Panoramica di export ed eventi
Gli elenchi completi sono generati dal codice nel riferimento API, una pagina per resource. Questa pagina è la versione breve: le chiamate a cui ricorrerai scrivendo la tua resource. Lato server salvo indicazione contraria.
bs_core
Sezione intitolata “bs_core”local p = exports.bs_core:GetPlayer(src) -- player object, nil if not loadedexports.bs_core:GetPlayerByCharId(charId)exports.bs_core:AddMoney(src, account, amount, reason)exports.bs_core:AddXP(src, amount, reason)exports.bs_core:GetPlayerMeta(src, key, fallback)exports.bs_core:AwardAction(src, 'vehicle_repaired') -- counts toward skills and contractsexports.bs_core:GetLanguage(src)I callback passano dal bridge, vedi Architettura.
bs_inventory
Sezione intitolata “bs_inventory”exports.bs_inventory:GiveItem(src, 'bandage', 2, metadata)exports.bs_inventory:RemoveItem(src, 'bandage', 1)exports.bs_inventory:CountItem(src, 'bandage')exports.bs_inventory:GetItem('bandage') -- definitionexports.bs_inventory:RegisterContainer(containerId, spec, src)exports.bs_inventory:OpenContainerFor(src, containerId)exports.bs_inventory:SetItemMeta(src, slot, item, metadata, silent)Altro in Oggetti e inventario.
bs_factions
Sezione intitolata “bs_factions”exports.bs_factions:GetFaction(src) -- faction idexports.bs_factions:FactionRank(src, factionId)exports.bs_factions:RankAllowed(src, 'build') -- custom rank permissionsexports.bs_factions:GetFactionLevel(factionId)exports.bs_factions:AddFactionXP(factionId, amount, reason)exports.bs_factions:AddReputation(src, amount, reason)exports.bs_factions:GetSquadMembers(src)exports.bs_factions:SameSquad(a, b)bs_building
Sezione intitolata “bs_building”exports.bs_building:RegisterPlaceable({ id = 'workbench', cat = 'utility', ... })exports.bs_building:PiecesInRadius(x, y, z, r)exports.bs_building:NearStation(src, 'workbench', 4.0)exports.bs_building:RaidOpen()exports.bs_building:GetRespawnPoint(charId)-- clientexports.bs_building:StartPlacing(defId)Evento: bs:building:pieceRemoved (id, defId) a ogni rimozione.
bs_crafting
Sezione intitolata “bs_crafting”exports.bs_crafting:StationDefs()exports.bs_crafting:Recipes()exports.bs_crafting:RecipeFor('bandage')exports.bs_crafting:SkillLevel(src)bs_jobs
Sezione intitolata “bs_jobs”exports.bs_jobs:GetJob(src) -- 'mechanic', 'hunter', ... or nilexports.bs_jobs:HasJob(src, 'medic')exports.bs_jobs:Does(src, 'hunt') -- capability check: hunt, fish, kidnap, rob, smuggle, gunsmith ...Quando puoi, controlla una capacità con Does invece del nome di un lavoro. Più lavori ne condividono una, e i proprietari dei server rinominano i lavori.
bs_medical
Sezione intitolata “bs_medical”exports.bs_medical:IsDowned(src)exports.bs_medical:Down(src)exports.bs_medical:Revive(src)-- clientexports.bs_medical:IsDowned()exports.bs_medical:IsCarrying()bs_zombies
Sezione intitolata “bs_zombies”Vedi l’API zombie per rumore, danni e spawn di eventi.
Hook ed eventi
Sezione intitolata “Hook ed eventi”Gli eventi del framework si chiamano bs:<area>:<cosa>. Gli hook del ciclo di vita come bs:hook:player:loaded sono elencati in Architettura. I pannelli UI devono scatenare bs:ui:opened e bs:ui:closed, vedi UI e NUI.
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