[STANDALONE] Debuffs system (2.0)

A script by Sergey_Lucky

No reviews yet.
[STANDALONE] Debuffs system (2.0) main image

Full Description

Knives have a high chance of opening bleeding.
In an accident 30% chance to get bleeding or fracture and 100% pain.
The bleeding leaves puddles of blood, if the bleeding is weaker, then they are less noticeable.

I will also be glad to hear your suggestion for new updates.

content:

  • HUD:
    • Effects display
    • Timer on effect icon (v2.0)
    • overlay
  • Debuffs:
    • Pain: Dizziness, effect, injured gait
    • Bleeding: HP reduction, disable health regeneration, character leaves blood behind.
    • Heavy bleeding: HP reduction(x2), disable health regeneration, character leaves blood behind(x2).
    • Bone fracture: You can’t drive, run, jump
    • Alcohol: Drink effect, walk.
    • Hot.
    • Cold.
    • Hungry.
    • Thirst.
  • Buffs:
    • Painkiller: Saves from the consequences of pain if you do not have a fracture.
-- Use for activation from third-party resources
TriggerEvent('debuffs:startEffect', "debuff_pain", timeout)
TriggerEvent('debuffs:stopEffect', "debuff_pain")

UPDATE 2.0 (31.03.22)

  • Removed hud (it remained only in version 1.0, you can also download after purchase)
  • Timer on the effect (You can call it for the time you need or forever, until you stop the effect yourself)
  • The chances for debuffs depend on the weapon you were hit with.
  • Code optimization (lua, js)

MORE RESOURCE:

Code accessible [Yes]
Subscription based [No]
Lines (approximately) [~1 000]
Requirements [N/A]
Support [Yes]

Config Merger
Have you tried Config Merger? Merge your configs easily