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🐴 Stable

Documentation relating to the kd_stable.

1. Installation

kd_stable works on all frameworks compatible with jo_libs (the list).

To install kd_stable :

  • Download the library: jo_libs
  • Unzip the folder and drop it in your resource folder
  • Download kd_stable from your keymaster
  • Unzip the folder and drop it in your resource folder
  • Add this ensure in your server.cfg
    • ensure jo_libs
    • ensure kd_stable

Congratulation, the Stable script is ready to be used!

WARNING

Be sure you have oxmysql ensure in your server.cfg

TIP

The script automatically creates all necessary database tables during its initial startup.

2. Usage

Go to the store (blip on the map) to get the prompt. Press the key to open the menu.

3. Script configuration

Price format

You can use dollar and/or gold to set the price in the config file

lua
--To use only dollar
price = 5.00 --or price = {money = 5.0}
--To use dollar and fold
price = {money = 5.00, gold = 2}
--To use only gold
price = {gold = 2}

Config.lua file

Config.lua
lua
-------------------------------
-- DOCUMENTATION : https://docs.jumpon-studios.com/
--------------------------------

-------------------------------------------
-- DON'T EDIT THIS FILE
-- TO OVERWRITE CONFIG VALUE, USE overwriteConfig.lua file instead
-------------------------------------------

Config = {}
Config.debug = false

Config.realisticMod = false
-- if true :
-- No horse teleportation. You can only whistle horse if he is near than you.
-- Horse are linked on the last stable you use to stabling it.

Config.distancePromptStore = 3.0 --maximum distance to display the prompt to open the store
Config.distanceSpawnPed = 15.0 --maximum distance to spawn the stable man
Config.distanceSpawnHorse = 50.0 --distance to spawn the horse when whistle
Config.distanceTeleportHorse = 200.0 -- maximum distance to whistle horse before teleport him
Config.ExtraLightIntensity = 15.0 --Light intensity when preview horse in stable
Config.syncTimer = 2000 --Loop timer to resync horse after using instance
Config.useMenuWithMouse = true --turn off to disable the mouse controler for the menu
Config.needAllHorseWagon = true --turn true to only allow wagon if all needed horses are selected
Config.refreshTimerHorseStat = 1000 --time in ms to calcul the new stat of horse. Little value = more precise but more heavy for CPU
Config.saveHorseStatTimer = 60*1000 --time in ms to save new horses stats in database
Config.disableHorseFlee = false --disable the possibility to flee horses
Config.usePromptHorseStatistics = true --turn off the prompt to display horses statistics
Config.maxDistanceWithHorseshoes = 100 --in kilometers
Config.warningMessageHorseshoePercent = 20 --display a warning message when the horseshoes is under this value
Config.stopRunHorseshoesPercent = 10 --disable horse run when horseshoes is under this value
Config.distanceSafeSpawn = 5.0 --minimal distance from the farest vehicle to be able to spawn a new one
Config.useHorseHolster = true --false to disable horse holster (only the horse owner can interact with it)
Config.showHorseLevelUp = true --false to turn of horse exp notifications
Config.keepHorseCoreDuration = 60*1000 --time in ms (duration after which stats of a horse that flee are resetting)
Config.forceDespawnAfterFleeTimer = 10*1000 --time in ms to delete the horse after flee
Config.uniquePriceForStableTransfer = false -- false : transfer price depends of the distance, true : same price for all stables
Config.allowStowSmallPeltOnHorse = true

Config.winExpByWalk = { --horse exp win by walking
	distance = 200, --distance to earn new points (in meters)
	point = 1 --amount earn by each distance
}
-- Bonding level depend of the horse breed
-- Level 1 ~ 100 points
-- Level 2 ~ 250 points
-- Level 3 ~ 800 points
-- Level 4 ~ 1500 points


Config.horseSlots = 5 -- maximum of horse for players (set -1 to unlimited)
Config.wagonSlots = 5 -- maximum of horse for players (set -1 to unlimited)

Config.commands = { --set false to disable a command
	sidesiddle = "sidesaddle",
	fixWagon = "fixWagon",
	fixHorse = "fixHorse",
	fleeHorse = "fleeHorse"
}

Config.allowCustomColorForHorse = true --turn off to remove the prompt to allow custom color on horse coat
Config.palettesForHorseCoat = {
	tint_generic_clean = true,
	tint_hair = true,
	tint_horse = true,
	tint_horse_leather = true,
	tint_leather = true,
	tint_makeup = true
}
Config.allowCustomColorForComponent = true --turn off to remove the prompt to allow custom color on horse component
Config.palettesForComponent = {
	tint_generic_clean = true,
	tint_hair = true,
	tint_horse = true,
	tint_horse_leather = true,
	tint_leather = true,
	tint_makeup = true
}

Config.saddlebagMod = 2
-- 0 : No horse saddlebag
-- 1 : Saddlebag only for horse owner
-- 2 : Everyone can access to the saddlebag

Config.wagonLockerMod = 1
-- 0 : No wagon locker
-- 1 : Wagon locker only for wagon owner
-- 2 : Everyone can access to the wagon locker

Config.saddlebag = {
	maxWeight = 500.0,
	maxSlots = 10 --for QBR & RSG & VORP
}
Config.displaySaddlebagSlotInStore = true --Set false to hide the maxSlots
Config.displaySaddlebagWeightInStore = true --Set false to hide the maxWeight
Config.wagonLocker = { --default locker size for wagon
	maxWeight = 1000.0,
	maxSlots = 50 --for QBR & RSG & VORP
}
Config.displayLockerSlotInStore = true --Set false to hide the maxSlots
Config.displayLockerWeightInStore = true --Set false to hide the maxWeight

Config.keys = {
	enter = "INPUT_FRONTEND_ACCEPT",
	buyGold = "INPUT_INTERACT_ANIMAL",
	favourite = "INPUT_SHOP_SPECIAL",
	ride = "INPUT_FRONTEND_RB",
	bequeath = "INPUT_OPEN_SATCHEL_MENU",
	release = "INPUT_FRONTEND_RS",
	unequip = "INPUT_SHOP_SELL",
	saddlebag = "INPUT_CREATOR_ACCEPT",
	wagonLocker = "INPUT_SHOP_SPECIAL",
	takeSaddlebag = "INPUT_FRONTEND_RS",
	colorPalette = "INPUT_CREATOR_RS",
	takeLantern = "INPUT_HUD_SPECIAL"
}

Config.items = {
	feed = {
		{
			name = 'carrots', --item name
			health = 30, --health bonus for horse
			stamina = 30, --stamina bonus for horse
			remove = true,
		},
	},
	brush = {  --let empty to unlimited horse brush
		{
			name = "horsebrush",
			remove = false,
		}
	}
}

Config.stables = {
	{
		id = "valentine",--must be unique
		name = "Valentine",
		location = vec4(-365.15,792.68,115.18,178.47),
		pedModel = `u_m_m_bwmstablehand_01`,
		blip = `blip_shop_horse`,--set to false to turn the blip off
    disableHorseMenu = false, --set to true to disable the horse menu part
    disableWagonMenu = false, --set to true to disable the wagon menu part
		horsesAvailable = {},--let empty to allow all horses, use false to disable
		canBuyHorseComponents = true, --use false to disable the buying of horse components
		previewHorse = vec4(-369.59,793.00,115.15,177.26), --location to preview new horse
		previewMyHorse = vec4(-371.76,786.87,115.16,272.08), --location to preview your horse
		equipMyHorse = vec4(-371.76,786.87,115.16,272.08), --location for the ride horse scene
		wagonsAvailable = {},--let empty to allow all wagons, use false to disable
		previewWagon = vec4(-371.76,786.87,115.16,272.08), --location to preview wagon
		spawnWagon = vec4(-370.69, 775.85, 116.26, 269.11), --location to spawn wagon
		storeSaddle = vec4(-365.235, 790.888, 116.175,0.0),
		inside = { --polyzone
			vec3(-376.765, 793.418, 116.124),
			vec3(-363.036, 793.695, 116.188),
			vec3(-362.191, 784.502, 116.180),
			vec3(-376.236, 783.673, 116.177)
		},
		parkWagon = { --polyzone to store the wagon (optional)
			vec3(1199.763, -179.827, 100.658),
			vec3(1201.357, -169.945, 100.649),
			vec3(1211.116, -169.303, 101.508),
			vec3(1213.158, -177.519, 101.384)
		}
	},
	...
}

Config.activities = {
	speed = {
		price = {money = 5, gold = 8},
		numberRepeatToLevelUp = 2
	},
	acceleration = {
		price = {money = 5, gold = 8},
		numberRepeatToLevelUp = 2
	},
	handling = {
		price = 5,
		numberRepeatToLevelUp = 2
	}
}

Config.trainings = {
	{
		inside = {
			vec3(-380.670, 767.151, 116.089),
			vec3(-398.417, 765.606, 115.804),
			vec3(-402.168, 768.392, 115.727),
			vec3(-403.746, 787.087, 115.772),
			vec3(-400.821, 790.560, 115.963),
			vec3(-385.480, 791.913, 115.882),
			vec3(-381.809, 788.601, 115.925)
		},
		blip = `blip_horse_owned_bonding_4`,--set to false to turn the blip off
		jobs = {}, --let empty to not restrict to a specific job,
		activities = {'speed','acceleration','handling'} --'speed'/'acceleration'/'handling'
	}
}


Config.prices = {
	horse_saddles = 5,
	horse_saddlebags = 5,
	saddle_stirrups = 5,
	saddle_horns = 5,
	horse_blankets = 5,
	horse_bedrolls = 5,
	horse_manes = 5,
	horse_tails = 5,
	horse_shoes = 5,
	horse_accessories = 5,
	horse_bridles = 5,
	saddle_lanterns = 5,
	horse_mustache = 5,
	wagon = 100,
	horse = 100,
	vehicle_tints = 10,
	vehicle_propsets = 10,
	vehicle_liveries = 10,
	vehicle_lantern_propsets = 10,
	vehicle_extras = 10,
	horse_outfits = 10,
	reviveHorse = {money=100, gold = 23} --set false to disable the revive of horse
}



Config.modelPrices = {}
for category in pairs (Config.prices) do
	Config.modelPrices[category] = {}
	Config.modelPrices[category] = {}
end

Config.modelPrices['horse_saddles'][2] = {money = 50,gold = 2}

Config.horses = {
	[1] = {
		price = {money=2.75,gold = 2},
		name = "New name", --optional
		noDieByAge = true, --if true, the horse will not die by aging (optional)
		age = 5, --Age of the horse if 'Horse Aging' add-ons is loaded
		variations = {
			"A_C_Horse_AmericanPaint_Greyovero",
			"A_C_Horse_AmericanPaint_Overo",
			"A_C_Horse_AmericanPaint_SplashedWhite",
			"a_c_horse_eagleflies",
			"A_C_Horse_AmericanPaint_Tobiano"
		},
		attributes = {
			speed = 4,-- 1<>10
			maxSpeed = 8, -- speed<>10
			acceleration = 2,-- 1<>10
			maxAcceleration = 9, -- acceleration<>10
			handling= 1,--1 = heavy,2 = standard,3 = race,4 = elite
			maxHandling = 4, --handling<>4
		},
		saddlebag = { --optional
			maxWeight = 100.0,
			maxSlots = 5
		}
	},
	...
}

Config.prices.wagon = 100

Config.wagonLocker = { --default locker size for wagon
	maxWeight = 1000.0,
	maxSlots = 10 --for QBR & RSG & VORP
}

Config.wagons = {
  [1] = {
		price = {money = 500.0, gold = 15},
		model = "armysupplywagon",
		locker = {
			maxWeight = 5000.0,
			maxSlots = 15
		}
		-- locker = false, --Disable the locker
	},
  ...
}

4. Add new activity

You can add more activity to train your horse by edit the file : overwriteActivities.lua

lua
trainingTracks[#trainingTracks+1] = {
	type = "handling", -- Type of training : "handling", "speed" or "acceleration"
	start = vec4(-386.273, 788.489, 115.865, 93.648), -- location of the start
	camPreview = { -- Camera for the trailer
		{ -- Start position
			coords = vec3(-386.293, 800.838, 117.883),
			rot = vec3(-7.000,0.000,155.131),
		},
		{ -- End position
			coords = vec3(-388.248, 800.757, 117.926),
			rot = vec3(-7.000,0.000,165.14),
		},
	},
	props = { -- list of props to spawn for the training
		{
			model = `mp001_p_mp_jump_sackshort01`,
			coords = vec3(-392.630, 768.967, 114.730),
			rotation = vec3(0, 0, -85.999),
		},
	},
	checkpoints = { -- list of checkpoints
		{
			coords = vec3(-392.8, 768.856, 116.826),
			marker = "ring", -- optional : Type of marker "ring", "cylinder" or marker hash
			size = vec2(1.0,1.0), -- optional : Size of the marker
			rotation = vec3(0,0,-85) -- optional : Rotation of the marker
			distance = 3.0 -- optional : Distance to valid the checkpoint
		},
	}
}

5. For developers

API

Client Add a new horse to the stable

Client event to add a spawned horse to the player stable

lua
--@param horse - int : entity ID of the horse
--@param name - string : name of the horse
--@param age - int : age of the horse (optional)
--@param noDieByAge - boolean : if true, the horse will not die by aging (optional)
TriggerEvent('kd_stable:client:addHorse',horse,name,age,noDieByAge)

Client Stop saddlebag animation

Client event to stop the saddlebag animation

lua
TriggerEvent('kd_stable:client:closeSaddleBag')

Server Create a new wagon

Have to be call from the server side

lua
-- @param source - int : serverID of the wagon owner
-- @param stableID - string : ID of the stable
-- @param model - string : model of the wagon
-- @param name - string : name of the wagon
TriggerEvent('kd_stable:server:AddNewWagon', source, stableID, model, name)

Server Repair horseshoes

This event has to be called from the server side.

lua
-- @param source - int : serverID of the wagon owner
-- @param sucess - boolean : true if a horse is found around the player
-- @param horseNetId - int : Network ID of the horse
TriggerEvent('kd_stable:server:requestChangeHorseShoes', source, function(success,horseNetId)
	print(success,horseNetId)
end)

Overwrite framework functions

If you need to overwrite a native function linked to the framework (custom inventory for example), you can overwrite my functions by adding them in the config file. You don't need to use all the functions.

Client Initialize the framework

Function to init your framework

lua
-- variable "Core" - global variable for core script
-- variable "CoreInv" - global variable for inventory scriot
Config.InitFramework = function()
end

Client Change notification functions

Function to use another notifications system

lua
Config.NotifRight = function(text, dict_icon, icon, color, duration,soundset_ref,soundset_name)
end

Config.NotifLeft = function(title, text, dict_icon, icon, color, duration,soundset_ref,soundset_name)
end

Config.DisplayObjectif = function(text,duration)
end

Config.DisplayTitle = function(text)
end

Client Restrict the access to specific stable

Function to restrict access to a specific stable

lua
-- @param stableID - ID of stable
-- @return false to cancel the access to the stable
Config.CanAccessToStable= function(stableID)
    return true
end

Client Restrict the color palette

Function to restrict the color palette

lua
-- @param typeItem = 'horse' or 'component'
-- @return false if the player can't open the color palette
-- @return true if the player can open the color palette
Config.CanOpenColorPalette = function(typeItem)
    return true
end

Server Check money

Function to check if the player has enough money to buy something

lua
-- @param source - serverID of the player
-- @param price - price of the cloth
-- @param moneyType - devise of the price : 0 for normal & 1 for gold
-- @return true/false to accept/deny the purchase
Config.CanBuy = function(source,price,moneyType)
end

Server Get Identifier

Function to get the identifier of player

lua
-- @param source - serverID of the player
-- @return array with identifier and charid key
Config.GetIdentifier = function(source)
    local player = {
        identifier = identifier, --the identifier of player
        charid = charid --the charid of player. If not needed just use ''
    }
    return player
end

Server Get Job

Function to get the player's job

lua
-- @param source - serverID of the player
-- @return the job name
Config.GetJob = function(source)
end

Server Get RP Name

Function to get the player's name

lua
-- @param source - serverID of the player
-- @return the player name
Config.GetRPName = function(source)
end

Server Give money

Function to give money to the player

lua
-- @param source - serverID of the player
-- @param amount - money amount
Config.GiveMoney = function(source,amount)
end

Server Initialize the framework

Function to init your framework

lua
-- variable "Core" - global variable for core script
-- variable "CoreInv" - global variable for inventory scriot
Config.InitFramework = function()
end

Server Notification

Function to send notification to the player

lua
-- @param source - serverID of the player
-- @param text - text of notification
Config.Notify = function(source,text)
end

Server Open saddlebag

Function to open saddlebag

lua
-- @param source - serverID of the player
-- @param saddlebagID - ID of container
-- @param horseID - ID of the horse
Config.OpenSaddlebag = function(source,saddlebagID, horseID)
end

Server Open wagon locker

Function to open wagon locker

lua
-- @param source - serverID of the player
-- @param wagonID - ID of container
Config.OpenWagonLocker = function(source,wagonID)
end

Server Overwrite horse slot

Function to overwrite the number of horses the player can buy

lua
-- @param typeOrder - type of order : 'horse' or 'wagon'
-- @param source - serverID of the player
Config.overwriteMaxSlot = function(typeOrder,source)
end

Server Overwrite price

Function to overwrite order price

lua
-- @param source - serverID of the player
-- @param typeOrder = 'horse' or 'component' or 'wagon' or 'reviveHorse'
-- @param data - identifiant of item
--       horseID for 'reviveHorse'
--       horseID for 'horse'
--       category for 'component'
--       wagonID for 'wagon'
-- @param price - default price of order
-- @return price with the price format
Config.overwritePrice = function(source,typeOrder, data, price)
    return true
end

Server Use Item

Function to use an item

lua
-- @param source - serverID of the player
-- @param item - item name
-- @param amount - amount used
-- @param meta - meta of item
-- @param remove - if the item have to be removed or not
-- @return true if the item is used
Config.UseItem = function(source,item,amount,meta,remove)
end

Server Restrict horse buying

Function to restrict specific horse buying

lua
-- @param source - serverID of the player
-- @param horseKey - key of Horse in Config.horses list
-- @return false to cancel the order
Config.restrictHorseBuying = function(source,horseKey)
    return true
end
Job lock horses

You can job lock some horses by add this snippet in your overwriteConfig.lua file:

lua
if IsDuplicityVersion() then
 jo.onReady(function()
	 --job lock the horse number 1 & 2
	 Config.horses[1].job = "horseTrainer"
	 Config.horses[2].job = "horseTrainer"

	 --Function to restrict the horse buying
	 Config.restrictHorseBuying = function(source,horseKey)
		 --Get the horse configuration
	 	local horse = Config.horses[horseKey]
		 --Allow buy if the job lock is not set
	 	if not horse.job then return true end
		 --Get the player job
	 	local job = jo.framework:getJob(source)
 		--Compare the job
 		if job ~= horse.job then
 			--Lock the order because the player's job is not the right
		 	return false
 		end
 		--Allow buy
   return true
  end
 end) 
end

Server Restrict wagon buying

Function to restrict specific wagon buying

lua
-- @param source - serverID of the player
-- @param wagonKey - key of wagon in Config.wagons list
-- @return false to cancel the order
Config.restrictWagonBuying = function(source,wagonKey)
    return true
end

Exports

Client Get player's horses

exports to get the list of player's horses datas

lua
exports.kd_stable:getMyHorses()

Client Get player's wagons

exports to get the list of player's wagons datas

lua
exports.kd_stable:getMyWagons()

Server Get script configuration

exports to get the script configuration

lua
exports.kd_stable:getConfig()

Server Get horse data

exports to get the horse datas

lua
-- @param horseID - ID of the horse (optional)
-- if horseID is missing, the function returns the full list of horses
exports.kd_stable:getHorses(horseID)

Server Get wagon data

exports to get the wagon datas

lua
-- @param wagonID - ID of the wagon (optional)
-- if wagonID is missing, the function returns the full list of wagons
exports.kd_stable:getWagons(wagonID)

Actions

Actions are the new way to modify how the script works or add new features added in the v1.1.0. These actions are event that occurs at a specific point in time during the execution of the script. But contrary to events, actions are synchronous.

  • Syntax:
lua
-- @param <actionName> - name of the action
-- @param <argumentList> - list of arguments which are passed
exports.kd_stable:registerAction(<actionName>, function(<argumentList>)
  -- Add your new feature here
end)
  • Example :
lua
exports.kd_stable:registerAction('spawnHorse', function(source,horse,horseID)
  local horseData = Horses[source][horseID]
  local lanternID = horseData.components.saddle_lanterns?.id or false
  if lanternID then
    Entity(horse).state:set('kd_stable_lanternID',tonumber(lanternID),true)
  end
end)
  • All actions :

Client initHorsePrompt

Fires when the horse prompt is initialized

lua
-- @param promptGroupId - prompt group ID
-- @param entity - entity ID of the target
exports.kd_stable:registerAction('initHorsePrompt', function(promptGroupId,entity)
end)

Client letterBox

Fires when the letter box state is switched

lua
-- @param show - state of letter box: true/false
exports.kd_stable:registerAction('letterBox', function(show)
end)

Client loopTargeting

Fires when the player targets a registered horse

lua
-- @param target - entity ID of the target
-- @param distance - distance between the player and the entity
exports.kd_stable:registerAction('loopTargeting', function(target,distance)
end)

Client refreshPreviewMyHorse

Fires when the horse components are refreshed

lua
-- @param entity - entity ID of the horse
-- @param horseData - all horse's datas
exports.kd_stable:registerAction('refreshPreviewMyHorse', function(entity,horseData)
end)

Client updatePreview

Fires when user select a new item in the menu

lua
-- @param itemMenuData - all data of menu's item
exports.kd_stable:registerAction('updatePreview', function(itemMenuData)
end)

Server bequeathHorse

Fires when the player bequeaths the horse to another player

lua
-- @param source - serverID of the player
-- @param horseID - ID of the horse
-- @param targetID - serverID of the player targeted
exports.kd_stable:registerAction('bequeathHorse', function(source,horseID,targetID)
end)

Server bequeatWagon

Fires when the player bequeaths the wagon to another player

lua
-- @param source - serverID of the player
-- @param wagonID - ID of the horse
-- @param targetID - serverID of the player targeted
exports.kd_stable:registerAction('bequeathWagon', function(source,wagonID,targetID)
end)

Server buyComponent

Fires when the player buys a new component

lua
-- @param source - serverID of the player
-- @param componentData - information about the component
-- componentData.category - category of the component
-- componentData.hash - hash of the component
-- @param price - price of the horse
-- @param moneyType - devise of the price : 0 for normal & 1 for gold
exports.kd_stable:registerAction('buyComponent', function(source,componentData,price,moneyType)
end)

Server buyHorse

Fires when the player buys a new horse

lua
-- @param source - serverID of the player
-- @param horseData - information about the horse
-- horseData.id - ID of the horse
-- horseData.model - model of the horse
-- horseData.favourite - is favourite horse
-- horseData.name - horse's name
-- horseData.stable - stable where the horse is bought
-- horseData.isFemale - is horse a female
-- horseData.speed - horse's speed statistic
-- horseData.acceleration - horse's acceleration statistic
-- horseData.handling - horse's handling statistic
-- horseData.components - array of horse's components <key: category, value: componentData>
-- horseData.birth - (need aging add-on) horse's birthday
-- horseData.deathAge - (need aging add-on) horse's age of death
-- @param price - price of the horse
-- @param moneyType - devise of the price : 0 for normal & 1 for gold
exports.kd_stable:registerAction('buyHorse', function(source,horseData,price,moneyType)
end)

Server buyWagon

Fires when the player buys a new wagon

lua
-- @param source - serverID of the player
-- @param wagonData - information about the wagon
-- wagonData.id - ID of the wagon
-- wagonData.model - model of the wagon
-- wagonData.name - name of the wagon
-- wagonData.stable - stable where the wagon is bought
-- wagonData.vehicle_tints - tint of the wagon
-- wagonData.vehicle_extras - extra of the wagon
-- wagonData.vehicle_lantern_propsets - lantern of the wagon
-- wagonData.vehicle_propsets - propset of the wagon
-- wagonData.vehicle_liveries - livery of the wagon
-- @param price - price of the wagon
-- @param moneyType - devise of the price : 0 for normal & 1 for gold
exports.kd_stable:registerAction('buyWagon', function(source,wagonData,price,moneyType)
end)

Server deleteHorse

Fires when the player deletes a horse

lua
-- @param source - serverID of the player
-- @param horseID - ID of the horse
exports.kd_stable:registerAction('deleteHorse', function(source,horseID)
end)

Server deleteWagon

Fires when the player deletes a wagon

lua
-- @param source - serverID of the player
-- @param wagonID - ID of the wagon
exports.kd_stable:registerAction('deleteWagon', function(source,wagonID)
end)

Server horseDying

Fires when a horse is dying

lua
-- @param horseID - ID of the horse
exports.kd_stable:registerAction('horseDying', function(horseID)
end)

Server horsesLoaded

Fires when the list of horses is loaded

lua
exports.kd_stable:registerAction('horsesLoaded', function()
end)

Server initSQLValues

Fires when all database values are updated after the script is started

lua
exports.kd_stable:registerAction('initSQLValues', function()
end)

Server newFavorite

Fires when the player assigns a new favourite horse

lua
-- @param source - serverID of the player
-- @param horseID - ID of the horse
exports.kd_stable:registerAction('newFavorite', function(source,horseID)
end)

Server openSaddlebag

Fires when the player opens a saddlebag

lua
-- @param source - serverID of the player
-- @param saddleID - ID of the saddlebag
exports.kd_stable:registerAction('openSaddlebag', function(source,saddleID)
end)

Server openWagonLocker

Fires when the player opens a wagon locker

lua
-- @param source - serverID of the player
-- @param wagonID - ID of the wagon
exports.kd_stable:registerAction('openWagonLocker', function(source,wagonID)
end)

Server outHorse

Fires when the player get out a horse

lua
-- @param source - serverID of the player
-- @param horse - entity ID of the horse (server entity)
-- @param horseID - ID of the horse
exports.kd_stable:registerAction('outHorse', function(source,horse,horseID)
end)

Server putSaddlebag

Fires when the player puts a saddlebag on a horse

lua
-- @param source - serverID of the player
-- @param horseID - ID of the horse
-- @param saddleID - ID of the saddlebag
exports.kd_stable:registerAction('putSaddlebag', function(source,horseID,saddleID)
end)

Server reviveHorse

Fires when the player revives a horse

lua
-- @param source - serverID of the player
-- @param horseID - ID of the horse
-- @param price - price of the wagon
-- @param moneyType - devise of the price : 0 for normal & 1 for gold
exports.kd_stable:registerAction('reviveHorse', function(source,horseID,price,moneyType)
end)

Server spawnWagon

Fires when the player spawns a wagon

lua
-- @param source - serverID of the player
-- @param wagon - entity ID of the wagon (server entity)
-- @param wagonID - ID of the wagon
exports.kd_stable:registerAction('spawnWagon', function(source,wagon,wagonID)
end)

Server stableHorse

Fires when the player stables a horse

lua
-- @param source - serverID of the player
-- @param horseID - ID of the horse
-- @param stableID - ID of the stable
exports.kd_stable:registerAction('stableHorse', function(source,horseID,stableID)
end)

Server stableWagon

Fires when the player stables a wagon

lua
-- @param source - serverID of the player
-- @param wagonID - ID of the wagon
-- @param stableID - ID of the stable
exports.kd_stable:registerAction('stableWagon', function(source,wagonID,stableID)
end)

Server takeSaddlebag

Fires when the player takes a saddlebag off a horse

lua
-- @param source - serverID of the player
-- @param horseID - ID of the horse
-- @param saddleID - ID of the saddlebag
exports.kd_stable:registerAction('takeSaddlebag', function(source,horseID,saddleID)
end)

Server updateSQLStructure

Fires when the MySQL is initialized

lua
exports.kd_stable:registerAction('updateSQLStructure', function()
end)

Server wagonsLoaded

Fires when the list of wagons is fully loaded from the database

lua
exports.kd_stable:registerAction('wagonsLoaded', function()
end)

Filters

Filters are the new way to modify data used by the script added in the v1.2.0. These filters are fired at a specific point in time during the execution of the script. But contrary to events, filters are synchronous.

  • Syntax:
lua
-- @param <actionName> - name of the action
-- @param <argumentList> - list of arguments which are passed
exports.kd_stable:registerFilter(<actionName>, function(variable)
  -- Add your new data here
	return variable -- Don't forget to return the value
end)
  • Example :
lua
kd_stable:registerFilter('filterHorseData', function(horseData)
  horseData = "New name"
  return horseData
end)

Client canAccessToStable

Fires before display of the stable prompt

lua
-- @param canAccess - boolean
-- @param stable - stable data
exports.kd_stable:registerFilter('canAccessToStable', function(canAccess, stable)
	return canAccess
end)

Client canFleeHorse

Overwrite the player's ability to make the horse flee

lua
-- @param canFlee - boolean
-- @param entity - entity ID of the horse
exports.kd_stable:registerFilter('canFleeHorse', function(canFlee,entity)
	return canFlee
end)

Client canUseFixHorseCommand

Fires before display of the fix horse prompt with the command

lua
-- @param canUse - boolean
exports.kd_stable:registerFilter('canUseFixHorseCommand', function(canUse)
	return canUse
end)

Client canUseFixWagonCommand

Fires before fixing a wagon with the command

lua
-- @param canUse - boolean
exports.kd_stable:registerFilter('canUseFixWagonCommand', function(canUse)
	return canUse
end)

Client filterHorseData

Fires before generate horse item in menu

lua
-- @param horseData - horse's datas
exports.kd_stable:registerFilter('filterHorseData', function(horseData)
	return horseData
end)

Client filterNotification

filter the notification messages

lua
-- @param message - message's datas
-- @param message.type - string : 'notificationLeft' or 'notificationRight' (can't be change)
-- @param message.title - string : notification title
-- @param message.text - string : notification text
-- @param message.dict - string : dictionary of the icon
-- @param message.icon - string : icon name
-- @param message.color - string : color of the text
-- @param message.duration - int : duration of the notification
-- @param message.soundset_ref - string : dictionary of the sound
-- @param message.soundset_name - string : sound name
	}
exports.kd_stable:registerFilter('filterNotification', function(message)
	--return false to turn off the notification
	return message
end)

Client filterYourHorseLine

Fires after generated horse item in menu

lua
-- @param item - menu item
-- @param horseData - horse's datas
exports.kd_stable:registerFilter('filterYourHorseLine', function(item,horseData)
	return item
end)

Client generateHorseStatisticsForMenu

Fires before the display of the horse statistics in the menu

lua
-- @param stats - table of horse's statistics 
-- @param horseData - horse's datas
exports.kd_stable:registerFilter('generateHorseStatisticsForMenu', function(stats,horseData)
	return stats
end)

Client isSameMenu

Fires before do update actions when user select new item in menu

lua
-- @param same - boolean value
-- same = true - Do update actions
-- same = false - Cancel all update actions
exports.kd_stable:registerFilter('isSameMenu', function(same)
	return same
end)

Client updateHorseDataBeforeSpawn

Fires before spawn an horse

lua
-- @param horseData - horse's datas
exports.kd_stable:registerFilter('updateHorseDataBeforeSpawn', function(horseData)
	return item
end)

Client updateItemHorseAvailable

Fires before display horse owned line in the menu

lua
-- @param item - menu item
-- @param horseID - horse ID in the database
exports.kd_stable:registerFilter('updateItemHorseAvailable', function(item, horseID)
	return item
end)

Client updateLangForNUI

Fires before update translated string

lua
-- @param _lang - array of translated script
-- <key> is the key of string (don't edit them)
-- <value> is the translated string
exports.kd_stable:registerFilter('updateLangForNUI', function(_lang)
	return _lang
end)

Client updatePreviewPrompt

Fires after all update action to edit the current prompt

lua
-- @param currentPrompt - name of the current prompt
-- @param itemMenuData - all data of menu's item
exports.kd_stable:registerFilter('updatePreviewPrompt', function(currentPrompt,itemMenuData)
	return currentPrompt
end)

Server buyHorse

Fires when player buy a new horse, just before the 'buyHorse' action

lua
-- @param horseData - horse's datas filtered
-- @param horseID - horse ID in Config.horses table
-- @param source - serverID of the player
exports.kd_stable:registerFilter('buyHorse', function(horseData,horseID,source)
	return horseData
end)

Server canBuyTraining

Fires when player try to buy a training

lua
-- @param canBuy - boolean
-- @param source - serverID of the player
-- @param activity - activity data
-- @param moneyType - the type of money used to buy the training
-- @param horseNetID - the net ID of the horse
-- @param activityIndex - The index of the activity in Config.trainings
exports.kd_stable:registerFilter('canBuyTraining', function(canBuy, source,activity,moneyType,horseNetID,activityIndex)
	return canBuy
end)

server canTrainHorse

Fires when player open the training menu

lua
-- @param canOpen - boolean
-- @param source - serverID of the player
-- @param trainingID - the training ID
-- @param horseID - ID of the horse
exports.kd_stable:registerFilter('canTrainHorse', function(canOpen,source,trainingID,horseID)
	return canOpen
end)

server canUseWagonLocker

Manage the access to a specific wagon locker

lua
-- @param canUse - boolean
-- @param source - int : serverID of the player
-- @param wagonID - int : ID of the wagon
-- @param model - string : model of the wagon
-- @param size - table : size of the wagon locker
-- size.maxWeight
-- size.maxSlots
exports.kd_stable:registerFilter('canUseWagonLocker', function(canUse, source, wagonID, model, size )
	return canUse
end)

Server loadHorseData

Fires at the start of the script after all horses data is loaded

lua
-- @param horseData - horse's datas filtered
-- @param itemMenuData - horse's datas filtered from database
exports.kd_stable:registerFilter('loadHorseData', function(horseData,horseDataFromDB)
	return horseData
end)

Server updateExpByWalk

Fires when player rides a horse to update his experience

lua
-- @param configWinExpByWalk - Config.winExpByWalk
-- @param horseID - ID of the horse
exports.kd_stable:registerFilter('updateExpByWalk', function(configWinExpByWalk,horseID)
	return configWinExpByWalk
end)

Server updateMaxStableSlot

Fires when player opens a saddlebag

lua
-- @param maxAmount - maximum of slot
-- @param source - serverID of the player
-- @param typeOrder - 'horse' or 'wagon'
exports.kd_stable:registerFilter('updateMaxStableSlot', function(maxAmount,source,typeOrder)
	return maxAmount
end)

Server updateSaddlebagConfig

Fires when player opens a saddlebag

lua
-- @param saddlebagConfig - saddlebag configuration
-- saddlebagConfig.maxSlots
-- saddlebagConfig.maxWeight
-- @param hash - saddlebag component hash
-- @param source - serverID of the player
-- @param horseID - ID of the horse
-- @paran invName - ID of the inventory
exports.kd_stable:registerFilter('updateSaddlebagConfig', function(saddlebagConfig,hash,source, horseID, invName)
	return saddlebagConfig
end)

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