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  • Installation
  • Framework
  • Language
  • Animals
  • Hud icons
  • Poisons
  • Bleeds
  • Trauma
  • Notifications
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Animal Effects

Documentation relating to the lumen_animaleffects

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Last updated 1 year ago

Installation

  • lumen_animaleffects works with / / . Be sure you installed one of them before to use this script.

  • Drag and drop the resource in your resources folder

    • lumen_animaleffects

  • Add this ensure in your server.cfg below redemrp_roleplay

    • ensure lumen_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)
end

You can set your custom notification system here, by default redemrp is added

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