SQL
You can find assets/db.sql
file in assets folder, please insert that sql into your database. It will create 1 table for player tattoos.
Config setup
Open the config.lua
file.
Framework
This script can be standalone, if needed, and we implemented two basic frameworks. You can change to your preferred framework like this:
Copy Config.Framework = Frameworks.ESX -- for ESX
Config.Framework = Frameworks.QBCORE -- for QB
Config.Framework = Frameworks.STANDALONE -- for Standalone ❗ check note below ❗
❗ For Frameworks.STANDALONE
, check Frameworks in config, please.
To implement your custom framework, take a look at the Framework easy guide.
License type
Change LicenseType
to the type of license you use to save your player data. We use this information to get the player's identifier.
Copy Config.LicenseType = 'license' --license, steam, discord
Language
To change the language of this script, you can simply change Config.Locale
to any available language in locales
folder (except tattooNames, that is used to make custom tattoo names).
Multicharacter
cd_multichar
in rcore_tattoos/config.lua Config.LicenseWithoutPrefix = true
cd_multicharacter/configs/config.lua add into additional tables
Copy {table_name = 'rcore_tattoos' , column_name = 'identifier' }
cd_multicharacter/configs/client_customise_me.lua add this into existing character & new character
Copy TriggerServerEvent ( 'rcore_tattoos:reload' )
Example
Copy
--███████╗██╗ ██╗██╗███████╗████████╗██╗███╗ ██╗ ██████╗ ██████╗██╗ ██╗ █████╗ ██████╗ █████╗ ██████╗████████╗███████╗██████╗
--██╔════╝╚██╗██╔╝██║██╔════╝╚══██╔══╝██║████╗ ██║██╔════╝ ██╔════╝██║ ██║██╔══██╗██╔══██╗██╔══██╗██╔════╝╚══██╔══╝██╔════╝██╔══██╗
--█████╗ ╚███╔╝ ██║███████╗ ██║ ██║██╔██╗ ██║██║ ███╗ ██║ ███████║███████║██████╔╝███████║██║ ██║ █████╗ ██████╔╝
--██╔══╝ ██╔██╗ ██║╚════██║ ██║ ██║██║╚██╗██║██║ ██║ ██║ ██╔══██║██╔══██║██╔══██╗██╔══██║██║ ██║ ██╔══╝ ██╔══██╗
--███████╗██╔╝ ██╗██║███████║ ██║ ██║██║ ╚████║╚██████╔╝ ╚██████╗██║ ██║██║ ██║██║ ██║██║ ██║╚██████╗ ██║ ███████╗██║ ██║
--╚══════╝╚═╝ ╚═╝╚═╝╚══════╝ ╚═╝ ╚═╝╚═╝ ╚═══╝ ╚═════╝ ╚═════╝╚═╝ ╚═╝╚═╝ ╚═╝╚═╝ ╚═╝╚═╝ ╚═╝ ╚═════╝ ╚═╝ ╚══════╝╚═╝ ╚═╝
--This function is triggered after you choose an EXISTING character.
function CharacterHasLoaded_EXISTING ( charid_1 , charid_2 , skin )
InitializeESX (charid_1, charid_2)
while not PlayerLoaded do Wait ( 0 ) end
ResetPlayerState ()
if GetResourceState ( 'cd_spawnselect' ) == 'started' then
------------------------------------------------------------------------------------------------------
--Add any additional trigger events here.
TriggerEvent ( 'cd_spawnselect:OpenUI' )
------------------------------------------------------------------------------------------------------
end
if Config.SkinScript == 'esx_skin' or Config.SkinScript == 'cui_character' then
if skin ~= 'Empty' then
if Config.SkinScript == 'esx_skin' then
Wait ( 2000 )
TriggerEvent ( 'skinchanger:loadSkin' , skin)
elseif Config.SkinScript == 'cui_character' then
TriggerEvent ( 'cui_character:SetPedClothes_multi' , false , skin)
end
else
print ( 'skin nil' )
end
elseif Config.SkinScript == 'betrayed_clothing_1' or Config.SkinScript == 'betrayed_clothing_2' then
TriggerServerEvent ( 'clothing:get_character_current' )
--TriggerServerEvent('clothing:checkIfNew') --You may need to try each of these. Not sure which will work for your skin script version.
elseif Config.SkinScript == 'other' then
--Add your own code here.
end
------------------------------------------------------------------------------------------------------
--Add any additional trigger events here.
------------------------------------------------------------------------------------------------------
--HERE
--RCORE_TATTOOOS
--RELOAD AFTER NEW CHARACTER
TriggerServerEvent ( 'rcore_tattoos:reload' )
end
--███╗ ██╗███████╗██╗ ██╗ ██████╗██╗ ██╗ █████╗ ██████╗ █████╗ ██████╗████████╗███████╗██████╗
--████╗ ██║██╔════╝██║ ██║ ██╔════╝██║ ██║██╔══██╗██╔══██╗██╔══██╗██╔════╝╚══██╔══╝██╔════╝██╔══██╗
--██╔██╗ ██║█████╗ ██║ █╗ ██║ ██║ ███████║███████║██████╔╝███████║██║ ██║ █████╗ ██████╔╝
--██║╚██╗██║██╔══╝ ██║███╗██║ ██║ ██╔══██║██╔══██║██╔══██╗██╔══██║██║ ██║ ██╔══╝ ██╔══██╗
--██║ ╚████║███████╗╚███╔███╔╝ ╚██████╗██║ ██║██║ ██║██║ ██║██║ ██║╚██████╗ ██║ ███████╗██║ ██║
--╚═╝ ╚═══╝╚══════╝ ╚══╝╚══╝ ╚═════╝╚═╝ ╚═╝╚═╝ ╚═╝╚═╝ ╚═╝╚═╝ ╚═╝ ╚═════╝ ╚═╝ ╚══════╝╚═╝ ╚═╝
--This function is triggered after you create a NEW character.
function CharacterHasLoaded_NEW ( charid_1 , charid_2 )
InitializeESX (charid_1, charid_2)
while not PlayerLoaded do Wait ( 0 ) end
ResetPlayerState ()
SetCoords (Config.DefaultSpawn)
if GetResourceState ( 'cd_identity' ) == 'started' then
TriggerEvent ( 'cd_identity:OpenIdentityUI' , charid_1)
else
if Config.SkinScript == 'esx_skin' then
TriggerEvent ( 'skinchanger:loadDefaultModel' , true )
TriggerEvent ( 'skinchanger:ResetPlayerSkin' )
TriggerEvent ( 'esx_skin:openSaveableMenu' )
elseif Config.SkinScript == 'cui_character' then
TriggerEvent ( 'cui_character:SetPedClothes_multi' , true )
elseif Config.SkinScript == 'betrayed_clothing_1' or Config.SkinScript == 'betrayed_clothing_2' then
TriggerServerEvent ( 'clothing:checkIfNew' )
--TriggerServerEvent('clothing:checkIfNew') --You may need to try each of these. Not sure which will work for your skin script version.
elseif Config.SkinScript == 'other' then
--Add your own code here.
end
end
------------------------------------------------------------------------------------------------------
--Add any additional trigger events here.
------------------------------------------------------------------------------------------------------
--HERE
--RCORE_TATTOOOS
--RELOAD AFTER NEW CHARACTER
TriggerServerEvent ( 'rcore_tattoos:reload' )
end