[Help] Paycheck Script


#1

Hello,

Recently I started a money system and I am trying to make a paycheck to go along with my job system, my job variable is “Job” and my money variable is “cash” this is what I have but it is not working:

Citizen.CreateThread(function(Job)
        while true do
            Citizen.Wait(1000)
            if Job == 'Tow' then
                cash = cash + 300
            elseif Job == 'Taxi' then
                cash = cash + 200
            elseif Job == 'Construction' then
                cash = cash + 100
            end
        end
end)

I have also tried this and it does not work:

Citizen.CreateThread(function()
		while true do
			Citizen.Wait(1000)
			if Job == 'Tow' then
				cash = cash + 300
			elseif Job == 'Taxi' then
				cash = cash + 200
			elseif Job == 'Construction' then
				cash = cash + 100
			end
        end
end)

#2

Can you show where Job and cash are defined?


#3

There you go @Briglair

local cash = 0

RegisterCommand("addcash", function()
    cash = cash + 1
end)

RegisterCommand("money", function()
	TriggerEvent("chatMessage", "MONEY", {255, 255, 255}, "Cash: ^2$"..cash)
end, false)

Citizen.CreateThread(function()
		while true do
			Citizen.Wait(0)
			DrawText1("Money: ~g~$".. cash)
        end
end)

Citizen.CreateThread(function()
		while true do
			Citizen.Wait(1000)
			if Job == 'Tow' then
				cash = cash + 300
			elseif Job == 'Taxi' then
				cash = cash + 200
			elseif Job == 'Construction' then
				cash = cash + 100
			end
        end
end)

function DrawText1(text)
    SetTextFont(0)
    SetTextProportional(1)
    SetTextScale(0.0, 0.50)
    SetTextDropshadow(1, 0, 0, 0, 255)
    SetTextEdge(1, 0, 0, 0, 255)
    SetTextDropShadow()
    SetTextOutline()
    SetTextEntry("STRING")
    AddTextComponentString(text)
    DrawText(0.10, 0.10)
end

local Job
RegisterCommand("job", function()
    Job = KeyboardInput("Job:", "", 20)
end, false)

RegisterCommand("jobs", function()
    TriggerEvent("jobs",Job)
end, false)

RegisterNetEvent("jobs")
AddEventHandler("jobs", function(Job)
    if Job == nil then
		TriggerEvent("chatMessage", "JOBS", {255, 255, 255}, "Current Job: None")
		TriggerEvent("chatMessage", "", {255, 255, 255}, "Other Jobs: Tow | Taxi | Construction")
    else
		TriggerEvent("chatMessage", "JOBS", {255, 255, 255}, "Current Job: "..Job)
        TriggerEvent("chatMessage", "", {255, 255, 255}, "Other Jobs: Tow | Taxi | Construction")
    end
end)

function KeyboardInput(TextEntry, ExampleText, MaxStringLenght)

    -- TextEntry        -->    The Text above the typing field in the black square
    -- ExampleText        -->    An Example Text, what it should say in the typing field
    -- MaxStringLenght    -->    Maximum String Lenght

    AddTextEntry('FMMC_KEY_TIP1', TextEntry .. ':') --Sets the Text above the typing field in the black square
    DisplayOnscreenKeyboard(1, "FMMC_KEY_TIP1", "", ExampleText, "", "", "", MaxStringLenght) --Actually calls the Keyboard Input
    blockinput = true --Blocks new input while typing if **blockinput** is used

    while UpdateOnscreenKeyboard() ~= 1 and UpdateOnscreenKeyboard() ~= 2 do --While typing is not aborted and not finished, this loop waits
        Citizen.Wait(0)
    end
        
    if UpdateOnscreenKeyboard() ~= 2 then
        local result = GetOnscreenKeyboardResult() --Gets the result of the typing
        Citizen.Wait(500) --Little Time Delay, so the Keyboard won't open again if you press enter to finish the typing
        blockinput = false --This unblocks new Input when typing is done
        return result --Returns the result
    else
        Citizen.Wait(500) --Little Time Delay, so the Keyboard won't open again if you press enter to finish the typing
        blockinput = false --This unblocks new Input when typing is done
        return nil --Returns nil if the typing got aborted
    end
end

#4

This way, it works for me :slight_smile:

local cash = 0
local Job = "None"

-- Commands

RegisterCommand("addcash", function()
    cash = cash + 1
end)

RegisterCommand("money", function()
	TriggerEvent("chatMessage", "MONEY", {255, 255, 255}, "Cash: ^2$" .. cash)
end, false)

RegisterCommand("job", function()
    Job = KeyboardInput("Job:", "", 20)
end, false)

RegisterCommand("jobs", function()
    if Job then
		TriggerEvent("chatMessage", "JOBS", {255, 255, 255}, "Current Job: " .. Job)
    else
		TriggerEvent("chatMessage", "JOBS", {255, 255, 255}, "Current Job: None")
    end
	TriggerEvent("chatMessage", "", {255, 255, 255}, "Other Jobs: Tow | Taxi | Construction")
end, false)

-- Threads

Citizen.CreateThread(function()
	while true do
		Citizen.Wait(0)
		DrawText1("Money: ~g~$".. cash)
	end
end)

Citizen.CreateThread(function()
	while true do
		Citizen.Wait(1000)
		if Job == 'Tow' then
			cash = cash + 300
		elseif Job == 'Taxi' then
			cash = cash + 200
		elseif Job == 'Construction' then
			cash = cash + 100
		end
	end
end)

--Functions

	function KeyboardInput(TextEntry, ExampleText, MaxStringLenght)

		-- TextEntry        -->    The Text above the typing field in the black square
		-- ExampleText        -->    An Example Text, what it should say in the typing field
		-- MaxStringLenght    -->    Maximum String Lenght

		AddTextEntry(GetCurrentResourceName() .. '_KeyboardHead', TextEntry) --Sets the Text above the typing field in the black square
		DisplayOnscreenKeyboard(1, GetCurrentResourceName() .. '_KeyboardHead', "", ExampleText, "", "", "", MaxStringLenght) --Actually calls the Keyboard Input
		blockinput = true --Blocks new input while typing if **blockinput** is used

		while UpdateOnscreenKeyboard() ~= 1 and UpdateOnscreenKeyboard() ~= 2 do --While typing is not aborted and not finished, this loop waits
			Citizen.Wait(0)
		end
			
		if UpdateOnscreenKeyboard() ~= 2 then
			local result = GetOnscreenKeyboardResult() --Gets the result of the typing
			Citizen.Wait(500) --Little Time Delay, so the Keyboard won't open again if you press enter to finish the typing
			blockinput = false --This unblocks new Input when typing is done
			return result --Returns the result
		else
			Citizen.Wait(500) --Little Time Delay, so the Keyboard won't open again if you press enter to finish the typing
			blockinput = false --This unblocks new Input when typing is done
			return nil --Returns nil if the typing got aborted
		end
	end

	function DrawText1(text)
		SetTextFont(0)
		SetTextProportional(1)
		SetTextScale(0.0, 0.50)
		SetTextDropshadow(1, 0, 0, 0, 255)
		SetTextEdge(1, 0, 0, 0, 255)
		SetTextDropShadow()
		SetTextOutline()
		SetTextEntry("STRING")
		AddTextComponentString(text)
		DrawText(0.10, 0.10)
	end

#5

Thank you so much it works.