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DF DF
DF DF
DF DF

Çözüldü extended mode para hatası

  • Konbuyu başlatan adonis
  • Başlangıç tarihi
  • Cevaplar 14
  • Görüntüleme 2K

adonis

Üye
FT Kullanıcı
Katılım
4 yıl 3 ay 9 gün
Mesajlar
29
Kod:
    self.setMoney = function(money, recursion)
        money = ESX.Math.Round(money)
        self.setAccountMoney('money', money)

        if(not recursion)then
            TriggerEvent("es:getPlayerFromId", self.source, function(user) user.setMoney(money) end)
        end
    end

    self.getMoney = function()
        local cash = self.getInventoryItem('cash')
        if self.getAccount('money').money ~= cash.count then
            self.setAccountMoney('money', cash.count)
        end
        return self.getAccount('money').money
    end

    self.addMoney = function(money, recursion)
        money = ESX.Math.Round(money)
        if money >= 0 then
            self.addInventoryItem("cash", money)
            local cash = self.getInventoryItem('cash')
            if self.getAccount('money').money ~= cash.count then
                self.setAccountMoney('money', cash.count)
            end
        end

        if(not recursion)then
            TriggerEvent("es:getPlayerFromId", self.source, function(user) user.addMoney(money, true) end)
        end
    end

    self.removeMoney = function(money, recursion)
        if(not recursion)then
            TriggerEvent("es:getPlayerFromId", self.source, function(user) user.removeMoney(money, true) end)
        end

        money = ESX.Math.Round(money)
        if money >= 0 then
            self.removeInventoryItem("cash", money)
            local cash = self.getInventoryItem('cash')
            if self.getAccount('money').money ~= cash.count then
                self.setAccountMoney('money', cash.count)
            end
        end
    end

extendedmode deki para kısmı şöyle

item olarak cash ekleyince 2 tane para oluyor

unknown.png
 
DF
Kod:
    self.setMoney = function(money, recursion)
        money = ESX.Math.Round(money)
        self.setAccountMoney('money', money)

        if(not recursion)then
            TriggerEvent("es:getPlayerFromId", self.source, function(user) user.setMoney(money) end)
        end
    end

    self.getMoney = function()
        local cash = self.getInventoryItem('cash')
        if self.getAccount('money').money ~= cash.count then
            self.setAccountMoney('money', cash.count)
        end
        return self.getAccount('money').money
    end

    self.addMoney = function(money, recursion)
        money = ESX.Math.Round(money)
        if money >= 0 then
            self.addInventoryItem("cash", money)
            local cash = self.getInventoryItem('cash')
            if self.getAccount('money').money ~= cash.count then
                self.setAccountMoney('money', cash.count)
            end
        end

        if(not recursion)then
            TriggerEvent("es:getPlayerFromId", self.source, function(user) user.addMoney(money, true) end)
        end
    end

    self.removeMoney = function(money, recursion)
        if(not recursion)then
            TriggerEvent("es:getPlayerFromId", self.source, function(user) user.removeMoney(money, true) end)
        end

        money = ESX.Math.Round(money)
        if money >= 0 then
            self.removeInventoryItem("cash", money)
            local cash = self.getInventoryItem('cash')
            if self.getAccount('money').money ~= cash.count then
                self.setAccountMoney('money', cash.count)
            end
        end
    end

extendedmode deki para kısmı şöyle

item olarak cash ekleyince 2 tane para oluyor

unknown.png
Disc envanter kullanmıyorsanız cash eklemenize gerek yok ondan dolayı çoğalıyor olabilir.
 
DF
Merhaba A adonis
Sorununuz çözüme ulaştı mı?​
 
DF
Kod:
function CreateExtendedPlayer(playerId, identifier, group, accounts, inventory, weight, job, loadout, name, coords)
    local self = {}

    self.accounts = accounts
    self.coords = coords
    self.group = group
    self.identifier = identifier
    self.inventory = inventory
    self.job = job
    self.loadout = loadout
    self.name = name
    self.playerId = playerId
    self.source = playerId
    self.variables = {}
    self.weight = weight
    self.maxWeight = Config.MaxWeight

    ExecuteCommand(('add_principal identifier.%s group.%s'):format(self.identifier, self.group))

    self.triggerEvent = function(eventName, ...)
        TriggerClientEvent(eventName, self.source, ...)
    end

    self.setCoords = function(coords)
        self.updateCoords(coords)
        self.triggerEvent('esx:teleport', coords)
    end

    self.updateCoords = function(coords)
        self.coords = {x = ESX.Math.Round(coords.x, 1), y = ESX.Math.Round(coords.y, 1), z = ESX.Math.Round(coords.z, 1), heading = ESX.Math.Round(coords.heading or 0.0, 1)}
    end

    self.getCoords = function(vector)
        if vector then
            return vector3(self.coords.x, self.coords.y, self.coords.z)
        else
            return self.coords
        end
    end

    self.kick = function(reason)
        DropPlayer(self.source, reason)
    end

    self.setMoney = function(money, recursion)
        money = ESX.Math.Round(money)
        self.setAccountMoney('money', money)

        if(not recursion)then
            TriggerEvent("es:getPlayerFromId", self.source, function(user) user.setMoney(money) end)
        end
    end

    self.getMoney = function()
        return self.getAccount('money').money
    end

    self.addMoney = function(money, recursion)
        money = ESX.Math.Round(money)
        self.addAccountMoney('money', money)

        if(not recursion)then
            TriggerEvent("es:getPlayerFromId", self.source, function(user) user.addMoney(money, true) end)
        end
    end

    self.removeMoney = function(money, recursion)
        if(not recursion)then
            TriggerEvent("es:getPlayerFromId", self.source, function(user) user.removeMoney(money, true) end)
        end

        money = ESX.Math.Round(money)
        self.removeAccountMoney('money', money)
    end

    self.getIdentifier = function()
        return self.identifier
    end

    self.setGroup = function(newGroup, recursion)
        if(not recursion)then
            TriggerEvent("es:getPlayerFromId", self.source, function(user) user.set("group", newGroup) end)
        end

        ExecuteCommand(('remove_principal identifier.%s group.%s'):format(self.identifier, self.group))
        self.group = newGroup
        ExecuteCommand(('add_principal identifier.%s group.%s'):format(self.identifier, self.group))
    end

    self.getGroup = function()
        return self.group
    end

    self.set = function(k, v, recursion)
        if(not recursion)then
            TriggerEvent("es:getPlayerFromId", self.source, function(user) if(user)then user.set(k, v) end end)
        end

        self.variables[k] = v
    end

    self.get = function(k)
        return self.variables[k]
    end

    self.getAccounts = function(minimal)
        if minimal then
            local minimalAccounts = {}

            for k,v in ipairs(self.accounts) do
                minimalAccounts[v.name] = v.money
            end

            return minimalAccounts
        else
            return self.accounts
        end
    end

    self.getAccount = function(account)
        for k,v in ipairs(self.accounts) do
            if v.name == account then
                return v
            end
        end
    end

    self.getInventory = function(minimal)
        if minimal then
            local minimalInventory = {}

            for k,v in ipairs(self.inventory) do
                if v.count > 0 then
                    minimalInventory[v.name] = v.count
                end
            end

            return minimalInventory
        else
            return self.inventory
        end
    end

    self.getJob = function()
        return self.job
    end

    self.getLoadout = function(minimal)
        if minimal then
            local minimalLoadout = {}

            for k,v in ipairs(self.loadout) do
                minimalLoadout[v.name] = {ammo = v.ammo}
                if v.tintIndex > 0 then minimalLoadout[v.name].tintIndex = v.tintIndex end

                if #v.components > 0 then
                    local components = {}

                    for k2,component in ipairs(v.components) do
                        if component ~= 'clip_default' then
                            table.insert(components, component)
                        end
                    end

                    if #components > 0 then
                        minimalLoadout[v.name].components = components
                    end
                end
            end

            return minimalLoadout
        else
            return self.loadout
        end
    end

    self.getName = function()
        return self.name
    end

    self.setName = function(newName)
        self.name = newName
    end

    self.setAccountMoney = function(accountName, money)
        if money >= 0 then
            local account = self.getAccount(accountName)

            if account then
                local prevMoney = account.money
                local newMoney = ESX.Math.Round(money)
                account.money = newMoney

                self.triggerEvent('esx:setAccountMoney', account)
            end
        end
    end

    self.addAccountMoney = function(accountName, money)
        if money > 0 then
            local account = self.getAccount(accountName)

            if account then
                local newMoney = account.money + ESX.Math.Round(money)
                account.money = newMoney

                self.triggerEvent('esx:setAccountMoney', account)
            end
        end
    end

    self.removeAccountMoney = function(accountName, money)
        if money > 0 then
            local account = self.getAccount(accountName)

            if account then
                local newMoney = account.money - ESX.Math.Round(money)
                account.money = newMoney

                self.triggerEvent('esx:setAccountMoney', account)
            end
        end
    end

    self.getInventoryItem = function(name)
        local found = false
        local newItem

        for k,v in ipairs(self.inventory) do
            if v.name == name then
                found = true
                return v
            end
        end

        -- Ran only if the item wasn't found in your inventory
        local item = ESX.Items[name]

        -- if item exists -> run
        if(item)then
            -- Create new item
            newItem = {
                name = name,
                count = 0,
                label = item.label,
                weight = item.weight,
                limit = item.limit,
                usable = ESX.UsableItemsCallbacks[name] ~= nil,
                rare = item.rare,
                canRemove = item.canRemove
            }

            -- Insert into players inventory
            table.insert(self.inventory, newItem)

            -- Return the item that was just added
            return newItem
        end

        return
    end

    self.addInventoryItem = function(name, count)
        local item = self.getInventoryItem(name)

        if item then
            count = ESX.Math.Round(count)
            item.count = item.count + count
            self.weight = self.weight + (item.weight * count)

            TriggerEvent('esx:onAddInventoryItem', self.source, item.name, item.count)
            self.triggerEvent('esx:addInventoryItem', item.name, item.count, false, item)
        end
    end

    self.removeInventoryItem = function(name, count)
        local item = self.getInventoryItem(name)

        if item then
            count = ESX.Math.Round(count)
            local newCount = item.count - count

            if newCount >= 0 then
                item.count = newCount
                self.weight = self.weight - (item.weight * count)

                TriggerEvent('esx:onRemoveInventoryItem', self.source, item.name, item.count)
                self.triggerEvent('esx:removeInventoryItem', item.name, item.count)
            end
        end
    end

    self.setInventoryItem = function(name, count)
        local item = self.getInventoryItem(name)

        if item and count >= 0 then
            count = ESX.Math.Round(count)

            if count > item.count then
                self.addInventoryItem(item.name, count - item.count)
            else
                self.removeInventoryItem(item.name, item.count - count)
            end
        end
    end

    self.getWeight = function()
        return self.weight
    end

    self.getMaxWeight = function()
        return self.maxWeight
    end

    self.canCarryItem = function(name, count)
        local currentWeight, itemWeight = self.weight, ESX.Items[name].weight
        local newWeight = currentWeight + (itemWeight * count)
        local inventoryitem = self.getInventoryItem(name)
        
        if ESX.Items[name].limit ~= nil and ESX.Items[name].limit ~= -1 then
            if count > ESX.Items[name].limit then
                return false
            elseif (inventoryitem.count + count) > ESX.Items[name].limit then
                return false
            end
        end
        return newWeight <= self.maxWeight
    end

    self.canSwapItem = function(firstItem, firstItemCount, testItem, testItemCount)
        local firstItemObject = self.getInventoryItem(firstItem)
        local testItemObject = self.getInventoryItem(testItem)

        if firstItemObject.count >= firstItemCount then
            local weightWithoutFirstItem = ESX.Math.Round(self.weight - (firstItemObject.weight * firstItemCount))
            local weightWithTestItem = ESX.Math.Round(weightWithoutFirstItem + (testItemObject.weight * testItemCount))

            return weightWithTestItem <= self.maxWeight
        end

        return false
    end

    self.setMaxWeight = function(newWeight)
        self.maxWeight = newWeight
        self.triggerEvent('esx:setMaxWeight', self.maxWeight)
    end

    self.setJob = function(job, grade)
        grade = tostring(grade)
        local lastJob = json.decode(json.encode(self.job))

        if ESX.DoesJobExist(job, grade) then
            local jobObject, gradeObject = ESX.Jobs[job], ESX.Jobs[job].grades[grade]

            self.job.id    = jobObject.id
            self.job.name  = jobObject.name
            self.job.label = jobObject.label

            self.job.grade        = tonumber(grade)
            self.job.grade_name   = gradeObject.name
            self.job.grade_label  = gradeObject.label
            self.job.grade_salary = gradeObject.salary

            if gradeObject.skin_male then
                self.job.skin_male = json.decode(gradeObject.skin_male)
            else
                self.job.skin_male = {}
            end

            if gradeObject.skin_female then
                self.job.skin_female = json.decode(gradeObject.skin_female)
            else
                self.job.skin_female = {}
            end

            TriggerEvent('esx:setJob', self.source, self.job, lastJob)
            self.triggerEvent('esx:setJob', self.job)
        else
            print(('[ExtendedMode] [^3WARNING^7] Ignoring invalid .setJob() usage for "%s"'):format(self.identifier))
        end
    end

    self.addWeapon = function(weaponName, ammo)
        if not self.hasWeapon(weaponName) then
            local weaponLabel = ESX.GetWeaponLabel(weaponName)

            table.insert(self.loadout, {
                name = weaponName,
                ammo = ammo,
                label = weaponLabel,
                components = {},
                tintIndex = 0
            })

            self.triggerEvent('esx:addWeapon', weaponName, ammo)
            self.triggerEvent('esx:addInventoryItem', weaponLabel, false, true)
        end
    end

    self.addWeaponComponent = function(weaponName, weaponComponent)
        local loadoutNum, weapon = self.getWeapon(weaponName)

        if weapon then
            local component = ESX.GetWeaponComponent(weaponName, weaponComponent)

            if component then
                if not self.hasWeaponComponent(weaponName, weaponComponent) then
                    table.insert(self.loadout[loadoutNum].components, weaponComponent)
                    self.triggerEvent('esx:addWeaponComponent', weaponName, weaponComponent)
                    self.triggerEvent('esx:addInventoryItem', component.label, false, true)
                end
            end
        end
    end

    self.addWeaponAmmo = function(weaponName, ammoCount)
        local loadoutNum, weapon = self.getWeapon(weaponName)

        if weapon then
            weapon.ammo = weapon.ammo + ammoCount
            self.triggerEvent('esx:setWeaponAmmo', weaponName, weapon.ammo)
        end
    end

    self.updateWeaponAmmo = function(weaponName, ammoCount)
        local loadoutNum, weapon = self.getWeapon(weaponName)

        if weapon then
            if ammoCount < weapon.ammo then
                weapon.ammo = ammoCount
            end
        end
    end

    self.setWeaponTint = function(weaponName, weaponTintIndex)
        local loadoutNum, weapon = self.getWeapon(weaponName)

        if weapon then
            local weaponNum, weaponObject = ESX.GetWeapon(weaponName)

            if weaponObject.tints and weaponObject.tints[weaponTintIndex] then
                self.loadout[loadoutNum].tintIndex = weaponTintIndex
                self.triggerEvent('esx:setWeaponTint', weaponName, weaponTintIndex)
                self.triggerEvent('esx:addInventoryItem', weaponObject.tints[weaponTintIndex], false, true)
            end
        end
    end

    self.getWeaponTint = function(weaponName)
        local loadoutNum, weapon = self.getWeapon(weaponName)

        if weapon then
            return weapon.tintIndex
        end

        return 0
    end

    self.removeWeapon = function(weaponName)
        local weaponLabel

        for k,v in ipairs(self.loadout) do
            if v.name == weaponName then
                weaponLabel = v.label

                for k2,v2 in ipairs(v.components) do
                    self.removeWeaponComponent(weaponName, v2)
                end

                table.remove(self.loadout, k)
                break
            end
        end

        if weaponLabel then
            self.triggerEvent('esx:removeWeapon', weaponName)
            self.triggerEvent('esx:removeInventoryItem', weaponLabel, false, true)
        end
    end

    self.removeWeaponComponent = function(weaponName, weaponComponent)
        local loadoutNum, weapon = self.getWeapon(weaponName)

        if weapon then
            local component = ESX.GetWeaponComponent(weaponName, weaponComponent)

            if component then
                if self.hasWeaponComponent(weaponName, weaponComponent) then
                    for k,v in ipairs(self.loadout[loadoutNum].components) do
                        if v == weaponComponent then
                            table.remove(self.loadout[loadoutNum].components, k)
                            break
                        end
                    end

                    self.triggerEvent('esx:removeWeaponComponent', weaponName, weaponComponent)
                    self.triggerEvent('esx:removeInventoryItem', component.label, false, true)
                end
            end
        end
    end

    self.removeWeaponAmmo = function(weaponName, ammoCount)
        local loadoutNum, weapon = self.getWeapon(weaponName)

        if weapon then
            weapon.ammo = weapon.ammo - ammoCount
            self.triggerEvent('esx:setWeaponAmmo', weaponName, weapon.ammo)
        end
    end

    self.hasWeaponComponent = function(weaponName, weaponComponent)
        local loadoutNum, weapon = self.getWeapon(weaponName)

        if weapon then
            for k,v in ipairs(weapon.components) do
                if v == weaponComponent then
                    return true
                end
            end

            return false
        else
            return false
        end
    end

    self.hasWeapon = function(weaponName)
        for k,v in ipairs(self.loadout) do
            if v.name == weaponName then
                return true
            end
        end

        return false
    end

    self.getWeapon = function(weaponName)
        for k,v in ipairs(self.loadout) do
            if v.name == weaponName then
                return k, v
            end
        end

        return
    end

    self.showNotification = function(msg, flash, saveToBrief, hudColorIndex)
        self.triggerEvent('esx:showNotification', msg, flash, saveToBrief, hudColorIndex)
    end

    self.showHelpNotification = function(msg, thisFrame, beep, duration)
        self.triggerEvent('esx:showHelpNotification', msg, thisFrame, beep, duration)
    end

    return self
end

- Ne olur ne olmaz diye üstte size kendi kullandığımı attım
Ayrıca databasenizdeki cash itemini silmeniz gerekmektedir
 
DF
M3 envanter kullanıyorsan parayı item haline getirmeye gerek yok
 
DF
Kod:
    self.setMoney = function(money, recursion)
        money = ESX.Math.Round(money)
        self.setAccountMoney('money', money)

        if(not recursion)then
            TriggerEvent("es:getPlayerFromId", self.source, function(user) user.setMoney(money) end)
        end
    end

    self.getMoney = function()
        local cash = self.getInventoryItem('cash')
        if self.getAccount('money').money ~= cash.count then
            self.setAccountMoney('money', cash.count)
        end
        return self.getAccount('money').money
    end

    self.addMoney = function(money, recursion)
        money = ESX.Math.Round(money)
        if money >= 0 then
            self.addInventoryItem("cash", money)
            local cash = self.getInventoryItem('cash')
            if self.getAccount('money').money ~= cash.count then
                self.setAccountMoney('money', cash.count)
            end
        end

        if(not recursion)then
            TriggerEvent("es:getPlayerFromId", self.source, function(user) user.addMoney(money, true) end)
        end
    end

    self.removeMoney = function(money, recursion)
        if(not recursion)then
            TriggerEvent("es:getPlayerFromId", self.source, function(user) user.removeMoney(money, true) end)
        end

        money = ESX.Math.Round(money)
        if money >= 0 then
            self.removeInventoryItem("cash", money)
            local cash = self.getInventoryItem('cash')
            if self.getAccount('money').money ~= cash.count then
                self.setAccountMoney('money', cash.count)
            end
        end
    end

extendedmode deki para kısmı şöyle

item olarak cash ekleyince 2 tane para oluyor

unknown.png

Sorununuz Giderildi mi ?
 
DF
Kod:
function CreateExtendedPlayer(playerId, identifier, group, accounts, inventory, weight, job, loadout, name, coords)
    local self = {}

    self.accounts = accounts
    self.coords = coords
    self.group = group
    self.identifier = identifier
    self.inventory = inventory
    self.job = job
    self.loadout = loadout
    self.name = name
    self.playerId = playerId
    self.source = playerId
    self.variables = {}
    self.weight = weight
    self.maxWeight = Config.MaxWeight

    ExecuteCommand(('add_principal identifier.%s group.%s'):format(self.identifier, self.group))

    self.triggerEvent = function(eventName, ...)
        TriggerClientEvent(eventName, self.source, ...)
    end

    self.setCoords = function(coords)
        self.updateCoords(coords)
        self.triggerEvent('esx:teleport', coords)
    end

    self.updateCoords = function(coords)
        self.coords = {x = ESX.Math.Round(coords.x, 1), y = ESX.Math.Round(coords.y, 1), z = ESX.Math.Round(coords.z, 1), heading = ESX.Math.Round(coords.heading or 0.0, 1)}
    end

    self.getCoords = function(vector)
        if vector then
            return vector3(self.coords.x, self.coords.y, self.coords.z)
        else
            return self.coords
        end
    end

    self.kick = function(reason)
        DropPlayer(self.source, reason)
    end

    self.setMoney = function(money, recursion)
        money = ESX.Math.Round(money)
        self.setAccountMoney('money', money)

        if(not recursion)then
            TriggerEvent("es:getPlayerFromId", self.source, function(user) user.setMoney(money) end)
        end
    end

    self.getMoney = function()
        return self.getAccount('money').money
    end

    self.addMoney = function(money, recursion)
        money = ESX.Math.Round(money)
        self.addAccountMoney('money', money)

        if(not recursion)then
            TriggerEvent("es:getPlayerFromId", self.source, function(user) user.addMoney(money, true) end)
        end
    end

    self.removeMoney = function(money, recursion)
        if(not recursion)then
            TriggerEvent("es:getPlayerFromId", self.source, function(user) user.removeMoney(money, true) end)
        end

        money = ESX.Math.Round(money)
        self.removeAccountMoney('money', money)
    end

    self.getIdentifier = function()
        return self.identifier
    end

    self.setGroup = function(newGroup, recursion)
        if(not recursion)then
            TriggerEvent("es:getPlayerFromId", self.source, function(user) user.set("group", newGroup) end)
        end

        ExecuteCommand(('remove_principal identifier.%s group.%s'):format(self.identifier, self.group))
        self.group = newGroup
        ExecuteCommand(('add_principal identifier.%s group.%s'):format(self.identifier, self.group))
    end

    self.getGroup = function()
        return self.group
    end

    self.set = function(k, v, recursion)
        if(not recursion)then
            TriggerEvent("es:getPlayerFromId", self.source, function(user) if(user)then user.set(k, v) end end)
        end

        self.variables[k] = v
    end

    self.get = function(k)
        return self.variables[k]
    end

    self.getAccounts = function(minimal)
        if minimal then
            local minimalAccounts = {}

            for k,v in ipairs(self.accounts) do
                minimalAccounts[v.name] = v.money
            end

            return minimalAccounts
        else
            return self.accounts
        end
    end

    self.getAccount = function(account)
        for k,v in ipairs(self.accounts) do
            if v.name == account then
                return v
            end
        end
    end

    self.getInventory = function(minimal)
        if minimal then
            local minimalInventory = {}

            for k,v in ipairs(self.inventory) do
                if v.count > 0 then
                    minimalInventory[v.name] = v.count
                end
            end

            return minimalInventory
        else
            return self.inventory
        end
    end

    self.getJob = function()
        return self.job
    end

    self.getLoadout = function(minimal)
        if minimal then
            local minimalLoadout = {}

            for k,v in ipairs(self.loadout) do
                minimalLoadout[v.name] = {ammo = v.ammo}
                if v.tintIndex > 0 then minimalLoadout[v.name].tintIndex = v.tintIndex end

                if #v.components > 0 then
                    local components = {}

                    for k2,component in ipairs(v.components) do
                        if component ~= 'clip_default' then
                            table.insert(components, component)
                        end
                    end

                    if #components > 0 then
                        minimalLoadout[v.name].components = components
                    end
                end
            end

            return minimalLoadout
        else
            return self.loadout
        end
    end

    self.getName = function()
        return self.name
    end

    self.setName = function(newName)
        self.name = newName
    end

    self.setAccountMoney = function(accountName, money)
        if money >= 0 then
            local account = self.getAccount(accountName)

            if account then
                local prevMoney = account.money
                local newMoney = ESX.Math.Round(money)
                account.money = newMoney

                self.triggerEvent('esx:setAccountMoney', account)
            end
        end
    end

    self.addAccountMoney = function(accountName, money)
        if money > 0 then
            local account = self.getAccount(accountName)

            if account then
                local newMoney = account.money + ESX.Math.Round(money)
                account.money = newMoney

                self.triggerEvent('esx:setAccountMoney', account)
            end
        end
    end

    self.removeAccountMoney = function(accountName, money)
        if money > 0 then
            local account = self.getAccount(accountName)

            if account then
                local newMoney = account.money - ESX.Math.Round(money)
                account.money = newMoney

                self.triggerEvent('esx:setAccountMoney', account)
            end
        end
    end

    self.getInventoryItem = function(name)
        local found = false
        local newItem

        for k,v in ipairs(self.inventory) do
            if v.name == name then
                found = true
                return v
            end
        end

        -- Ran only if the item wasn't found in your inventory
        local item = ESX.Items[name]

        -- if item exists -> run
        if(item)then
            -- Create new item
            newItem = {
                name = name,
                count = 0,
                label = item.label,
                weight = item.weight,
                limit = item.limit,
                usable = ESX.UsableItemsCallbacks[name] ~= nil,
                rare = item.rare,
                canRemove = item.canRemove
            }

            -- Insert into players inventory
            table.insert(self.inventory, newItem)

            -- Return the item that was just added
            return newItem
        end

        return
    end

    self.addInventoryItem = function(name, count)
        local item = self.getInventoryItem(name)

        if item then
            count = ESX.Math.Round(count)
            item.count = item.count + count
            self.weight = self.weight + (item.weight * count)

            TriggerEvent('esx:onAddInventoryItem', self.source, item.name, item.count)
            self.triggerEvent('esx:addInventoryItem', item.name, item.count, false, item)
        end
    end

    self.removeInventoryItem = function(name, count)
        local item = self.getInventoryItem(name)

        if item then
            count = ESX.Math.Round(count)
            local newCount = item.count - count

            if newCount >= 0 then
                item.count = newCount
                self.weight = self.weight - (item.weight * count)

                TriggerEvent('esx:onRemoveInventoryItem', self.source, item.name, item.count)
                self.triggerEvent('esx:removeInventoryItem', item.name, item.count)
            end
        end
    end

    self.setInventoryItem = function(name, count)
        local item = self.getInventoryItem(name)

        if item and count >= 0 then
            count = ESX.Math.Round(count)

            if count > item.count then
                self.addInventoryItem(item.name, count - item.count)
            else
                self.removeInventoryItem(item.name, item.count - count)
            end
        end
    end

    self.getWeight = function()
        return self.weight
    end

    self.getMaxWeight = function()
        return self.maxWeight
    end

    self.canCarryItem = function(name, count)
        local currentWeight, itemWeight = self.weight, ESX.Items[name].weight
        local newWeight = currentWeight + (itemWeight * count)
        local inventoryitem = self.getInventoryItem(name)
     
        if ESX.Items[name].limit ~= nil and ESX.Items[name].limit ~= -1 then
            if count > ESX.Items[name].limit then
                return false
            elseif (inventoryitem.count + count) > ESX.Items[name].limit then
                return false
            end
        end
        return newWeight <= self.maxWeight
    end

    self.canSwapItem = function(firstItem, firstItemCount, testItem, testItemCount)
        local firstItemObject = self.getInventoryItem(firstItem)
        local testItemObject = self.getInventoryItem(testItem)

        if firstItemObject.count >= firstItemCount then
            local weightWithoutFirstItem = ESX.Math.Round(self.weight - (firstItemObject.weight * firstItemCount))
            local weightWithTestItem = ESX.Math.Round(weightWithoutFirstItem + (testItemObject.weight * testItemCount))

            return weightWithTestItem <= self.maxWeight
        end

        return false
    end

    self.setMaxWeight = function(newWeight)
        self.maxWeight = newWeight
        self.triggerEvent('esx:setMaxWeight', self.maxWeight)
    end

    self.setJob = function(job, grade)
        grade = tostring(grade)
        local lastJob = json.decode(json.encode(self.job))

        if ESX.DoesJobExist(job, grade) then
            local jobObject, gradeObject = ESX.Jobs[job], ESX.Jobs[job].grades[grade]

            self.job.id    = jobObject.id
            self.job.name  = jobObject.name
            self.job.label = jobObject.label

            self.job.grade        = tonumber(grade)
            self.job.grade_name   = gradeObject.name
            self.job.grade_label  = gradeObject.label
            self.job.grade_salary = gradeObject.salary

            if gradeObject.skin_male then
                self.job.skin_male = json.decode(gradeObject.skin_male)
            else
                self.job.skin_male = {}
            end

            if gradeObject.skin_female then
                self.job.skin_female = json.decode(gradeObject.skin_female)
            else
                self.job.skin_female = {}
            end

            TriggerEvent('esx:setJob', self.source, self.job, lastJob)
            self.triggerEvent('esx:setJob', self.job)
        else
            print(('[ExtendedMode] [^3WARNING^7] Ignoring invalid .setJob() usage for "%s"'):format(self.identifier))
        end
    end

    self.addWeapon = function(weaponName, ammo)
        if not self.hasWeapon(weaponName) then
            local weaponLabel = ESX.GetWeaponLabel(weaponName)

            table.insert(self.loadout, {
                name = weaponName,
                ammo = ammo,
                label = weaponLabel,
                components = {},
                tintIndex = 0
            })

            self.triggerEvent('esx:addWeapon', weaponName, ammo)
            self.triggerEvent('esx:addInventoryItem', weaponLabel, false, true)
        end
    end

    self.addWeaponComponent = function(weaponName, weaponComponent)
        local loadoutNum, weapon = self.getWeapon(weaponName)

        if weapon then
            local component = ESX.GetWeaponComponent(weaponName, weaponComponent)

            if component then
                if not self.hasWeaponComponent(weaponName, weaponComponent) then
                    table.insert(self.loadout[loadoutNum].components, weaponComponent)
                    self.triggerEvent('esx:addWeaponComponent', weaponName, weaponComponent)
                    self.triggerEvent('esx:addInventoryItem', component.label, false, true)
                end
            end
        end
    end

    self.addWeaponAmmo = function(weaponName, ammoCount)
        local loadoutNum, weapon = self.getWeapon(weaponName)

        if weapon then
            weapon.ammo = weapon.ammo + ammoCount
            self.triggerEvent('esx:setWeaponAmmo', weaponName, weapon.ammo)
        end
    end

    self.updateWeaponAmmo = function(weaponName, ammoCount)
        local loadoutNum, weapon = self.getWeapon(weaponName)

        if weapon then
            if ammoCount < weapon.ammo then
                weapon.ammo = ammoCount
            end
        end
    end

    self.setWeaponTint = function(weaponName, weaponTintIndex)
        local loadoutNum, weapon = self.getWeapon(weaponName)

        if weapon then
            local weaponNum, weaponObject = ESX.GetWeapon(weaponName)

            if weaponObject.tints and weaponObject.tints[weaponTintIndex] then
                self.loadout[loadoutNum].tintIndex = weaponTintIndex
                self.triggerEvent('esx:setWeaponTint', weaponName, weaponTintIndex)
                self.triggerEvent('esx:addInventoryItem', weaponObject.tints[weaponTintIndex], false, true)
            end
        end
    end

    self.getWeaponTint = function(weaponName)
        local loadoutNum, weapon = self.getWeapon(weaponName)

        if weapon then
            return weapon.tintIndex
        end

        return 0
    end

    self.removeWeapon = function(weaponName)
        local weaponLabel

        for k,v in ipairs(self.loadout) do
            if v.name == weaponName then
                weaponLabel = v.label

                for k2,v2 in ipairs(v.components) do
                    self.removeWeaponComponent(weaponName, v2)
                end

                table.remove(self.loadout, k)
                break
            end
        end

        if weaponLabel then
            self.triggerEvent('esx:removeWeapon', weaponName)
            self.triggerEvent('esx:removeInventoryItem', weaponLabel, false, true)
        end
    end

    self.removeWeaponComponent = function(weaponName, weaponComponent)
        local loadoutNum, weapon = self.getWeapon(weaponName)

        if weapon then
            local component = ESX.GetWeaponComponent(weaponName, weaponComponent)

            if component then
                if self.hasWeaponComponent(weaponName, weaponComponent) then
                    for k,v in ipairs(self.loadout[loadoutNum].components) do
                        if v == weaponComponent then
                            table.remove(self.loadout[loadoutNum].components, k)
                            break
                        end
                    end

                    self.triggerEvent('esx:removeWeaponComponent', weaponName, weaponComponent)
                    self.triggerEvent('esx:removeInventoryItem', component.label, false, true)
                end
            end
        end
    end

    self.removeWeaponAmmo = function(weaponName, ammoCount)
        local loadoutNum, weapon = self.getWeapon(weaponName)

        if weapon then
            weapon.ammo = weapon.ammo - ammoCount
            self.triggerEvent('esx:setWeaponAmmo', weaponName, weapon.ammo)
        end
    end

    self.hasWeaponComponent = function(weaponName, weaponComponent)
        local loadoutNum, weapon = self.getWeapon(weaponName)

        if weapon then
            for k,v in ipairs(weapon.components) do
                if v == weaponComponent then
                    return true
                end
            end

            return false
        else
            return false
        end
    end

    self.hasWeapon = function(weaponName)
        for k,v in ipairs(self.loadout) do
            if v.name == weaponName then
                return true
            end
        end

        return false
    end

    self.getWeapon = function(weaponName)
        for k,v in ipairs(self.loadout) do
            if v.name == weaponName then
                return k, v
            end
        end

        return
    end

    self.showNotification = function(msg, flash, saveToBrief, hudColorIndex)
        self.triggerEvent('esx:showNotification', msg, flash, saveToBrief, hudColorIndex)
    end

    self.showHelpNotification = function(msg, thisFrame, beep, duration)
        self.triggerEvent('esx:showHelpNotification', msg, thisFrame, beep, duration)
    end

    return self
end

- Ne olur ne olmaz diye üstte size kendi kullandığımı attım
Ayrıca databasenizdeki cash itemini silmeniz gerekmektedir
Datadaki cash itemini sildim.Şu an para tek item olarak var ancak kendime para nasıl verebilirim.Givemoney komutu yok para item olmadığı için de giveitem kullanamıyorum.Birde parayı yere attığım zaman paranın ismi karapara oluyor.
 
DF
Son düzenleme:
Datadaki cash itemini sildim.Şu an para tek item olarak var ancak kendime para nasıl verebilirim.Givemoney komutu yok para item olmadığı için de giveitem kullanamıyorum.Birde parayı yere attığım zaman paranın ismi karapara oluyor.
/setaccountmoney id money miktar - Bu üstündeki parayı belirler
/giveaccountmoney id money miktar - Buda hali hazırdaki paranın üstüne para ekler
 
DF
/setaccountmoney id money miktar - Bu üstündeki parayı belirler
/giveaccountmoney id money miktar - Buda hali hazırdaki paranın üstüne para ekler
Parayı yere attığımda karapara normal envanterimde iken cash olarak gözüküyor bunu nasıl düzeltebilirim?
 
DF

Ekli dosyalar

  • Screenshot_141.png
    Screenshot_141.png
    23.2 KB · Görüntüleme: 2
  • Screenshot_142.png
    Screenshot_142.png
    19.2 KB · Görüntüleme: 2
Parayı yere attığımda karapara normal envanterimde iken cash olarak gözüküyor bunu nasıl düzeltebilirim?
Üst kısımda' da belirttiğim gibi, m3 envanter kullanıyorsan parayı eşya haline getirmene gerek yok.
Parayı eşya halinde istiyorsan envanter üzerinde ayarlamalar yapmalısın​
 
DF

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