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Nordi98 2025-07-11 20:59:12 +02:00
parent fdd888d405
commit 308c0b6630
29 changed files with 366 additions and 310 deletions

View file

@ -1,7 +1,7 @@
-----------------For support, scripts, and more----------------
--------------- https://discord.gg/wasabiscripts -------------
---------------------------------------------------------------
local fishing = false
local magnetFishing = false
if Config.sellShop.enabled then
CreateThread(function()
@ -25,11 +25,11 @@ if Config.sellShop.enabled then
end
if self.currentDistance <= 1.8 then
if not textUI then
lib.showTextUI(Strings.sell_fish)
lib.showTextUI(Strings.sell_finds)
textUI = true
end
if IsControlJustReleased(0, 38) then
FishingSellItems()
MagnetSellItems()
end
elseif self.currentDistance >= 1.9 and textUI then
lib.hideTextUI()
@ -51,40 +51,40 @@ if Config.sellShop.enabled then
end)
end
-- Function to check for available baits and select the best one
local function GetBestAvailableBait()
local availableBaits = {}
-- Function to check for available magnets and select the best one
local function GetBestAvailableMagnet()
local availableMagnets = {}
-- Check all bait types
for _, bait in pairs(Config.bait.types) do
local hasItem = lib.callback.await('wasabi_fishing:checkItem', 100, bait.itemName)
-- Check all magnet types
for _, magnet in pairs(Config.magnets.types) do
local hasItem = lib.callback.await('wasabi_magnet:checkItem', 100, magnet.itemName)
if hasItem then
table.insert(availableBaits, bait)
table.insert(availableMagnets, magnet)
end
end
if #availableBaits == 0 then
if #availableMagnets == 0 then
return nil
end
-- Sort baits by catch bonus (highest first)
table.sort(availableBaits, function(a, b)
-- Sort magnets by catch bonus (highest first)
table.sort(availableMagnets, function(a, b)
return (a.catchBonus or 0) > (b.catchBonus or 0)
end)
-- Return the best bait
return availableBaits[1]
-- Return the best magnet
return availableMagnets[1]
end
-- Function to handle the fishing process
local function StartFishingProcess(selectedBait, waterLoc)
fishing = true
-- Function to handle the magnet fishing process
local function StartMagnetFishingProcess(selectedMagnet, waterLoc)
magnetFishing = true
-- Create fishing rod prop
local model = `prop_fishing_rod_01`
-- Create magnet rope prop
local model = `prop_fishing_rod_01` -- Using fishing rod as placeholder, ideally would be replaced with a magnet rope model
lib.requestModel(model, 100)
local pole = CreateObject(model, GetEntityCoords(cache.ped), true, false, false)
AttachEntityToEntity(pole, cache.ped, GetPedBoneIndex(cache.ped, 18905), 0.1, 0.05, 0, 80.0, 120.0, 160.0, true, true, false, true, 1, true)
local magnetRope = CreateObject(model, GetEntityCoords(cache.ped), true, false, false)
AttachEntityToEntity(magnetRope, cache.ped, GetPedBoneIndex(cache.ped, 18905), 0.1, 0.05, 0, 80.0, 120.0, 160.0, true, true, false, true, 1, true)
SetModelAsNoLongerNeeded(model)
-- Load animations
@ -96,168 +96,126 @@ local function StartFishingProcess(selectedBait, waterLoc)
Wait(3000)
TaskPlayAnim(cache.ped, 'amb@world_human_stand_fishing@idle_a', 'idle_c', 1.0, -1.0, 1.0, 11, 0, 0, 0, 0)
-- Main fishing loop
while fishing do
-- Main magnet fishing loop
while magnetFishing do
Wait(0)
local unarmed = `WEAPON_UNARMED`
SetCurrentPedWeapon(cache.ped, unarmed)
ShowHelp(Strings.intro_instruction)
DisableControlAction(0, 24, true)
-- Cast line
-- Cast magnet
if IsDisabledControlJustReleased(0, 24) then
-- Casting animation
TaskPlayAnim(cache.ped, 'mini@tennis', 'forehand_ts_md_far', 1.0, -1.0, 1.0, 48, 0, 0, 0, 0)
TriggerEvent('wasabi_fishing:notify', Strings.waiting_bite, Strings.waiting_bite_desc, 'inform')
TriggerEvent('wasabi_magnet:notify', Strings.waiting_find, Strings.waiting_find_desc, 'inform')
-- Wait for fish to bite
local waitTime = math.random(Config.timeForBite.min, Config.timeForBite.max)
-- Wait for magnet to find something
local waitTime = math.random(Config.timeForFind.min, Config.timeForFind.max)
Wait(waitTime)
-- Check if player is still fishing
if not fishing then
-- Check if player is still magnet fishing
if not magnetFishing then
break
end
TriggerEvent('wasabi_fishing:notify', Strings.got_bite, Strings.got_bite_desc, 'inform')
TriggerEvent('wasabi_magnet:notify', Strings.got_pull, Strings.got_pull_desc, 'inform')
Wait(1000)
-- Get fish data based on selected bait
local fishData = lib.callback.await('wasabi_fishing:getFishData', 100, selectedBait.itemName)
-- Get find data based on selected magnet
local findData = lib.callback.await('wasabi_magnet:getFindData', 100, selectedMagnet.itemName)
-- Skill check to catch fish
if lib.skillCheck(fishData.difficulty) then
-- Skill check to retrieve find
if lib.skillCheck(findData.difficulty) then
ClearPedTasks(cache.ped)
TryFish(fishData)
TryMagnetFind(findData)
TaskPlayAnim(cache.ped, 'amb@world_human_stand_fishing@idle_a', 'idle_c', 1.0, -1.0, 1.0, 11, 0, 0, 0, 0)
-- Check for bait loss
-- Check for magnet loss
local loseChance = math.random(1,100)
if loseChance <= selectedBait.loseChance then
TriggerServerEvent('wasabi_fishing:loseBait', selectedBait.itemName)
TriggerEvent('wasabi_fishing:notify', Strings.bait_lost, Strings.bait_lost_desc, 'error')
if loseChance <= selectedMagnet.loseChance then
TriggerServerEvent('wasabi_magnet:loseMagnet', selectedMagnet.itemName)
TriggerEvent('wasabi_magnet:notify', Strings.magnet_lost, Strings.magnet_lost_desc, 'error')
-- Check if we still have this bait
local hasBait = lib.callback.await('wasabi_fishing:checkItem', 100, selectedBait.itemName)
if not hasBait then
-- Try to get a new bait
local newBait = GetBestAvailableBait()
if newBait then
selectedBait = newBait
TriggerEvent('wasabi_fishing:notify', 'New Bait', 'Using ' .. selectedBait.label .. ' as bait', 'inform')
-- Check if we still have this magnet
local hasMagnet = lib.callback.await('wasabi_magnet:checkItem', 100, selectedMagnet.itemName)
if not hasMagnet then
-- Try to get a new magnet
local newMagnet = GetBestAvailableMagnet()
if newMagnet then
selectedMagnet = newMagnet
TriggerEvent('wasabi_magnet:notify', 'New Magnet', 'Using ' .. selectedMagnet.label .. ' as magnet', 'inform')
else
TriggerEvent('wasabi_fishing:notify', Strings.no_bait, Strings.no_bait_desc, 'error')
fishing = false
TriggerEvent('wasabi_magnet:notify', Strings.no_magnet, Strings.no_magnet_desc, 'error')
magnetFishing = false
break
end
end
end
else
-- Failed to catch fish
-- Failed to retrieve find
local breakChance = math.random(1,100)
if breakChance < Config.fishingRod.breakChance then
TriggerServerEvent('wasabi_fishing:rodBroke')
TriggerEvent('wasabi_fishing:notify', Strings.rod_broke, Strings.rod_broke_desc, 'error')
if breakChance < Config.magnetRope.breakChance then
TriggerServerEvent('wasabi_magnet:ropeBroke')
TriggerEvent('wasabi_magnet:notify', Strings.rope_broke, Strings.rope_broke_desc, 'error')
ClearPedTasks(cache.ped)
fishing = false
magnetFishing = false
break
end
TriggerEvent('wasabi_fishing:notify', Strings.failed_fish, Strings.failed_fish_desc, 'error')
TriggerEvent('wasabi_magnet:notify', Strings.failed_find, Strings.failed_find_desc, 'error')
end
elseif IsControlJustReleased(0, 194) then
-- Cancel fishing with backspace
-- Cancel magnet fishing with backspace
ClearPedTasks(cache.ped)
TriggerEvent('wasabi_fishing:notify', 'Fishing Canceled', 'You stopped fishing', 'inform')
TriggerEvent('wasabi_magnet:notify', 'Magnet Fishing Canceled', 'You stopped magnet fishing', 'inform')
break
elseif #(GetEntityCoords(cache.ped) - waterLoc) > 30 then
-- Too far from water
TriggerEvent('wasabi_fishing:notify', 'Too Far', 'You moved too far from the water', 'error')
TriggerEvent('wasabi_magnet:notify', 'Too Far', 'You moved too far from the water', 'error')
break
end
end
-- Clean up
fishing = false
DeleteObject(pole)
magnetFishing = false
DeleteObject(magnetRope)
RemoveAnimDict('mini@tennis')
RemoveAnimDict('amb@world_human_stand_fishing@idle_a')
end
RegisterNetEvent('wasabi_fishing:startFishing', function()
-- Check if player is in a valid state to fish
RegisterNetEvent('wasabi_magnet:startMagnetFishing', function()
-- Check if player is in a valid state to magnet fish
if IsPedInAnyVehicle(cache.ped) or IsPedSwimming(cache.ped) then
TriggerEvent('wasabi_fishing:notify', Strings.cannot_perform, Strings.cannot_perform_desc, 'error')
TriggerEvent('wasabi_magnet:notify', Strings.cannot_perform, Strings.cannot_perform_desc, 'error')
return
end
-- Check if already fishing
if fishing then
TriggerEvent('wasabi_fishing:notify', 'Already Fishing', 'You are already fishing', 'error')
-- Check if already magnet fishing
if magnetFishing then
TriggerEvent('wasabi_magnet:notify', 'Already Magnet Fishing', 'You are already magnet fishing', 'error')
return
end
-- Check for water
local water, waterLoc = WaterCheck()
if not water then
TriggerEvent('wasabi_fishing:notify', Strings.no_water, Strings.no_water_desc, 'error')
TriggerEvent('wasabi_magnet:notify', Strings.no_water, Strings.no_water_desc, 'error')
return
end
-- Select bait
local selectedBait = GetBestAvailableBait()
if not selectedBait then
TriggerEvent('wasabi_fishing:notify', Strings.no_bait, Strings.no_bait_desc, 'error')
-- Select magnet
local selectedMagnet = GetBestAvailableMagnet()
if not selectedMagnet then
TriggerEvent('wasabi_magnet:notify', Strings.no_magnet, Strings.no_magnet_desc, 'error')
return
end
-- Start fishing process
TriggerEvent('wasabi_fishing:notify', 'Bait Selected', 'Using ' .. selectedBait.label .. ' as bait', 'inform')
StartFishingProcess(selectedBait, waterLoc)
-- Start magnet fishing process
TriggerEvent('wasabi_magnet:notify', 'Magnet Selected', 'Using ' .. selectedMagnet.label, 'inform')
StartMagnetFishingProcess(selectedMagnet, waterLoc)
end)
-- Process fish with knife
RegisterNetEvent('wasabi_fishing:processFish', function(fishItem)
-- Check if player has knife
local hasKnife = lib.callback.await('wasabi_fishing:checkItem', 100, Config.processing.knifeItem)
if not hasKnife then
TriggerEvent('wasabi_fishing:notify', 'No Knife', 'You need a knife to process fish', 'error')
return
end
-- Start processing animation
local playerPed = cache.ped
lib.requestAnimDict('anim@amb@business@coc@coc_unpack_cut@', 100)
TaskPlayAnim(playerPed, 'anim@amb@business@coc@coc_unpack_cut@', 'fullcut_cycle_v6_cokecutter', 8.0, -8.0, -1, 1, 0, false, false, false)
-- Processing progress bar
if lib.progressBar({
duration = 5000,
label = 'Processing Fish',
useWhileDead = false,
canCancel = true,
disable = {
car = true,
move = true,
combat = true
},
anim = {
dict = 'anim@amb@business@coc@coc_unpack_cut@',
clip = 'fullcut_cycle_v6_cokecutter'
},
}) then
-- Success - server handles the actual item processing
TriggerServerEvent('wasabi_fishing:processItem', fishItem)
else
-- Cancelled
TriggerEvent('wasabi_fishing:notify', 'Canceled', 'Fish processing canceled', 'error')
end
ClearPedTasks(playerPed)
RemoveAnimDict('anim@amb@business@coc@coc_unpack_cut@')
end)
RegisterNetEvent('wasabi_fishing:interupt', function()
fishing = false
RegisterNetEvent('wasabi_magnet:interupt', function()
magnetFishing = false
ClearPedTasks(cache.ped)
end)

View file

@ -27,10 +27,10 @@ CreateBlip = function(coords, sprite, colour, text, scale)
return blip
end
TryFish = function(data)
TriggerServerEvent('wasabi_fishing:tryFish', data)
TryMagnetFind = function(data)
TriggerServerEvent('wasabi_magnet:tryFind', data)
end
FishingSellItems = function()
TriggerServerEvent('wasabi_fishing:sellFish')
MagnetSellItems = function()
TriggerServerEvent('wasabi_magnet:sellFinds')
end

View file

@ -19,13 +19,13 @@ Config.magnets = {
types = {
{
itemName = 'basic_magnet',
label = 'Basic Magnet',
label = 'Standard Magnet',
loseChance = 25,
catchBonus = 0 -- base chance
},
{
itemName = 'strong_magnet',
label = 'Strong Magnet',
label = 'Starker Magnet',
loseChance = 15,
catchBonus = 15 -- 15% better catch chance
},
@ -37,7 +37,7 @@ Config.magnets = {
},
{
itemName = 'rare_earth_magnet',
label = 'Rare Earth Magnet',
label = 'Großer Neodymium Magnet',
loseChance = 5, -- very hard to lose
catchBonus = 35, -- 35% better catch chance
exclusive = {'treasure'} -- can only catch treasure with this
@ -57,13 +57,14 @@ Config.timeForFind = { -- Set min and max random range of time it takes for some
}
Config.finds = {
{ item = 'scrap_metal', label = 'Scrap Metal', price = {50, 100}, difficulty = {'easy'} },
{ item = 'old_coin', label = 'Old Coin', price = {100, 200}, difficulty = {'easy', 'easy'} },
{ item = 'rusty_knife', label = 'Rusty Knife', price = {150, 250}, difficulty = {'medium', 'easy'} },
{ item = 'bicycle_parts', label = 'Bicycle Parts', price = {200, 300}, difficulty = {'medium'} },
{ item = 'metal_debris', label = 'Metal Debris', price = {75, 150}, difficulty = {'easy'} },
{ item = 'antique_item', label = 'Antique Item', price = {300, 600}, difficulty = {'medium', 'hard'} },
{ item = 'safe', label = 'Safe', price = {500, 1000}, difficulty = {'hard', 'hard', 'medium'} },
{ item = 'scrap_metal', label = 'Altmetall', price = {50, 100}, difficulty = {'easy'} },
{ item = 'old_coin', label = 'alte Münze', price = {100, 200}, difficulty = {'easy', 'easy'} },
{ item = 'rusty_knife', label = 'altes Messer', price = {150, 250}, difficulty = {'medium', 'easy'} },
{ item = 'bicycle', label = 'Fahrrad', price = {200, 300}, difficulty = {'medium'} },
{ item = 'old_ammunition', label = 'alte Munition', price = {75, 150}, difficulty = {'easy'} },
{ item = 'old_gun', label = 'alte Pistole', price = {75, 150}, difficulty = {'easy'} },
{ item = 'escooter', label = 'E-Scooter', price = {300, 600}, difficulty = {'medium', 'hard'} },
{ item = 'safe', label = 'Tresor', price = {500, 1000}, difficulty = {'hard', 'hard', 'medium'} },
}

View file

@ -2,36 +2,30 @@
--------------- https://discord.gg/wasabiscripts -------------
---------------------------------------------------------------
Strings = {
intro_instruction = 'Drücke ~INPUT_ATTACK~ zu auswerfen, ~INPUT_FRONTEND_RRIGHT~ um abzubrechen.',
rod_broke = 'Kaputt.',
rod_broke_desc = 'Oha, zu fest gezogen! Die Angel ist kaputt.',
intro_instruction = 'Drücke ~INPUT_ATTACK~ zum Auswerfen, ~INPUT_FRONTEND_RRIGHT~ zum Abbrechen.',
rope_broke = 'Kaputt.',
rope_broke_desc = 'Oha, zu fest gezogen! Das Seil ist gerissen.',
cannot_perform = 'Nope.',
cannot_perform_desc = 'Das geht gerade nicht der Fisch macht Pause.',
cannot_perform_desc = 'Das geht gerade nicht hier kannst du nicht magnet-fischen.',
failed = 'Oops, das war nix.',
failed_fish = 'Nix gefangen der Fisch war schneller.',
failed_find = 'Nichts gefunden der Magnet hat nichts angezogen.',
no_water = 'Error 404: Wasser nicht gefunden.',
no_water_desc = 'Deine Angel verheddert sich im trockenen Gras. Bravo.',
no_bait = 'Kein Köder.',
no_bait_desc = 'Ohne Köder bist du nur ein sehr geduldiger Spaziergänger am Wasser.',
bait_lost = 'Köder abgehauen.',
bait_lost_desc = 'Der Köder hat sich selbstständig gemacht..',
fish_success = 'Fisch im Kasten das Abendessen ist gesichert.',
fish_success_desc = 'Du hast eine/n %s!',
sell_shop_blip = 'Fish Market',
sell_fish = '[E] - Fisch verkaufen',
kicked = 'Du kannsts versuchen, aber das klappt hier nicht.',
sold_for = 'Fisch verkauft.',
no_water_desc = 'Dein Magnet braucht Wasser, um effektiv zu sein.',
no_magnet = 'Kein Magnet.',
no_magnet_desc = 'Ohne Magnet kannst du nichts anziehen.',
magnet_lost = 'Magnet verloren.',
magnet_lost_desc = 'Dein Magnet hat sich vom Seil gelöst.',
find_success = 'Fund gesichert!',
find_success_desc = 'Du hast eine/n %s gefunden!',
sell_shop_blip = 'Schrotthändler',
sell_finds = '[E] - Funde verkaufen',
kicked = 'Du kannst's versuchen, aber das klappt hier nicht.',
sold_for = 'Fund verkauft.',
sold_for_desc = 'Du hast %sx %s für $%s verkauft.',
got_bite = 'Achtung, da zappelt was!',
got_bite_desc = 'Der Fisch ist am Haken, gleich wirds sportlich!',
waiting_bite = 'Geduld, der Fisch überlegt noch.',
waiting_bite_desc = 'Ein bisschen Geduld der Fisch ist gleich da.',
got_pull = 'Achtung, da zieht was!',
got_pull_desc = 'Der Magnet hat etwas gefunden, zieh ihn hoch!',
waiting_find = 'Geduld, der Magnet sucht noch.',
waiting_find_desc = 'Ein bisschen Geduld gleich findest du etwas.',
cannot_carry = 'Kein Platz!',
cannot_carry_desc = 'Du schleppst schon genug mehr passt nicht rein!',
no_knife = 'Kein Messer',
no_knife_desc = 'Ohne Messer ist der Fisch nur Deko.',
processing_success = 'Fang verarbeitet nächster Schritt: Grill an!',
processing_success_desc = '%d %s frisch aus der Fischverarbeitung!',
caviar_found = 'Kaviar entdeckt Fisch deluxe!',
caviar_found_desc = 'Wow, wertvoller Kaviar im Fisch das hat sich gelohnt!'
cannot_carry_desc = 'Du schleppst schon genug mehr passt nicht rein!'
}

View file

@ -6,7 +6,7 @@ local addCommas = function(n)
:gsub(",(%-?)$","%1"):reverse()
end
lib.callback.register('wasabi_fishing:checkItem', function(source, itemname)
lib.callback.register('wasabi_magnet:checkItem', function(source, itemname)
local item = HasItem(source, itemname)
if item >= 1 then
return true
@ -15,46 +15,46 @@ lib.callback.register('wasabi_fishing:checkItem', function(source, itemname)
end
end)
lib.callback.register('wasabi_fishing:getFishData', function(source, baitType)
-- Find the bait data
local baitData = nil
for _, bait in pairs(Config.bait.types) do
if bait.itemName == baitType then
baitData = bait
lib.callback.register('wasabi_magnet:getFindData', function(source, magnetType)
-- Find the magnet data
local magnetData = nil
for _, magnet in pairs(Config.magnets.types) do
if magnet.itemName == magnetType then
magnetData = magnet
break
end
end
if not baitData then
-- Use default bait data if the provided bait type is not found
for _, bait in pairs(Config.bait.types) do
if bait.itemName == Config.bait.defaultBait then
baitData = bait
if not magnetData then
-- Use default magnet data if the provided magnet type is not found
for _, magnet in pairs(Config.magnets.types) do
if magnet.itemName == Config.magnets.defaultMagnet then
magnetData = magnet
break
end
end
end
-- If using illegal bait, only catch pufferfish
if baitData.exclusive then
for _, fishType in pairs(baitData.exclusive) do
for _, fish in pairs(Config.fish) do
if fish.item == fishType then
return fish
-- If using exclusive magnet, only find specific items
if magnetData.exclusive then
for _, findType in pairs(magnetData.exclusive) do
for _, find in pairs(Config.finds) do
if find.item == findType then
return find
end
end
end
end
-- Otherwise, random fish with catch bonus
local availableFish = {}
for _, fish in pairs(Config.fish) do
-- Don't include exclusive fish types unless using the right bait
-- Otherwise, random find with catch bonus
local availableFinds = {}
for _, find in pairs(Config.finds) do
-- Don't include exclusive find types unless using the right magnet
local isExclusive = false
for _, bait in pairs(Config.bait.types) do
if bait.exclusive then
for _, exclusiveFish in pairs(bait.exclusive) do
if fish.item == exclusiveFish then
for _, magnet in pairs(Config.magnets.types) do
if magnet.exclusive then
for _, exclusiveFind in pairs(magnet.exclusive) do
if find.item == exclusiveFind then
isExclusive = true
break
end
@ -64,127 +64,57 @@ lib.callback.register('wasabi_fishing:getFishData', function(source, baitType)
end
if not isExclusive then
table.insert(availableFish, fish)
table.insert(availableFinds, find)
end
end
-- Apply catch bonus logic here if needed
return availableFish[math.random(#availableFish)]
return availableFinds[math.random(#availableFinds)]
end)
RegisterNetEvent('wasabi_fishing:rodBroke', function()
RemoveItem(source, Config.fishingRod.itemName, 1)
TriggerClientEvent('wasabi_fishing:interupt', source)
RegisterNetEvent('wasabi_magnet:ropeBroke', function()
RemoveItem(source, Config.magnetRope.itemName, 1)
TriggerClientEvent('wasabi_magnet:interupt', source)
end)
RegisterNetEvent('wasabi_fishing:loseBait', function(baitType)
RemoveItem(source, baitType, 1)
RegisterNetEvent('wasabi_magnet:loseMagnet', function(magnetType)
RemoveItem(source, magnetType, 1)
end)
RegisterNetEvent('wasabi_fishing:tryFish', function(data)
local xPole = HasItem(source, Config.fishingRod.itemName)
local xBait = false
RegisterNetEvent('wasabi_magnet:tryFind', function(data)
local xRope = HasItem(source, Config.magnetRope.itemName)
local xMagnet = false
-- Check if player has any type of bait
for _, bait in pairs(Config.bait.types) do
if HasItem(source, bait.itemName) > 0 then
xBait = true
-- Check if player has any type of magnet
for _, magnet in pairs(Config.magnets.types) do
if HasItem(source, magnet.itemName) > 0 then
xMagnet = true
break
end
end
if xPole > 0 and xBait then
if xRope > 0 and xMagnet then
if Framework == 'esx' and not Config.oldESX then
local player = GetPlayer(source)
if player.canCarryItem(data.item, 1) then
AddItem(source, data.item, 1)
TriggerClientEvent('wasabi_fishing:notify', source, Strings.fish_success, string.format(Strings.fish_success_desc, data.label), 'success')
TriggerClientEvent('wasabi_magnet:notify', source, Strings.find_success, string.format(Strings.find_success_desc, data.label), 'success')
else
TriggerClientEvent('wasabi_fishing:notify', source, Strings.cannot_carry, Strings.cannot_carry_desc, 'error')
TriggerClientEvent('wasabi_magnet:notify', source, Strings.cannot_carry, Strings.cannot_carry_desc, 'error')
end
else
AddItem(source, data.item, 1)
TriggerClientEvent('wasabi_fishing:notify', source, Strings.fish_success, string.format(Strings.fish_success_desc, data.label), 'success')
TriggerClientEvent('wasabi_magnet:notify', source, Strings.find_success, string.format(Strings.find_success_desc, data.label), 'success')
end
elseif xPole > 0 and not xBait then
TriggerClientEvent('wasabi_fishing:interupt', source)
TriggerClientEvent('wasabi_fishing:notify', source, Strings.no_bait, Strings.no_bait_desc, 'error')
elseif xPole < 1 then
elseif xRope > 0 and not xMagnet then
TriggerClientEvent('wasabi_magnet:interupt', source)
TriggerClientEvent('wasabi_magnet:notify', source, Strings.no_magnet, Strings.no_magnet_desc, 'error')
elseif xRope < 1 then
KickPlayer(source, Strings.kicked)
end
end)
RegisterNetEvent('wasabi_fishing:processItem', function(fishItem)
-- Find processing data for this fish
local processData = nil
for _, data in pairs(Config.processing.products) do
if data.sourceItem == fishItem then
processData = data
break
end
end
if not processData then
TriggerClientEvent('wasabi_fishing:notify', source, 'Cannot Process', 'This fish cannot be processed', 'error')
return
end
-- Check if player has the fish and knife
local hasFish = HasItem(source, fishItem)
local hasKnife = HasItem(source, Config.processing.knifeItem)
if hasFish < 1 or hasKnife < 1 then
TriggerClientEvent('wasabi_fishing:notify', source, 'Missing Items', 'You need both the fish and a knife', 'error')
return
end
-- Remove the fish
RemoveItem(source, fishItem, 1)
-- Add fish fillets
local filletYield = processData.yield[1]
local filletAmount = math.random(filletYield.amount[1], filletYield.amount[2])
if Framework == 'esx' and not Config.oldESX then
local player = GetPlayer(source)
if player.canCarryItem(filletYield.item, filletAmount) then
AddItem(source, filletYield.item, filletAmount)
TriggerClientEvent('wasabi_fishing:notify', source, 'Processing Success',
'You obtained ' .. filletAmount .. ' fish fillets', 'success')
else
TriggerClientEvent('wasabi_fishing:notify', source, Strings.cannot_carry, Strings.cannot_carry_desc, 'error')
-- Give back the fish if they can't carry the fillets
AddItem(source, fishItem, 1)
return
end
else
AddItem(source, filletYield.item, filletAmount)
TriggerClientEvent('wasabi_fishing:notify', source, 'Processing Success',
'You obtained ' .. filletAmount .. ' fish fillets', 'success')
end
-- Check for caviar
for i=2, #processData.yield do
local extraYield = processData.yield[i]
if extraYield.item == 'caviar' and extraYield.chance then
local chance = math.random(1, 100)
if chance <= extraYield.chance then
if Framework == 'esx' and not Config.oldESX then
local player = GetPlayer(source)
if player.canCarryItem(extraYield.item, 1) then
AddItem(source, extraYield.item, 1)
TriggerClientEvent('wasabi_fishing:notify', source, 'Caviar Found', 'You found some valuable caviar!', 'success')
end
else
AddItem(source, extraYield.item, 1)
TriggerClientEvent('wasabi_fishing:notify', source, 'Caviar Found', 'You found some valuable caviar!', 'success')
end
end
end
end
end)
RegisterNetEvent('wasabi_fishing:sellFish', function()
RegisterNetEvent('wasabi_magnet:sellFinds', function()
local playerPed = GetPlayerPed(source)
local playerCoord = GetEntityCoords(playerPed)
local distance = #(playerCoord - Config.sellShop.coords)
@ -197,14 +127,9 @@ RegisterNetEvent('wasabi_fishing:sellFish', function()
return
end
-- Sell fish
for i=1, #Config.fish do
SellItem(source, Config.fish[i])
end
-- Sell processed items
for i=1, #Config.processedItems do
SellItem(source, Config.processedItems[i])
-- Sell finds
for i=1, #Config.finds do
SellItem(source, Config.finds[i])
end
end)
@ -217,20 +142,13 @@ function SellItem(source, itemData)
end
if rewardAmount > 0 then
AddMoney(source, 'money', rewardAmount)
TriggerClientEvent('wasabi_fishing:notify', source, Strings.sold_for,
TriggerClientEvent('wasabi_magnet:notify', source, Strings.sold_for,
(Strings.sold_for_desc):format(HasItem(source, itemData.item), itemData.label, addCommas(rewardAmount)), 'success')
RemoveItem(source, itemData.item, HasItem(source, itemData.item))
end
end
end
-- Register usable items for all fish types for processing
for _, fish in pairs(Config.fish) do
RegisterUsableItem(fish.item, function(source)
TriggerClientEvent('wasabi_fishing:processFish', source, fish.item)
end)
end
RegisterUsableItem(Config.fishingRod.itemName, function(source)
TriggerClientEvent('wasabi_fishing:startFishing', source)
RegisterUsableItem(Config.magnetRope.itemName, function(source)
TriggerClientEvent('wasabi_magnet:startMagnetFishing', source)
end)

View file

@ -3,12 +3,12 @@
---------------------------------------------------------------
local curVersion = GetResourceMetadata(GetCurrentResourceName(), "version")
local resourceName = "wasabi_fishing"
local resourceName = "wasabi_magnet"
if Config.checkForUpdates then
CreateThread(function()
if GetCurrentResourceName() ~= "wasabi_fishing" then
resourceName = "wasabi_fishing (" .. GetCurrentResourceName() .. ")"
if GetCurrentResourceName() ~= "wasabi_magnet" then
resourceName = "wasabi_magnet (" .. GetCurrentResourceName() .. ")"
end
end)
@ -60,4 +60,4 @@ if Config.checkForUpdates then
return repoVersion, repoURL, repoBody
end
end
end