Script Suggestion What would be the name of the script(s)?- Drug script, complete make-over What kind of script(s) are you suggesting?- Items What is the suggestion?- For a long time now, the scripts of OwlGaming have stayed to the regular ideas brought to us by previous roleplay servers. These scripts, much like the NPCs have since been altered, and more appealing to users of the scripts in-game. Although some of these scripts were changed, the drug system remains completely the same with the only thing changed being the addition of drugs, and the removal of the script effects that such drugs had before. I won't get into detail because most of these effects and additions are not of importance.
Mta Script Araba Scriptleri Freeroam Server. Mta SA-Mini Cooper Off-Road. Multi Theft Auto San Adnreas Indir Multi Theft Auto yani MtaSan oyunu GtaSa'nin. I am really happy to be finally able to present you a pearl among all the regular roleplay servers on SA:MP, which have their scripts simply copied from various sites and authors, instead of.
This script that I am suggesting is to bring a little more roleplay with the drug items, when you are using, selling, buying, or in anyway interacting with these items in-character. Much like how you can NOW roll a gram of marijuana into a joint, if you have both the marijuana and rolling papers inside your inventory, this script is to make sure similar methods are available, after all, not everyone can roll a gram into a joint with just one rolling paper, and not everyone even WANTS to smoke a full gram. So without further ado, here is how the drug script should work, in full detail. Marijuana As described above, the marijuana item can be used when you have a pack of rolling papers and you click on the baggy, in which case your character does an automated /me to roll up a joint with one gram of marijuana.
The script that I am suggesting will bring more options to that, it will also utilise another script suggestion made regarding being able to divide drugs into values less of a gram (0.3g, 0.7g, etc). Of course, smoking weed can't be done with just rolling papers so in addition to rolling papers, a new water bong item will need to be created to allow others to smoke 'bowls'. The maximum allowed within a bowl will be 0.3 to 0.1 of a gram of weed. Smoking any of your weed will have to be done by clicking either the bong item or the rolling paper item which brings up a similar GUI to that of the split function, allowing you to place in X weed into your bong/pipe, or X weed onto a rolling paper or blunt before you smoke your bowl, or roll a joint/blunt.
A new addition may include blunts. Blunts are cigars, unrolled of their tobacco and re-rolled with weed. For this reason, the minimum in a blunt can be 0.8g to 2g, maximum. The minimum in a joint can be 0.3g to 1g, maximum. The minimum in a bowl can be 0.1g to 0.3g, maximum.
Once you select your amount, a proper automated action will be done by your character to allow others to be aware of your actions in-character. Items to be scripted in, are packs of cigars, and bongs & pipes.
Cigars are similar to the rolling package item, and bongs and pipes will need their own little thing scripted in. Cocaine The current script merely does an /ame action anytime you click your bag of cocaine, and the /ame says that you sniffed your cocaine. This, while kind of a light-detailed version of what is actually done, can lead to unrealistic roleplay such as sniffing a gram of cocaine all at once.
The script that I am suggesting is to bring you an option of how you enjoy your drug, and it can bring you a variety of roleplay since your single gram won't go to waste as soon as you've roleplayed hitting a line of 0.1g. Similar to that of the bong/pipe system described above, this part of the script can allow cocaine bags to be clicked as regular but instead of it disappearing or decreasing by 1g and an /ame of you sniffing the cocaine, a GUI will pop up just like the bong/pipe and you will be forced to divide your bag of goods into a more realistic amount. A line can still differ from 0.1g to 0.3g, just like the bowl system described above in the marijuana section. Once you select your amount, a proper automated action will be done by your character to allow others to be aware of your actions in-character. Heroin, Meth, PCP The current script merely does an /ame action anytime you click your bag of heroin, or meth and the /ame says that you injected (for heroin), and you sniffed (for meth).
First off, these /ames are only one of the methods used to consume heroin and/or meth. Secondly, this can lead to unrealistic roleplay since players may inject heroin without ever having roleplayed a syringe with them, and players can sniff meth when the meth may not be in a form that is smooth enough to actually sniff sniff horay style. The script that I am suggestion is to bring a variety of options to enjoy each of these drugs.
It will also bring a variety of roleplay since your single gram won't go to waste as soon as you've roleplayed taking the drug. Before we begin, let's speak about the ways of using heroin and meth. Heroin is commonly injected due to the nature of it's creation, causing it to be more impure heroin. For this reason, impure heroin would be dissolved with a mix of other substances.
Pure heroin however can be strong enough to sniff or swallow. Meth is similar to heroin in the same way. It can be injected, sniffed, or swallowed, all depending on how it was made. To properly inject heroin, meth, and PCP, you must heat up the product (most commonly done by heating under a spoon with product being on the spoon), once it has melted, you extract the substance with a syringe, add a needle to the syringe and then inject it into your veins. As explained above, an syringe item will need to be scripted in for those looking to inject their drugs. Due to the many methods to use these products, a GUI will open when clicking on either heroin, or meth. The GUI has three options just like the weapon item GUI however instead of the first being Unload, it is Inject.
This will only be available to click if the player handling the item has a syringe in their inventory, upon which you have to select an amount that you are injecting (0.2g, minimum, to 0.6g, maximum), and a proper automated action will be done by your character to allow others to be aware of your actions in-character after selection. The second GUI option is Sniff, which requires no item in your inventory. A line can differ from 0.1g, minimum, to 0.3g, maximum just like the bowl and cocaine system described above. Once you select your amount, a proper automated action will be done by your character to allow others to be aware of your actions in-character. The last option will be Close, and it will obviously be to close the GUI menu.
Ecstasy, Xanax, Oxycodone, Ketamine, Rohypnol, Crystal Meth, Unprocessed PCP Due to the lack of these items, I do not know what /ame is made when clicking on this item in your inventory however, these drugs are generally swallowed. Reacting to most of these drugs would take around 30-40 minutes.
All of the items should be calculated in tabs, except for unprocessed PCP and crystal meth. Similar to the GUI described for the drugs in the paragraph above, clicking any of the drugs listed here would open up a GUI with three options. The first would be Swallow. This option works with all of the above, however /ame actions that pop up will have to differ depending on the drug. If it's a pill, you can swallow it without necesarry but if it's a powder, you can swallow by pouring the product onto a tissue or rolling paper (it'll dissolve), and then eating the paper or tissue with the product within, this would take some time (30-40 minutes) for it to kick in as it'd have to be digested first, it can also be put inside digestible capsules, easily purchased realistically from supermarket or most health stores. Any of these drugs crushed into powder, can also be mixed into water, juice, or drinking liquids, and the drug can be drank that way.
This brings us to the second GUI option. This would be Drink, and is only available if a corresponding item like Softdrink, Bottled Water, etc, is in your inventory. After clicking this, an /ame action or two would appear to allow others to be aware of your actions in-character. Roleplaying drinking the mixed item would then be upto the player, and creates the /ame we all see whenever you drink something. The drinkable item does not require a name change.
Effects were there before, and all players complained about how it forced their roleplay. You don't control what drugs do to your body so if you take some drugs and begin to see some trippy visuals ingame, it could just be rp'd as either strong drugs, taking too much etc.
We have little rp surrounding drugs other than the odd drug user and mostly people selling to NPC's. It would be nice to have visuals ingame so that more people would buy them and boost the drug market, and hopefully shift some of the demand for guns towards drugs. You don't control what drugs do to your body so if you take some drugs and begin to see some trippy visuals ingame, it could just be rp'd as either strong drugs, taking too much etc.
We have little rp surrounding drugs other than the odd drug user and mostly people selling to NPC's. It would be nice to have visuals ingame so that more people would buy them and boost the drug market, and hopefully shift some of the demand for guns towards drugs. I'm not saying you are wrong, but this is called forced roleplay, just like having your car breakdown after a while, or having to change the tires, or having to change the roofing of your house, because hey, it happens! Or making you /piss every 12 hours because that just happens too. Uhm, I'd be hard to make, seeing the item name says enough on what it is.
Lets go drug system! Remake drug items so that they are 'Unknown Substance' but you can right-click (in world, select 'Inspect' or 'Details', and in inventory it just auto-opens that menu on right-click) that shows a brief description, ('rough white powdery substance') detailing what the drug would look like. Could be ID'd manually then, but can also allow police or people to label it, and a test-kit that shows the real actual name?