Ability UI
You can now use, change or even hide the ability interface as you wish.
Last updated
You can now use, change or even hide the ability interface as you wish.
Last updated
local available_card_sets = {
["ability_cards"] = {
"ability_card_back",
"ability_card_black_ink_only",
"ability_card_design_masked",
"ability_card_glint",
"ability_card_no_color",
"corner_bg",
"menu_icon_ability_combat",
"menu_icon_ability_defense",
"menu_icon_ability_recovery",
},
["ability_cards_set_a"] = {
"ability_card_a_moment_to_recuperate",
"ability_card_focus_fire",
"ability_card_paint_it_black",
"ability_card_quite_an_inspiration",
"ability_card_slippery_bastard",
"ability_card_slow_and_steady",
},
["ability_cards_set_b"] = {
"ability_card_cold_blooded",
"ability_card_come_back_stronger",
"ability_card_eye_for_an_eye",
"ability_card_iron_lung",
"ability_card_kick_in_the_butt",
"ability_card_live_for_the_fight",
"ability_card_peak_condition",
"ability_card_ride_like_the_wind",
"ability_card_strange_medicine",
"ability_card_the_gift_of_focus",
},
["ability_cards_set_c"] = {
"ability_card_gunslingers_choice",
"ability_card_hangman",
"ability_card_horseman",
"ability_card_landons_patience",
"ability_card_necessity_breeds",
"ability_card_sharpshooter",
"ability_card_the_short_game",
"ability_card_winning_streak",
},
["ability_cards_set_d"] = {
"ability_card_fool_me_once",
"ability_card_friends_for_life",
"ability_card_hunker_down",
"ability_card_never_without_one",
"ability_card_of_single_purpose",
"ability_card_strength_in_numbers",
"ability_card_take_the_pain_away",
"ability_card_the_unblinking_eye",
"ability_card_to_fight_another_day",
},
}
or
local defaultAbilityColors= { -- you can use all colors on rdr2 but default ones here
"ABILITY_CARD_DEAD_EYE_TIER_1",
"ABILITY_CARD_DEAD_EYE_TIER_2",
"ABILITY_CARD_DEAD_EYE_TIER_3",
"ABILITY_CARD_COMBAT_TIER_1",
"ABILITY_CARD_COMBAT_TIER_2",
"ABILITY_CARD_COMBAT_TIER_3",
"ABILITY_CARD_DEFENSE_TIER_1",
"ABILITY_CARD_DEFENSE_TIER_2",
"ABILITY_CARD_DEFENSE_TIER_3",
"ABILITY_CARD_RECOVERY_TIER_1",
"ABILITY_CARD_RECOVERY_TIER_2",
"ABILITY_CARD_RECOVERY_TIER_3",
}
RegisterCommand("abilityUI",function(src,args,raw)
local abilityUi = exports["qadr_ui"]:abilityUiCreator()
local available_card_sets = {
["ability_cards"] = {
"ability_card_back",
"ability_card_black_ink_only",
"ability_card_design_masked",
"ability_card_glint",
"ability_card_no_color",
"corner_bg",
"menu_icon_ability_combat",
"menu_icon_ability_defense",
"menu_icon_ability_recovery",
},
["ability_cards_set_a"] = {
"ability_card_a_moment_to_recuperate",
"ability_card_focus_fire",
"ability_card_paint_it_black",
"ability_card_quite_an_inspiration",
"ability_card_slippery_bastard",
"ability_card_slow_and_steady",
},
["ability_cards_set_b"] = {
"ability_card_cold_blooded",
"ability_card_come_back_stronger",
"ability_card_eye_for_an_eye",
"ability_card_iron_lung",
"ability_card_kick_in_the_butt",
"ability_card_live_for_the_fight",
"ability_card_peak_condition",
"ability_card_ride_like_the_wind",
"ability_card_strange_medicine",
"ability_card_the_gift_of_focus",
},
["ability_cards_set_c"] = {
"ability_card_gunslingers_choice",
"ability_card_hangman",
"ability_card_horseman",
"ability_card_landons_patience",
"ability_card_necessity_breeds",
"ability_card_sharpshooter",
"ability_card_the_short_game",
"ability_card_winning_streak",
},
["ability_cards_set_d"] = {
"ability_card_fool_me_once",
"ability_card_friends_for_life",
"ability_card_hunker_down",
"ability_card_never_without_one",
"ability_card_of_single_purpose",
"ability_card_strength_in_numbers",
"ability_card_take_the_pain_away",
"ability_card_the_unblinking_eye",
"ability_card_to_fight_another_day",
},
}
local colors = { -- you can use all colors on rdr2 but default ones here
"ABILITY_CARD_DEAD_EYE_TIER_1",
"ABILITY_CARD_DEAD_EYE_TIER_2",
"ABILITY_CARD_DEAD_EYE_TIER_3",
"ABILITY_CARD_COMBAT_TIER_1",
"ABILITY_CARD_COMBAT_TIER_2",
"ABILITY_CARD_COMBAT_TIER_3",
"ABILITY_CARD_DEFENSE_TIER_1",
"ABILITY_CARD_DEFENSE_TIER_2",
"ABILITY_CARD_DEFENSE_TIER_3",
"ABILITY_CARD_RECOVERY_TIER_1",
"ABILITY_CARD_RECOVERY_TIER_2",
"ABILITY_CARD_RECOVERY_TIER_3",
}
local cardData = {
{
index = 1,
indicatorVisible = true,
color = colors[math.random(1,#colors)],
cardset = "ability_cards_set_a",
card = available_card_sets["ability_cards_set_a"][math.random(1,#available_card_sets["ability_cards_set_a"])],
unlocked = true, -- if set false, you can use rankText
rankText = "30",
cardtier = 3, -- 1 min max 4
},
{
index = 2,
indicatorVisible = true,
color = colors[math.random(1,#colors)],
cardset = "ability_cards_set_b",
card = available_card_sets["ability_cards_set_b"][math.random(1,#available_card_sets["ability_cards_set_b"])],
unlocked = true, -- if set false, you can use rankText
rankText = "30",
cardtier = 3, -- 1 min max 4
},
{
index = 3,
indicatorVisible = false,
color = colors[math.random(1,#colors)],
cardset = "ability_cards_set_c",
card = available_card_sets["ability_cards_set_c"][math.random(1,#available_card_sets["ability_cards_set_c"])],
unlocked = true, -- if set false, you can use rankText
rankText = "30",
cardtier = 3, -- 1 min max 4
},
{
index = 4,
indicatorVisible = true,
color = colors[math.random(1,#colors)],
cardset = "ability_cards_set_d",
card = available_card_sets["ability_cards_set_d"][math.random(1,#available_card_sets["ability_cards_set_d"])],
unlocked = true, -- if set false, you can use rankText
rankText = "30",
cardtier = 3, -- 1 min max 4
}
}
abilityUi:setCardToUiItemList(cardData)
abilityUi:enablePauseMenuButton(false)
local indicatorData = {
{
index = 1, -- 1 min max 4 (cardData index)
visible = true, -- true or false nill = false
},
{
index = 4,
visible = true,
}
}
abilityUi:setIndicator(indicatorData)
Wait(5000)
local getUI = exports["qadr_ui"]:getAbilityUI()
getUI:enablePauseMenuButton(true)
end)
local abilityUi = exports["qadr_ui"]:abilityUiCreator() -- Main UI Creator Function. Returns usable functions
abilityUi:setCardToUiItemList(cardData) -- This functions need cardData. Check example for more information.
abilityUi:enablePauseMenuButton(false) -- You can set pause menu button disable. False means disabled.
abilityUi:setIndicator(indicatorData) -- You hide/show only indicator with index. Check example for indicatorData table.
local latestAbilityUI = exports["qadr_ui"]:getAbilityUI() -- Return abilityUi main functions.
if latestAbilityUI then
latestAbilityUI:enablePauseMenuButton(true) -- You can set pause menu button enable. true means enabled.
end