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https://github.com/citizenfx/cfx-server-data.git
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gameplay: example money, money fountain, ped money drop and player ID systems
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30
resources/[gameplay]/[examples]/money/client.lua
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30
resources/[gameplay]/[examples]/money/client.lua
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local moneyTypes = {
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cash = `MP0_WALLET_BALANCE`,
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bank = `BANK_BALANCE`,
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}
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RegisterNetEvent('money:displayUpdate')
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AddEventHandler('money:displayUpdate', function(type, money)
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local stat = moneyTypes[type]
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if not stat then return end
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StatSetInt(stat, math.floor(money))
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end)
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TriggerServerEvent('money:requestDisplay')
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CreateThread(function()
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while true do
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Wait(0)
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if IsControlJustPressed(0, 20) then
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SetMultiplayerBankCash()
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SetMultiplayerWalletCash()
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Wait(4350)
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RemoveMultiplayerBankCash()
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RemoveMultiplayerWalletCash()
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end
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end
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end)
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12
resources/[gameplay]/[examples]/money/fxmanifest.lua
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12
resources/[gameplay]/[examples]/money/fxmanifest.lua
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version '1.0.0'
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description 'An example money system using KVS.'
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author 'Cfx.re <pr@fivem.net>'
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fx_version 'bodacious'
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game 'gta5'
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client_script 'client.lua'
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server_script 'server.lua'
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--dependency 'cfx.re/playerData.v1alpha1'
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lua54 'yes'
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119
resources/[gameplay]/[examples]/money/server.lua
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119
resources/[gameplay]/[examples]/money/server.lua
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@@ -0,0 +1,119 @@
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local playerData = exports['cfx.re/playerData.v1alpha1']
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local validMoneyTypes = {
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bank = true,
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cash = true,
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}
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local function getMoneyForId(playerId, moneyType)
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return GetResourceKvpInt(('money:%s:%s'):format(playerId, moneyType)) / 100.0
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end
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local function setMoneyForId(playerId, moneyType, money)
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local s = playerData:getPlayerById(playerId)
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TriggerEvent('money:updated', {
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dbId = playerId,
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source = s,
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moneyType = moneyType,
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money = money
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})
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return SetResourceKvpInt(('money:%s:%s'):format(playerId, moneyType), math.tointeger(money * 100.0))
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end
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local function addMoneyForId(playerId, moneyType, amount)
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local curMoney = getMoneyForId(playerId, moneyType)
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curMoney += amount
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if curMoney >= 0 then
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setMoneyForId(playerId, moneyType, curMoney)
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return true, curMoney
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end
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return false, 0
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end
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exports('addMoney', function(playerIdx, moneyType, amount)
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amount = tonumber(amount)
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if amount <= 0 or amount > (1 << 30) then
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return false
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end
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if not validMoneyTypes[moneyType] then
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return false
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end
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local playerId = playerData:getPlayerId(playerIdx)
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local success, money = addMoneyForId(playerId, moneyType, amount)
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if success then
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Player(playerIdx).state['money_' .. moneyType] = money
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end
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return true
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end)
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exports('removeMoney', function(playerIdx, moneyType, amount)
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amount = tonumber(amount)
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if amount <= 0 or amount > (1 << 30) then
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return false
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end
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if not validMoneyTypes[moneyType] then
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return false
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end
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local playerId = playerData:getPlayerId(playerIdx)
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local success, money = addMoneyForId(playerId, moneyType, -amount)
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if success then
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Player(playerIdx).state['money_' .. moneyType] = money
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end
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return success
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end)
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exports('getMoney', function(playerIdx, moneyType)
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local playerId = playerData:getPlayerId(playerIdx)
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return getMoneyForId(playerId, moneyType)
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end)
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-- player display bits
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AddEventHandler('money:updated', function(data)
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if data.source then
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TriggerClientEvent('money:displayUpdate', data.source, data.moneyType, data.money)
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end
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end)
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RegisterNetEvent('money:requestDisplay')
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AddEventHandler('money:requestDisplay', function()
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local source = source
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local playerId = playerData:getPlayerId(source)
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for type, _ in pairs(validMoneyTypes) do
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local amount = getMoneyForId(playerId, type)
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TriggerClientEvent('money:displayUpdate', source, type, amount)
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Player(source).state['money_' .. type] = amount
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end
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end)
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RegisterCommand('earn', function(source, args)
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local type = args[1]
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local amount = tonumber(args[2])
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exports['money']:addMoney(source, type, amount)
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end, true)
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RegisterCommand('spend', function(source, args)
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local type = args[1]
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local amount = tonumber(args[2])
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if not exports['money']:removeMoney(source, type, amount) then
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print('you are broke??')
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end
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end, true)
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