We provide various open source functions into our Advanced Drug Sales resource that enables you to add further customization and/or add third-party resource integrations.
Client
The functions below can be found in lation_selling/client/functions.lua
CanSell() - Function that allows or rejects a player from selling
-- Empty function that checks if a drug sale can continue or not-- Must return true to proceed, or return false to cancel--- @param zoneId number Zone IDCanSell=function(zoneId)ifIsPedInAnyVehicle(cache.ped, true) thenShowNotification(Strings.Notify.noVehicle, 'error')returnfalseendreturntrueend
Server
The functions below can be found in lation_selling/server/functions.lua
DrugSold() - Function that is trigger on a drug sale transaction
-- Empty function that is triggered on drug sales-- Can be used with XP systems, gang scripts, etc--- @param source number Player ID--- @param zoneId number Zone ID--- @param item string Drug/item name--- @param quantity number Quantity sold--- @param value number Total money paid to playerDrugSold=function(source,zoneId,item,quantity,value)-- Below is an example implementation of how you could use this function-- In this example, we'll check if the player is a gang member and if so-- Add reputation/notoriety to their gang upon a drug sale-- First, let's check if they are in a gang:local inGang =true-- If we were using something like t1ger_gangsystem we would replace-- "true" with the proper export, aka: exports['t1ger_gangsystem']:GetPlayerGangId(source)if inGang then-- inGang returned true or something greater than 0, so now we work within -- This if-then statement. So if inGang then..-- Let's only add reputation/notoriety if they are selling a specific item..if item =='special_drug' then-- Now we know this player is in a gang, and is selling this special drug-- So now let's add some reputation/notoriety to their gang!local addNotoriety =100-- But, maybe we should change how much notoriety is added based-- On how many of this special drug they sold.. so let's do it!local totalToAdd =math.floor(addNotoriety * quantity)-- Here we just multiply the addNotoriety by the total quantity sold-- So if they sold x3 special_drug then they would get 300 notoriety-- Now we would place our export/event below to add it!-- exports['t1ger_gangsystem']:PlusGangNotoriety(inGang, totalToAdd)endend-- If a player was not in a gang then the code would do nothing!-- This is a simple example to demonstrate one of the many, many-- Options you have with a function like this, enjoy <3end
Warning
It is important to note however, any & all edits made in these various functions are your responsibility. We do not provide support for, nor assist with, adding or editing custom functionality into our resources.