Usage

Usage

Inventory System Integration

To use these status effects with your inventory system, define the export in your items.lua file.

Example for OX Inventory

client = {
    image = 'burger_chicken.png',
    status = { hunger = 200000 },
    anim = 'eating',
    prop = 'burger',
    usetime = 2500,
    export = 'b2_statusEffects.ApplyHealthBoost1'
},

List of Exports

exports('ApplyHealthBoost1', function() ApplyStatusEffect('health_boost_1') end)
exports('ApplyHealthBoost2', function() ApplyStatusEffect('health_boost_2') end)
exports('ApplyHealthBoost3', function() ApplyStatusEffect('health_boost_3') end)

exports('ApplyStaminaBoost1', function() ApplyStatusEffect('stamina_boost_1') end)
exports('ApplyStaminaBoost2', function() ApplyStatusEffect('stamina_boost_2') end)
exports('ApplyStaminaBoost3', function() ApplyStatusEffect('stamina_boost_3') end)

exports('ApplyArmorBoost1', function() ApplyStatusEffect('armor_boost_1') end)
exports('ApplyArmorBoost2', function() ApplyStatusEffect('armor_boost_2') end)
exports('ApplyArmorBoost3', function() ApplyStatusEffect('armor_boost_3') end)

exports('ApplySpeedBoost1', function() ApplyStatusEffect('speed_boost_1') end)
exports('ApplySpeedBoost2', function() ApplyStatusEffect('speed_boost_2') end)
exports('ApplySpeedBoost3', function() ApplyStatusEffect('speed_boost_3') end)

exports('ApplyStrengthBoost1', function() ApplyStatusEffect('strength_boost_1') end)
exports('ApplyStrengthBoost2', function() ApplyStatusEffect('strength_boost_2') end)
exports('ApplyStrengthBoost3', function() ApplyStatusEffect('strength_boost_3') end)

exports('ApplyDamageResistance1', function() ApplyStatusEffect('damage_resistance_1') end)
exports('ApplyDamageResistance2', function() ApplyStatusEffect('damage_resistance_2') end)
exports('ApplyDamageResistance3', function() ApplyStatusEffect('damage_resistance_3') end)

exports('ApplyFireResistance1', function() ApplyStatusEffect('fire_resistance_1') end)
exports('ApplyFireResistance2', function() ApplyStatusEffect('fire_resistance_2') end)
exports('ApplyFireResistance3', function() ApplyStatusEffect('fire_resistance_3') end)

exports('ApplyVisionEnhancement1', function() ApplyStatusEffect('vision_enhancement_1') end)
exports('ApplyVisionEnhancement2', function() ApplyStatusEffect('vision_enhancement_2') end)
exports('ApplyVisionEnhancement3', function() ApplyStatusEffect('vision_enhancement_3') end)

exports('ApplyAdrenalineRush1', function() ApplyStatusEffect('adrenaline_rush_1') end)
exports('ApplyAdrenalineRush2', function() ApplyStatusEffect('adrenaline_rush_2') end)
exports('ApplyAdrenalineRush3', function() ApplyStatusEffect('adrenaline_rush_3') end)

exports('ApplyPoison1', function() ApplyStatusEffect('poison_1') end)
exports('ApplyPoison2', function() ApplyStatusEffect('poison_2') end)
exports('ApplyPoison3', function() ApplyStatusEffect('poison_3') end)

exports('ApplySlow1', function() ApplyStatusEffect('slow_1') end)
exports('ApplySlow2', function() ApplyStatusEffect('slow_2') end)
exports('ApplySlow3', function() ApplyStatusEffect('slow_3') end)

List of Visual Effects

  • screenBlur

  • reducedBrightness

  • colorDistortion

  • motionBlur

  • vignette

  • grayscale

  • invertedColors

  • darkCorners

  • shakingScreen

Each visual effect can be applied by setting the visualEffect and visualEffectStrength parameters in the config.lua file for each status effect.

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