_wolf"] = {effect = "bleeding",variant = {1,2}, probability = 90},
    ["horse"] = {effect = "trauma",variant = {1}, probability = 90},
}
Here you can add more animals indicating the model (there are 3 examples available here) and the following characteristics.
Effect: Sets the effect category. You can choose between poison, bleeding or trauma.
Variant : Here you can indicate which type of variant can infect the animal. You can set more than one variant as indicated in the example of "a_c_wolf". In case you want only one option, leave only one value.
Probablility: Sets the probability of applying the effect for each impact of the animal on the player.
Hud icons
Config.hudPosition = {
    ["poisonX"] = 0.02,
    ["poisonY"] = 0.75,
    ["hemorrhageX"] = 0.02,
    ["hemorrhageY"] = 0.75,
    
    ["traumaX"] = 0.02,
    ["traumaY"] = 0.75,
}Here you can set the location of the icons of each effect on the screen.
Poisons
Config.PoisonTable = {
    [1] = {fx = "PlayerKnockout_WeirdoPat",        timer = 60,          damage = 1,          timeDamage = 3,          vomit = true,      canrun = false,    remedy = "ds", color = {r =0,g=255,b=255,a=255}},
    
}In this table you can customize the effects of poisons or add new ones, the values are detailed below:
Fx: Modify the effect on screen. In the original code you can see 6 examples compatible with poisons
Timer: Sets the duration of the poison in seconds
Damage: Sets the poison damage
TimeDamage: Sets how many seconds damage is inflicted
Vomit: Sets up a vomiting animation when the poison effect is over
Canrun: Establishes the possibility of running
Remedy : Set an item to be able to heal the poison.
Color: Sets the color of the poison indicator. This is useful to differentiate which type of poison variant is used.
Bleeds
Config.BloodTable = {
	[1] = {fx = "KingCastleRed",        timer = 80,         damage = 0,       timeDamage = 1,        blood = true,    canrun = true,    remedy = "pan", color = {r =0,g=255,b=255,a=255}},
}In this table you can customize the bleed effects or add new ones, the values are detailed below:
Fx: Modify the effect on the screen. In the original code you can see 3 examples compatible with bleeds
Timer: Sets the duration of the bleed in seconds
Damage: Sets the bleeding damage
TimeDamage: Sets how many seconds damage is inflicted
Canrun: Establishes the possibility of running
Blood: Sets a bleeding effect of the player's body for the duration of the effect
Remedy : Set an item to be able to heal the bleeding
Color: Sets the color of the bleeds indicator. This is useful to differentiate which type of bleeding variant is used
Trauma
Config.TraumaTable = {
	[1] = {fx = "KingCastleRed",        timer = 20,         damage = 0,       timeDamage = 1,        blood = false,    floor = true,     color = {r =0,g=255,b=255,a=255}},
}En esta tabla puedes personalizar los efectos de trauma o añadir nuevos, los valores se detallan a continuación:
Fx: Modify the effect on screen. In the original code you can see 2 examples compatible with trauma
Timer: Sets the duration of the trauma in seconds
Damage: Establishes trauma damage
TimeDamage: Sets how many seconds damage is inflicted
Canrun: Establishes the possibility of running
Blood: Sets a bleeding effect of the player's body for the duration of the effect
Floor: Sets whether the player remains unconscious on the ground for the duration of the effect
Color: Sets the color of the trauma indicator. This is useful to differentiate which type of trauma variant is used
Notifications
Config.notify = function(text)
    TriggerEvent('redem_roleplay:ShowObjective', text, 4000)
endYou can set your custom notification system here, by default redemrp is added
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