JRS COREドキュメント
スクリプト

Character

[CHARACTER] フォルダのスクリプト 16 個

Character creation, clothing, barber, metabolism, animations and everything that changes the player ped.

このフォルダには 16 個のスクリプト があります。下のタブから選んでください。

Free (included in JRS Core)   jrs_3dme

JRS Core /me - roleplay text above your head

Resource jrs_3dme
Folder [CHARACTER]
Version 1.0.0
Author JRS TEAM
Depends on jrs_core
Interface No
Code size Lua 906 行
config.lua - 8 項目#

General

Setting Default What it does
Language "en" 'en' or 'ar'
Command "me" command の設定。
Color table color のエントリ一覧。ファイル内の例に従って追加・削除・編集します。
Duration 6000 ms the text stays
DisplayDistance 20.0 display distance に適用されるゲーム内距離。
MaxLength 120 max length の上限。
Cooldown 2 seconds between two /me
ChatCopy true also write it in the chat of nearby players

Free (included in JRS Core)   jrs_animations

A tool to define animations and use them in your scripts with an export

Resource jrs_animations
Folder [CHARACTER]
Version 1.0
Author JRS TEAM
Interface Yes (NUI)
Code size Lua 504 行

Commands

  • /endanimation
  • /focus
  • /printcoords
  • /startanimation
  • /testanimation

Exports

initiate

config.lua - 16 項目#

General

Setting Default What it does
DevTools false dev tools のスイッチ:true = オン、false = オフ(初期値 false)。
Animations table If you add new animations here, please consider raising a PR and sharing it with the community! :) Read through the README to see how to add new animations.
  ↳ craft table Default Animation
  ↳ spindlecook table spindlecook のエントリ一覧。ファイル内の例に従って追加・削除・編集します。
  ↳ knifecooking table knifecooking のエントリ一覧。ファイル内の例に従って追加・削除・編集します。
  ↳ campfire table campfire のエントリ一覧。ファイル内の例に従って追加・削除・編集します。
  ↳ riverwash table riverwash のエントリ一覧。ファイル内の例に従って追加・削除・編集します。
  ↳ hoeing table hoeing のエントリ一覧。ファイル内の例に従って追加・削除・編集します。
  ↳ readnewspaper table readnewspaper のエントリ一覧。ファイル内の例に従って追加・削除・編集します。
  ↳ gravedigging table gravedigging のエントリ一覧。ファイル内の例に従って追加・削除・編集します。
  ↳ carry_box table carry box のエントリ一覧。ファイル内の例に従って追加・削除・編集します。
  ↳ carry_sugar table carry sugar のエントリ一覧。ファイル内の例に従って追加・削除・編集します。
  ↳ sweeping table sweeping のエントリ一覧。ファイル内の例に従って追加・削除・編集します。
  ↳ carry_barrel table carry barrel のエントリ一覧。ファイル内の例に従って追加・削除・編集します。
  ↳ carry_moonshine table carry moonshine のエントリ一覧。ファイル内の例に従って追加・削除・編集します。
  ↳ carry_moonshine2 table carry moonshine2 のエントリ一覧。ファイル内の例に従って追加・削除・編集します。

Free (included in JRS Core)   jrs_attached_objects

JRS Core attached objects - wearable props from items (shield, arrow pouch, miner lamp)

Resource jrs_attached_objects
Folder [CHARACTER]
Version 1.0.0
Author JRS TEAM
Depends on jrs_core, jrs_inventory
Interface No
Code size 1,139 Lua lines
config.lua - 9 項目#

General

Setting Default What it does
Debug false Debug output for debug:true = はい、false = いいえ(初期値 false)。
DeleteAllAttached table delete all attached のエントリ一覧。ファイル内の例に従って追加・削除・編集します。
  ↳ Command "deleteallattachedprops" command の設定。
  ↳ Description 'Execute this command to rem... description でプレイヤーに表示されるテキスト。翻訳や名称変更をするときに変更します。
DeleteAllOnPlayerRespawn true Clear all player ped attached objects - props if the player has been respawned (not revived).
AttachedItemSets table attached item sets が使うインベントリアイテム。名前は jrs_items テーブルに存在する必要があります。
  ↳ natives_backshield table ITEM NAME
  ↳ natives_arrow_pouch_bag table ITEM NAME
  ↳ miner_hat table ITEM NAME

Free (included in JRS Core)   jrs_barber

jrs core Barber - standalone barber and grooming system

Resource jrs_barber
Folder [CHARACTER]
Version 3.7.2
Author jrs team
Depends on /assetpacks, /assetpacks-redm, jrs_core, jrs_inventory
Interface Yes (NUI)
Languages ar, en
Code size 11,078 Lua lines

Exports

CaptureCurrentBarber, GetCharacterBarber, IsBarberBusy, OpenBarber, SetCharacterBarber

Database tables

jrs_appearance_legacy_backup, jrs_appearance_onboarding, jrs_barber, jrs_barber_preset

Notes from the README#
text
# jrs_barber 3.1.2
Standalone REDEMPIRE barber/grooming resource for RedM.
## Dependencies
- jrs_core
- jrs_inventory
- oxmysql
## Start order
'''cfg
ensure oxmysql
ensure jrs_core
ensure jrs_inventory
ensure jrs_barber
'''
## Barber flow
1. The world prompt is shown only while the barber session is idle.
2. Holding the configured key hides the prompt immediately.
3. The resource finds the closest Rockstar barber-seat scenario.
4. If the chair has no scenario, a barber-seat scenario is attached to the closest supported barber-chair prop.
5. The player must finish sitting before any NUI/camera opens.
6. The chair scenario remains authoritative until Save/Close. Back navigation does not stand the player up.
7. No hairstyle is removed before the editor data is ready, so a failed callback can never leave the player bald.
## Main config
'''lua
BarberConfig.PromptKey = 0x760A9C6F
BarberConfig.PromptDistance = 2.2
BarberConfig.ChairAnimation = true
BarberConfig.RequireChairBeforeOpen = true
BarberConfig.ChairTimeout = 8000
BarberConfig.ChairSettleDelay = 700
'''
Run `sql/install.sql` once if the tables do not already exist.
## 3.1.1 paired release
- Barber logic is unchanged from 3.1.0; version aligned with the clothing weapon-layer fix package.
## 3.1.2 prompt description fix
- Native prompt title now follows the nearest configured barber shop.
- Prompt description is explicit and stable: Hair, beard & grooming.
- jrs_interactions receives the same description when used.
- Prompt remains hidden for the whole chair/editor session.

Free (included in JRS Core)   jrs_basemenu

JRS Core base menu - a simple player menu: who you are, your money, your jobs and the server links

Resource jrs_basemenu
Folder [CHARACTER]
Version 1.0.0
Author JRS TEAM
Depends on jrs_core
Interface No
Code size Lua 925 行
config.lua - 5 項目#

General

Setting Default What it does
Language "en" 'en' or 'ar'
Command "menu" /menu opens the base menu
Key 0xA8E3F467 F1 opens it too. false = command only
ServerName "JRS Core" title of the menu
Links table Extra lines at the bottom of the menu (rules, discord, website ...). Leave empty for none. Picking a line shows its text as a notification.

Free (included in JRS Core)   jrs_canteen

JRS Core canteen - drink and refill at rivers and lakes

Resource jrs_canteen
Folder [CHARACTER]
Version 1.0.0
Author JRS TEAM
Depends on jrs_core, jrs_inventory
Interface No
Code size Lua 258 行
config.lua - 38 項目#

General

Setting Default What it does
Language "en" 'en' or 'ar'
DrinkThirst 250 thirst gained per sip
RefillThirst 1000 thirst set to full when drinking straight from fresh water
DrinkTime 5000 ms the drinking animation lasts
RefillTime 8000 ms kneeling at the water to refill
CanteenItems table every canteen item (all usable)
Canteens table canteen item -> what it becomes after one sip (missing = empty, cannot drink)
  ↳ canteen100 "canteen75" canteen100 の設定。
  ↳ canteen75 "canteen50" canteen75 の設定。
  ↳ canteen50 "canteen25" canteen50 の設定。
  ↳ canteen25 "canteen0" canteen25 の設定。
FullCanteen "canteen100" full canteen の設定。
EmptyCanteen "canteen0" empty canteen の設定。
FreshWater table Fresh water you can refill from (salt water is excluded on purpose)
  ↳ -1504425495 "San Luis River" 1504425495 の設定。
  ↳ -1369817450 "Lake Don Julio" 1369817450 の設定。
  ↳ -1356490953 "Flat Iron Lake" 1356490953 の設定。
  ↳ -1781130443 "Upper Montana River" 1781130443 の設定。
  ↳ -1300497193 "Owanjila" 1300497193 の設定。
  ↳ -1276586360 "HawkEye Creek" 1276586360 の設定。
  ↳ -1410384421 "Little Creek River" 1410384421 の設定。
  ↳ 370072007 "Dakota River" 370072007 の設定。
  ↳ 650214731 "Beartooth Beck" 650214731 の設定。
  ↳ 592454541 "Lake Isabella" 592454541 の設定。
  ↳ -804804953 "Cattail Pond" 804804953 の設定。
  ↳ 1245451421 "Deadboot Creek" 1245451421 の設定。
  ↳ -218679770 "Spider Gorge" 218679770 の設定。
  ↳ -1817904483 "O'Creagh's Run" 1817904483 の設定。
  ↳ -811730579 "Moonstone Pond" 811730579 の設定。
  ↳ -1229593481 "Roanoke Valley" 1229593481 の設定。
  ↳ -105598602 "Elysian Pool" 105598602 の設定。
  ↳ -2040708515 "Lannahechee River" 2040708515 の設定。
  ↳ 231313522 "Creek" 231313522 の設定。
  ↳ 2005774838 "Creek" 2005774838 の設定。
  ↳ -1287619521 "Creek" 1287619521 の設定。
  ↳ -1308233316 "Creek" 1308233316 の設定。
  ↳ -196675805 "Creek" 196675805 の設定。
  ↳ -49694339 "Arroyo De La Vibora" 49694339 の設定。

Free (included in JRS Core)   jrs_character

jrs core Character System

Resource jrs_character
Folder [CHARACTER]
Version 4.2.52-jrs-service
Author jrs team
Depends on jrs_barber, jrs_clothing, jrs_core, jrs_inventory, oxmysql
Interface Yes (NUI)
Languages ar, en
Code size 25,558 Lua lines

Commands

  • /fixheight
  • /fixscale
  • /rc
  • /scale

Exports

AdminDeleteActiveCharacter, AdminOpenCharacterEditor, AdminOpenCharacterSelector, ApplyCachedPlayerScale, ApplyCharacterExpressions, ApplyNuiFocus, GetCachedExpressions, GetCachedPlayerScale, GetCharacterAge, GetCharacterAgeById, GetCurrentCharacterAge, IsCharacterGateActive, IsCharacterReady, IsReloadingCurrentCharacter, ReloadCurrentCharacter, RestoreCharacterAppearance, loading

Database tables

jrs_character_creator

config/config.lua - 90 項目#

General

Setting Default What it does
Debug false Debug output for debug:true = はい、false = いいえ(初期値 false)。
AgingMode "playtime" In playtime mode, the character keeps the age calculated from the date of birth when it is created. Every HoursPerYear hours played with that specific character adds one year. Time is saved per character in the database.
HoursPerYear 24 reachable over a real character's active lifetime instead of never showing up. The previous value (100) needed 1200+ hours just to see the first grey hair.
AgingSaveIntervalMinutes 5 aging save interval minutes の時間設定。単位(秒・分・ミリ秒)は通常、オプション名か近くのオプションのコメントに書かれています。
MinimumAge 18 No character may be created younger than this. Enforced both client-side (immediate feedback in the creator) and server-side (authoritative).

Changing the year re-dates the whole server: every age is (WorldDate.year -

Setting Default What it does
WorldDate table birth year), so raising it ages everyone by the difference. Birth years are stored as entered and are never rewritten.
  ↳ year 1899 year の数値(初期値 1899)。
  ↳ month 6 month の数値(初期値 6)。
  ↳ day 1 day の数値(初期値 1)。
EarliestBirthYear 1790 Nobody may claim to have been born before this. Purely a sanity bound for the creator's date picker and the server's validation; it also stops a birth year of 0001 producing an 1898-year-old character.
SpawnVitals table Character vitals applied after selecting or respawning a character. The creator changes the player model while loading appearance, and RedM can leave the new ped with the temporary selector ped's low health/stamina.
  ↳ Enabled true enabled のオン/オフ(初期値 true)。
  ↳ FillHealth true Fill both the outer bars and the inner cores.
  ↳ FillHealthCore true fill health core のスイッチ:true = オン、false = オフ(初期値 true)。
  ↳ FillStamina true fill stamina のスイッチ:true = オン、false = オフ(初期値 true)。
  ↳ FillStaminaCore true fill stamina core のスイッチ:true = オン、false = オフ(初期値 true)。
  ↳ Health 600 health の数値(初期値 600)。
  ↳ HealthCore 100 health core の数値(初期値 100)。
  ↳ Stamina 100.0 stamina の数値(初期値 100.0)。
  ↳ StaminaCore 100 stamina core の数値(初期値 100)。
  ↳ ReapplyDelaysMs table Repeat briefly because appearance/metabolism resources may finish loading during the first second after the ready event.
  ↳ ApplyOnCharacterSelect true apply on character select のスイッチ:true = オン、false = オフ(初期値 true)。
  ↳ ApplyAfterDeathRespawn true apply after death respawn のスイッチ:true = オン、false = オフ(初期値 true)。
  ↳ DeathRespawnAliveWaitMs 15000 Some death scripts fire their respawn event just before the replacement ped becomes alive. Wait only for a real living ped; never revive a corpse.
  ↳ DeathRespawnPollMs 100 death respawn poll ms の時間設定。単位(秒・分・ミリ秒)は通常、オプション名か近くのオプションのコメントに書かれています。
SpawnAnimation table Wake-up animation played when a living character enters the game world. It is skipped for characters that are still dead.
  ↳ Enabled true enabled のオン/オフ(初期値 true)。
  ↳ Dictionary "script_rc@bch2@leadout@rsc_6" dictionary の設定。
  ↳ Name "wakeup_slow_charles" name でプレイヤーに表示されるテキスト。翻訳や名称変更をするときに変更します。
  ↳ Duration -1 duration の時間設定。単位(秒・分・ミリ秒)は通常、オプション名か近くのオプションのコメントに書かれています。
  ↳ Flag 0 flag の数値(初期値 0)。
  ↳ BlendInSpeed 1.0 blend in speed の数値(初期値 1.0)。
  ↳ BlendOutSpeed 1.0 blend out speed の数値(初期値 1.0)。
  ↳ LoadTimeoutMs 10000 load timeout ms の時間設定。単位(秒・分・ミリ秒)は通常、オプション名か近くのオプションのコメントに書かれています。
  ↳ ApplyOnCharacterSelect true Existing and newly-created characters both use the same final spawn path.
  ↳ ApplyAfterDeathRespawn true The built-in REDEMPIRE revive routes already use this wake-up animation too.
  ↳ WakeUpTimeMs 7000 Time the character spends in the sleeping/wake-up animation before controls are returned. Gives ample time for low-end PCs (slow HDDs/CPUs) to stream all textures, face and clothes.
  ↳ FadeInDelayMs 2000 fade in delay ms の時間設定。単位(秒・分・ミリ秒)は通常、オプション名か近くのオプションのコメントに書かれています。
  ↳ EnsureComponentsTimeoutMs 12000 ensure components timeout ms の時間設定。単位(秒・分・ミリ秒)は通常、オプション名か近くのオプションのコメントに書かれています。
SpawnBook table New-character city selection book. Each city can be enabled or disabled independently with Enabled = true/false. Keep at least one city enabled so a new character always has a valid spawn.
  ↳ Title "Choose Your Beginning" title でプレイヤーに表示されるテキスト。翻訳や名称変更をするときに変更します。
  ↳ Subtitle "Every trail begins somewhere." subtitle の設定。
  ↳ SelectLabel "Begin in %s" select label でプレイヤーに表示されるテキスト。翻訳や名称変更をするときに変更します。
  ↳ PageLabel "Page %s of %s" page label でプレイヤーに表示されるテキスト。翻訳や名称変更をするときに変更します。
  ↳ Ar table Arabic copy for the book. Any field left out falls back to the English. Each city below carries its own Ar block the same way.
  ↳ PreviewWorld false The book already contains a city image for every page. Enable this only when you also want the game camera to move to the city while browsing.
  ↳ Cities table cities のエントリ一覧。ファイル内の例に従って追加・削除・編集します。
AgingEffects table Optional automatic visual and movement effects based on the character's playtime age. These effects are runtime-only: the player's original hair, beard and face selections are never overwritten in the database.
  ↳ Enabled true enabled のオン/オフ(初期値 true)。
  ↳ PreviewInCharacterSelector true Show the automatic grey hair / wrinkles on selector preview peds too.
  ↳ RuntimeEnforcement table Some dependent resources reload the saved barber appearance immediately after the character-ready event. During this short window, verify the equipped hair tint and repair it without waiting for the playtime save.
  ↳ Hair table Each effect can be disabled independently.
  ↳ Beard table beard のエントリ一覧。ファイル内の例に従って追加・削除・編集します。
  ↳ Wrinkles table wrinkles のエントリ一覧。ファイル内の例に従って追加・削除・編集します。
  ↳ Movement table movement のエントリ一覧。ファイル内の例に従って追加・削除・編集します。
  ↳ Stages table 160 = Aged Gray / Silver-White (رمادي مسنّ مشيب) 161 = Pure White (أبيض ناصع) Characters below age 50 keep their 100% natural chosen hair and beard color.
startScale true start scale のスイッチ:true = オン、false = オフ(初期値 true)。
CharacterSwitch table Character re-selection is intentionally admin-only. Normal players have no command or keybind that can unload the active character.
  ↳ enabled false enabled のオン/オフ(初期値 false)。
  ↳ command nil command の設定。
  ↳ 1 table 1 のエントリ一覧。ファイル内の例に従って追加・削除・編集します。
spawnGroups table spawn groups に使うワールド座標(x, y, z)。
TimeToRespawn 50 Second
RespawnCoords table respawn coords の時間設定。単位(秒・分・ミリ秒)は通常、オプション名か近くのオプションのコメントに書かれています。
  ↳ 1 table Valentine
  ↳ 2 table Saint Denis
  ↳ 3 table Annesburg
  ↳ 4 table Strawberry
  ↳ 5 table Blackwater
  ↳ 6 table Armandillo
  ↳ 7 table Rhodes
  ↳ 8 table SnowLoc
  ↳ 9 table Guarma
  ↳ 10 table Fort Wallace
ModelNames table model names に使うゲームモデルまたはエンティティ。
  ↳ male "mp_male" male の設定。
  ↳ female "mp_female" female の設定。
CreatorCam table creator cam のエントリ一覧。ファイル内の例に従って追加・削除・編集します。
  ↳ heading -83.32 heading の数値(初期値 -83.32)。
  ↳ z 121.305 z の数値(初期値 121.305)。
  ↳ zoom 50.0 zoom の数値(初期値 50.0)。
  ↳ start table start のエントリ一覧。ファイル内の例に従って追加・削除・編集します。
  ↳ pitch -10.0 pitch の数値(初期値 -10.0)。
  ↳ rotateStep 6.0 rotate step の数値(初期値 6.0)。
  ↳ zoomStep 5.0 zoom step の数値(初期値 5.0)。
  ↳ zMin 119.100 z min の最小値または必要レベル。
  ↳ zMax 123.300 z max の上限。
  ↳ zStep 0.05 z step の数値(初期値 0.05)。
Creator table Integrated creator and selector settings.
UseCharSelectRoom true When true, uses the modern Moonshine Saloon interior (interior 78337) with preconfigured ped slots & lighting instead of outdoor spawnGroups
Notes from the README#
text
# jrs_character 3.1.2
Clean REDEMPIRE character lifecycle, selector, creator, clothing, barber, respawn, and playtime-aging resource.
This build contains the city spawn book and wake-up animation only; the experimental identity-card system is not included.
## Structure
'''text
jrs_character/
├── client/client.lua       # all client runtime logic
├── server/server.lua       # all server runtime logic
├── config.lua              # all editable configuration
├── data/client.lua         # large client-only asset tables
├── data/shared.lua         # shared character appearance defaults
├── ui/                     # NUI outside the old creator directory
├── sql/install.sql         # database installation / upgrades
└── fxmanifest.lua
'''
## Installation
1. Replace the previous `jrs_character` folder completely. Do not merge the old and new folders.
2. Import `sql/install.sql` once.
3. Ensure resources start in this order: `oxmysql`, `jrs_core`, `jrs_inventory`, `jrs_clothing`, `jrs_barber`, `jrs_character`.
4. Perform a full server restart.
## Compatibility
Event names and exports remain unchanged so existing REDEMPIRE resources continue to call the same APIs.
## New-character spawn book
New characters choose their first city from an open-book UI after finishing appearance and clothing.
Configure pages in `Config.SpawnBook.Cities`. Every city has an independent `Enabled = true/false` toggle, image, description, details, preview camera and final
Included pages: Valentine, Rhodes, Saint Denis, Blackwater, Armadillo and Strawberry.
## Spawn wake-up animation
Living characters play `wakeup_slow_charles` when they enter the game world. Configure or disable it under `Config.SpawnAnimation` in `config.lua`.
## Character Ready Gate (v3.1.4)
The character resource now owns a pre-character gate. While the selector, new-character creator, or final character spawn is still active:
- gameplay controls and the pause/ESC menu are blocked;
- HUD/radar are kept hidden;
- `LocalPlayer.state.jrsCharacterGate` is `true`;
- `LocalPlayer.state.jrsCharacterReady` is `false`.
Only after the selected/created character has finished model, body, clothing, barber, position and final spawn initialization does the resource publish:
- `LocalPlayer.state.jrsCharacterGate = false`
- `LocalPlayer.state.jrsCharacterReady = true`
- event: `jrs_character:gateChanged`
- export: `exports.jrs_character:IsCharacterReady()`
- export: `exports.jrs_character:IsCharacterGateActive()`
Other gameplay/UI resources should defer player-facing initialization until `jrsCharacterReady == true`. Required character dependencies still need to be starte

Free (included in JRS Core)   jrs_clothing

jrs core Clothing - standalone clothing and outfit system

Resource jrs_clothing
Folder [CHARACTER]
Version 3.10.8
Author jrs team
Depends on /assetpacks, /assetpacks-redm, jrs_core, jrs_inventory
Interface Yes (NUI)
Languages ar, en
Code size 18,055 Lua lines

Commands

  • /bodyfitdebug
  • /getnaked
  • /temptest
  • /testclothes
  • /undress

Exports

ApplyFallbackOutfit, CaptureCurrentClothes, EquipMultipleClothes, GetCharacterClothes, GetClothingInfo, GetEquippedCategories, GetEquippedClothing, GetInventoryClothingState, GetTemperatureProtection, IsBandanaEquipped, IsClothingBusy, IsClothingCategoryEquipped, IsPlayerNaked, NativeHasPedComponentLoaded, NativeUpdatePedVariation, OpenClothing, RemoveAllClothesExceptEssentials, RepairWeaponClothing, ResolveUniformClothes, RestorePlayerBodyMeshes, SetCharacterClothes, SetDoorLocksEnabled, SetMetaPedTag, SetNaked, SmartBodyFitPed, ToggleDoorLock, ToggleInventoryClothing, ToggleNaked, UpdateCustomClothes

Database tables

jrs_appearance_legacy_backup, jrs_appearance_onboarding, jrs_clothing_current, jrs_clothing_outfits, jrs_clothing_wearables

Notes from the README#
text
# REDEMPIRE update 3.1.3
Inventory integration casing + save-to-book-position flow.
# Jrs_clothing
Standalone clothing/outfit resource split from the unified appearance package.
Start order:
1. oxmysql
2. jrs_core
3. jrs_inventory
4. Jrs_clothing
Compatibility: provides `jrs_clothing` for resources that use the legacy lowercase dependency name.
## 2.5.0 category isolation + control layout
- Deterministic NUI/server callbacks (no busy-wait database callbacks).
- Strict tab/category isolation and duplicate-row protection.
- Final responsive layout override for 1080p/2K/4K.
- Split onboarding/database ownership and safer resource cleanup.
## 3.0.0 F1 wearable rebuild + stable compact layout
- F1 opens immediately with a loading row and never waits on SQL.
- Equipped clothing is refreshed from the server with a 650ms local fallback.
- F1 height now follows content; no large empty black panel.
- Wearable sliders send only on committed change to prevent NUI spam.
- Camera/context panels are always disabled in F1.
## 2.8.0 native color swatches + F1 camera cleanup
- Native Red Dead MetaPed tint picker uses exact 0-254 tint indices; 255 disables a channel.
- Components without a valid tint palette stay fixed and expose no color picker.
- Color selection is click-only (no continuous NUI slider spam).
- F1 wearable menu never creates or retains the shop camera/View Controls.
## 2.7.0 native colors + law clothing switch
- Native MetaPed tint controls use the equipped Red Dead palette/tint data instead of synthetic web colors.
- Items with no native tint palette stay fixed and do not expose color controls.
- Law-enforcement clothing is disabled by default through `ClothingConfig.LawClothing.Enabled = false`.
- Set `ClothingConfig.LawClothing.Enabled = true` and restart the resource to make law clothing available again.
- Law assets are filtered before the NUI list is built and blocked again on equip/save paths.
## 3.0.0 exact per-item Red Dead colors + smooth catalogue transition
- Removed the synthetic NUI rainbow completely.
- Color choices now come only from the selected model's real `assets.lua` variants.
- Items with one/no real variant do not show a color picker.
- Color chips are intentionally neutral; the game character is the authoritative live color preview.
- Catalogue transition fades while the book is visibly open, cleans the scene while black, then settles the fitting room before fading in.
## 3.0.2 clean release
- Clothing behavior from 3.0.0 retained unchanged in this clean paired release.
## 3.0.3 paired clean release
- Clothing logic is unchanged from the previous clean release; version aligned with Jrs_barber 3.0.3 for the paired package.
## 3.1.1 weapon-clothing / MetaPed layering fix
- Fixed `_REFRESH_META_PED_SHOP_ITEMS`: refresh mode is now always `1` instead of passing a category hash.
- Full outfits are rebuilt in deterministic layer order; weapon clothing is always applied last.

Paid (server only)   jrs_key

Radar peek key, horse sprint zones, and RDO-style loading screen

Resource jrs_key
Folder [CHARACTER]
Version 1.1.0
Author jrs team
Interface No
Languages ar, en
Code size Lua 495 行

Exports

OpenAdmin

Database tables

IF

config/config.lua - 20 項目#

Everything this resource does is switched from here. Nothing is

Setting Default What it does
Enabled true Master switch. False leaves the resource loaded but completely inert.

Hides the minimap while the peek key is held, so the key that opens the

Setting Default What it does
Radar table jrs_core level display (TAB) does not fight the radar for screen space.
  ↳ Enabled true enabled のオン/オフ(初期値 true)。
  ↳ ControlHash 0xAC4BD4F1 TAB / weapon wheel. Same hash jrs_core uses for its level peek, so the two stay in sync; change both together if you rebind.
  ↳ PollMs 50 How often the key is sampled, in ms. This is a radar toggle, not aiming: 50ms is imperceptible and costs a fraction of a per-frame loop.

The behaviour this resource is named for. Inside any zone below the player

Setting Default What it does
HorseSprint table cannot spur their horse into a sprint - useful for towns and camps. Zones are added at runtime from the admin menu and persisted server-side, so this list is only the built-in defaults.
  ↳ Enabled true enabled のオン/オフ(初期値 true)。
  ↳ IdlePollMs 500 Sampling rate while OUTSIDE every zone. Raised deliberately: a player who is nowhere near a zone does not need a per-frame check.
  ↳ ActivePollMs 0 Sampling rate while INSIDE a zone, where the block has to be re-applied.
  ↳ Notify true Shown once when a player enters a zone.
  ↳ NotifyTextKey "notify_cannot_gallop" locale key, resolved with _U() at usage
  ↳ Zones table { x, y, z, radius, label }

Title/Subtitle/Footer are locale keys, resolved with _U() at usage.

Setting Default What it does
LoadingCommand table loading command のエントリ一覧。ファイル内の例に従って追加・削除・編集します。
  ↳ Enabled true enabled のオン/オフ(初期値 true)。
  ↳ Command "rdo_loading" command の設定。
  ↳ TitleKey "loading_title" title key に使うキーまたは操作。操作はゲーム入力リストのハッシュ値です。
  ↳ SubtitleKey "loading_subtitle" subtitle key に使うキーまたは操作。操作はゲーム入力リストのハッシュ値です。
  ↳ FooterKey "loading_footer" footer key に使うキーまたは操作。操作はゲーム入力リストのハッシュ値です。
  ↳ HoldMs 5000 hold ms の数値(初期値 5000)。
AdminKey "key" Admin menu key inside jrs_scriptadmin.

Paid (server only)   jrs_npc_outfits

jrs core NPC Outfits - copy NPC clothing into reusable inventory outfits

Resource jrs_npc_outfits
Folder [CHARACTER]
Version 1.1.0
Author jrs team
Depends on jrs_core, jrs_inventory
Interface Yes (NUI)
Languages ar, en
Code size 2,445 Lua lines

Commands

  • /npcexit
  • /npcoutfit
  • /npcoutfits
  • /npcoutfitsexit

Database tables

jrs_npc_outfit_catalog, jrs_npc_outfits

config/config.lua - 43 項目#

General

Setting Default What it does
Command "npcoutfits" command の設定。
AllowAnyAdmin true When true, anyone who has permission in the admin menu can use it.
AllowedGroups table 許可される対象:allowed groups の職業・グループ・権限。
  ↳ admin true admin のスイッチ:true = オン、false = オフ(初期値 true)。
  ↳ superadmin true superadmin のスイッチ:true = オン、false = オフ(初期値 true)。
  ↳ owner true owner のスイッチ:true = オン、false = オフ(初期値 true)。
  ↳ god true god のスイッチ:true = オン、false = オフ(初期値 true)。
  ↳ dev true dev のスイッチ:true = オン、false = オフ(初期値 true)。
  ↳ developer true developer のスイッチ:true = オン、false = オフ(初期値 true)。
  ↳ headadmin true headadmin のスイッチ:true = オン、false = オフ(初期値 true)。
  ↳ management true management のスイッチ:true = オン、false = オフ(初期値 true)。
  ↳ highaccess true highaccess のスイッチ:true = オン、false = オフ(初期値 true)。
  ↳ moderator true moderator のスイッチ:true = オン、false = オフ(初期値 true)。
  ↳ mod true mod のスイッチ:true = オン、false = オフ(初期値 true)。
  ↳ helper true helper のスイッチ:true = オン、false = オフ(初期値 true)。
  ↳ support true support のスイッチ:true = オン、false = オフ(初期値 true)。
  ↳ server_owner true server owner のスイッチ:true = オン、false = オフ(初期値 true)。
  ↳ full_access true full access のスイッチ:true = オン、false = オフ(初期値 true)。
  ↳ medium true medium のスイッチ:true = オン、false = オフ(初期値 true)。
  ↳ few true few のスイッチ:true = オン、false = オフ(初期値 true)。
PermissionDeniedMessage 'You do not have permission ... 許可される対象:permission denied message の職業・グループ・権限。
PermissionCacheMs 3000 Short cache only to avoid a database lookup for every NUI action.
ItemName "npc_outfit" item name が使うインベントリアイテム。名前は jrs_items テーブルに存在する必要があります。
ItemLabel "Copied NPC Outfit" item label が使うインベントリアイテム。名前は jrs_items テーブルに存在する必要があります。
ItemWeight 0.10 item weight の上限。
ItemCategory "clothes" item category が使うインベントリアイテム。名前は jrs_items テーブルに存在する必要があります。
MaxSavedOutfits 100 max saved outfits の上限。
MaxComponentsPerOutfit 64 max components per outfit の上限。
MaxPayloadBytes 48000 max payload bytes の上限。
CopyCooldownMs 1500 copy cooldown ms の時間設定。単位(秒・分・ミリ秒)は通常、オプション名か近くのオプションのコメントに書かれています。
NearbyRadius 80.0 nearby radius に適用されるゲーム内距離。
MaxNearbyPeds 80 max nearby peds の上限。
PreviewDistance 2.25 preview distance に適用されるゲーム内距離。
PreviewPresetMin 0 preview preset min の最小値または必要レベル。
PreviewPresetMax 30 preview preset max の上限。
RequireSameGender true NPC clothing assets are gender-specific in many cases. Keeping this enabled prevents a male NPC outfit from damaging a female MP ped, and vice versa.
ConsumeOnUse false Saved outfits stay reusable. Using the inventory item does NOT consume it.
AutoInstallDatabase true Automatically creates/upgrades the resource tables and the inventory item row.
AutoInstallInventoryItem true Automatically handles install inventory item:true = はい、false = いいえ(初期値 true)。
SeedCatalog table seed catalog のエントリ一覧。ファイル内の例に従って追加・削除・編集します。
ClothingCategories table Only clothing categories are copied. Head/body/hair/beard/eyes/teeth are intentionally excluded so the player's identity is not replaced by the NPC.
FitBodyMesh false NPC body meshes are intentionally never copied. Their UV/skin layout is model-specific and corrupts the character's hands and arms on MP peds.
BlockedCategories table Identity categories that must NEVER be copied or overwritten.
Notes from the README#
text
# jrs_npc_outfits
NPC clothing copier for `jrs_core` + `jrs_inventory`.
## What it does
- `/npcoutfits` opens the menu.
- **Nearby NPCs** shows every streamed human NPC in range and copies the exact outfit currently on that ped.
- **NPC Catalog** stores/displays discovered ped model names and lets you spawn a local preview.
- Preview outfit presets can be changed with `+ / -` before saving.
- The copier stores the NPC's MetaPed clothing asset data: drawable, albedo, normal, material, palette and tints.
- Head, body, hair, beard, eyes and teeth are intentionally excluded.
- Each captured outfit is saved in SQL and immediately creates one `npc_outfit` inventory item.
- The item is reusable and does not disappear when worn by default.
- **Saved Outfits** can make additional bag copies at any time.
- Existing bag copies keep working even if the owner removes the outfit from the Saved Outfits menu.
- Male/female mismatch is blocked by default with `Config.RequireSameGender = true`.
## Install
1. Put `jrs_npc_outfits` in your resources folder.
2. Add `ensure jrs_npc_outfits` after both `jrs_core` and `jrs_inventory`.
3. The script auto-creates its tables and item row by default.
4. If auto install is disabled or the item table insert fails, run `sql/install.sql` manually.
5. Restart `jrs_inventory`/server after first item install if your item table is cached at resource start.
## Inventory item
Item: `npc_outfit`
Metadata contains:
- `outfitId`
- `outfitName`
- `pedModel`
- `gender`
- `copiedNpcOutfit = true`
The full clothing payload stays in `jrs_npc_outfits`, so inventory metadata remains small.
## Catalog behavior
The resource does not need a giant hard-coded ped list. When the menu is opened it scans the currently streamed human NPCs, reads their archetype/model names, a
You can also add permanent seed models in `Config.SeedCatalog` or type any valid model name in the Manual Ped Model field.
## Notes
NPC-only clothing assets are not guaranteed by the game to fit every multiplayer body shape. The script avoids the largest source of broken characters by never 
## Admin-only access
The resource is protected server-side using the player's `jrs_core` permission group.
By default only the `admin` group can open the menu, copy NPC clothing, manage saved outfits, create bag copies, wear saved outfits, or use the `npc_outfit` inv
Configure allowed groups in `config.lua`:
'''lua
Config.AllowedGroups = {
    admin = true,
}
'''
## v1.0.2
- Fixed fullscreen black NUI on resource start/restart.

Free (included in JRS Core)   jrs_passports

JRS Core passports - register, renew and show identity papers

Resource jrs_passports
Folder [CHARACTER]
Version 1.0.0
Author JRS TEAM
Depends on jrs_core, jrs_inventory, oxmysql
Interface Yes (NUI)
Code size 1,932 Lua lines

Exports

IsBusy, OpenManagement

config.lua - 22 項目#

General

Setting Default What it does
DevMode false dev mode のスイッチ:true = オン、false = オフ(初期値 false)。
Debug false Debug output for debug:true = はい、false = いいえ(初期値 false)。
PromptKeys table prompt keys に使うキーまたは操作。操作はゲーム入力リストのハッシュ値です。
  ↳ REGISTER table register のエントリ一覧。ファイル内の例に従って追加・削除・編集します。
  ↳ RETRIEVE table retrieve のエントリ一覧。ファイル内の例に従って追加・削除・編集します。
  ↳ RENEW table renew のエントリ一覧。ファイル内の例に従って追加・削除・編集します。
Year 1890 year の数値(初期値 1890)。
NPCRenderingSpawnDistance 20.0 The rendering distance for spawning / despawning the npcs.
PassportExpirationDays 90 @ExpirationDays : (time in days) - every 3 months by default, a passport will be expired automatically by the system.
PassportCosts table @param Retrieve : When player lost the passport and has to get it back by paying a cost. @param Renewal : To renew into a new expiring date your existing passport.
PassportItem "passport" To display the passport to yourself or the closest players by the @Distance parameter.
DisplayPassportCardDistance 2.0 display passport card distance に適用されるゲーム内距離。
AutomaticallyClosePassportDelayDuration 20 Time in seconds.
Society table (!) jrs_society IS REQUIRED IF YOU WANT THE REGISTRATION OR RETRIEVE COST MONEY TO BE ADDED ON A SOCIETY LEDGER ACCOUNT.
EnableRegistrationLocations true Set to false if you don't want the players to register a passport on locations.
Locations table locations に使うワールド座標(x, y, z)。
  ↳ VALENTINE table valentine のエントリ一覧。ファイル内の例に従って追加・削除・編集します。
  ↳ RHODES table rhodes のエントリ一覧。ファイル内の例に従って追加・削除・編集します。
  ↳ BLACKWATER table blackwater のエントリ一覧。ファイル内の例に従って追加・削除・編集します。
  ↳ CREATED_PASSPORT table When a passport has been created.
  ↳ RETRIEVED_PASSPORT table When a passport has been retrieved.
  ↳ RENEWED_PASSPORT table When a passport has been renewed.

Free (included in JRS Core)   jrs_playerinfo

JRS Core player info - /info shows your character, job and money

Resource jrs_playerinfo
Folder [CHARACTER]
Version 1.0.0
Author JRS TEAM
Depends on jrs_core, oxmysql
Interface No
Code size Lua 164 行
config.lua - 12 項目#

General

Setting Default What it does
Language "en" 'en' or 'ar'
Command "info" command の設定。
Align "top-right" align の設定。
Cooldown 3 seconds between two /info
Show table rows shown in the menu
  ↳ job true job のスイッチ:true = オン、false = オフ(初期値 true)。
  ↳ cash true cash のスイッチ:true = オン、false = オフ(初期値 true)。
  ↳ gold true gold のスイッチ:true = オン、false = オフ(初期値 true)。
  ↳ dirtyMoney true dirty money のスイッチ:true = オン、false = オフ(初期値 true)。
  ↳ banks true one row per bank account (jrs_banking)
  ↳ charId true char id のスイッチ:true = オン、false = オフ(初期値 true)。
  ↳ serverId true server id のスイッチ:true = オン、false = オフ(初期値 true)。

Paid (server only)   jrs_tattoo

Standalone jrs core Tattoo - independent tattoo resource with jrs core barber-style UI

Resource jrs_tattoo
Folder [CHARACTER]
Version 2.1.2
Author jrs team
Depends on jrs_core, oxmysql
Interface Yes (NUI)
Languages ar, en
Code size 1,192 Lua lines

Exports

GetCharacterTattoos, GetCurrentTattoos, GetHeadTattoos, ReapplyTattoos, SetCharacterTattoos

Database tables

jrs_tattoo_characters

shared/config.lua - 34 項目#

General

Setting Default What it does
Framework "jrs_core" Standalone resource. It does not read or write jrs_barber data.
CommandEnabled true command enabled のスイッチ:true = オン、false = オフ(初期値 true)。
Command "tattoo" command の設定。
UseShopPrompts true Optional world prompt. The command still works when this is false.
PromptControl 0x760A9C6F G
PromptDistance 1.6 prompt distance に適用されるゲーム内距離。
DrawDistance 12.0 draw distance に適用されるゲーム内距離。
Shops table two G prompts stacked on the chairs and the tattoo group hid the barber one. They now sit elsewhere inside the same shop, 5m+ away from the barber point (barber prompt 2.2m + tattoo prompt 1.6m never overlap).
AvoidPoints table Safety net: never show the tattoo prompt inside these barber prompt areas, even if a shop point above is moved back near the chairs later. Local copy of the jrs_barber points (no cross-resource read).
Prices table Tattoo is style-only. No palette/tint/opacity controls are exposed.
  ↳ tattooPart1 1.0 tattoo part1 の数値(初期値 1.0)。
  ↳ tattooPart2 1.0 tattoo part2 の数値(初期値 1.0)。
  ↳ tattooChest 1.0 tattoo chest の数値(初期値 1.0)。
  ↳ tattooBack 1.0 tattoo back の数値(初期値 1.0)。
  ↳ tattooLeftArm 1.0 tattoo left arm の数値(初期値 1.0)。
  ↳ tattooRightArm 1.0 tattoo right arm の数値(初期値 1.0)。
  ↳ tattooLeftLeg 1.0 tattoo left leg の数値(初期値 1.0)。
  ↳ tattooRightLeg 1.0 tattoo right leg の数値(初期値 1.0)。
FullBody table components as a fallback. Their actual placement is determined by the UV baked into each texture; for precise custom placement replace the per-zone options in shared/tattoos.lua with body-UV-authored textures.
  ↳ Enabled true enabled のオン/オフ(初期値 true)。
  ↳ ReuseIncludedTattooTextures true reuse included tattoo textures のスイッチ:true = オン、false = オフ(初期値 true)。
PreviewUndress false We intentionally do NOT strip clothing automatically. jrs_tattoo remains independent and does not call jrs_character/jrs_barber to restore outfits.
AutoLoadDelay 800 Persistent loading after reconnect / character selection.
AutoLoadAttempts 20 auto load attempts の数値(初期値 20)。
AutoLoadRetryDelay 600 auto load retry delay の時間設定。単位(秒・分・ミリ秒)は通常、オプション名か近くのオプションのコメントに書かれています。
PersistentReapplyDelays table persistent reapply delays のエントリ一覧。ファイル内の例に従って追加・削除・編集します。
ReapplyAfterRevive true reapply after revive のスイッチ:true = オン、false = オフ(初期値 true)。
CharacterAppearanceSettleMs 23000 character appearance settle ms の数値(初期値 23000)。
Debug false Debug output for debug:true = はい、false = いいえ(初期値 false)。
Camera table Base manual camera settings. Zone presets in shared/tattoos.lua override distance/height/rotation when the player changes tattoo region.
  ↳ distance 0.72 distance に適用されるゲーム内距離。
  ↳ height 0.00 height の数値(初期値 0.00)。
  ↳ fov 40.0 fov の数値(初期値 40.0)。
  ↳ rotation 180.0 rotation の数値(初期値 180.0)。
Notes from the README#
text
# jrs_tattoo 2.1.0 - Standalone Full Body
Standalone RedM tattoo resource for REDEMPIRE.
## Independence
- No `jrs_barber` dependency or database access.
- Own table: `jrs_tattoo_characters`.
- Own UI, stream, config, client/server logic.
- Uses `jrs_core` only for active character ID/money and `oxmysql` for the tattoo table.
## Tattoo regions
The barber-style tattoo menu now has eight independent regions:
- Head
- Neck
- Chest
- Back
- Left Arm
- Right Arm
- Left Leg
- Right Leg
Each region is saved separately in the same JSON row for the active character. Camera focus changes automatically with the selected region. There are no palette
## Included textures
The 30 existing RedM-compatible tattoo textures are kept. Head and neck keep their original sets. Body regions expose the same included texture library as a fal
The broken converted FiveM pack that produced shirt/checker textures is not included.
## Persistence
All eight region values are stored in `jrs_tattoo_characters.tattoos` and reapplied after reconnect, character selection, appearance rebuilds, and revive. Exist
## Clothing preview
Automatic undressing is disabled by default (`Config.PreviewUndress = false`) to keep this resource independent and avoid modifying the player's saved outfit.
## Open
- `/tattoo`
- or G at configured tattoo shops.

Free (included in JRS Core)   jrs_usable_items

JRS Core usable items - pipes, cigars, cigarettes and pocket watches with animations

Resource jrs_usable_items
Folder [CHARACTER]
Version 1.0.0
Author JRS TEAM
Depends on jrs_core, jrs_inventory
Interface No
Code size 2,005 Lua lines
config.lua - 12 項目#

General

Setting Default What it does
Debug false Debug output for debug:true = はい、false = いいえ(初期値 false)。
UsableItems table usable items が使うインベントリアイテム。名前は jrs_items テーブルに存在する必要があります。
  ↳ pipe table pipe のエントリ一覧。ファイル内の例に従って追加・削除・編集します。
  ↳ pipepeace table pipepeace のエントリ一覧。ファイル内の例に従って追加・削除・編集します。
  ↳ cigar table cigar のエントリ一覧。ファイル内の例に従って追加・削除・編集します。
  ↳ cigarette table cigarette のエントリ一覧。ファイル内の例に従って追加・削除・編集します。
  ↳ pocket_watch table [ POCKET WATCHES ] --
  ↳ pocket_watch_silver table pocket watch silver のエントリ一覧。ファイル内の例に従って追加・削除・編集します。
  ↳ pocket_watch_gold table pocket watch gold の金額。報酬は jrs_core の経済倍率を通ります。
  ↳ pocket_watch_platinum table pocket watch platinum のエントリ一覧。ファイル内の例に従って追加・削除・編集します。
  ↳ pocket_watch_antique table pocket watch antique のエントリ一覧。ファイル内の例に従って追加・削除・編集します。
  ↳ pocket_watch_reutlinger table pocket watch reutlinger のエントリ一覧。ファイル内の例に従って追加・削除・編集します。

Free (included in JRS Core)   jrs_walkanim

A Menu to set walkstyles for jrs core framework

Resource jrs_walkanim
Folder [CHARACTER]
Version 1.3
Author JRS TEAM
Interface No
Code size Lua 349 行
config.lua - 6 項目#

General

Setting Default What it does
Align "top-left" align の設定。
defaultlang "en_lang" defaultlang の設定。
slowcommandSuggestion "JRSWalk style command to op... slowcommand suggestion の設定。
slowWalkCommand "walkSlow" command for users to be able to walk slow. they cant run only jump
command "walkanim" command to open menu
walkanimsuggestion " JRSWalk style command to o... walkanimsuggestion の設定。

Free (included in JRS Core)   jrs_water_actions

JRS Core water actions - wash and drink in rivers and lakes

Resource jrs_water_actions
Folder [CHARACTER]
Version 1.0.0
Author JRS TEAM
Depends on jrs_core
Interface No
Code size Lua 914 行
config.lua - 17 項目#

General

Setting Default What it does
Language "en" 'en' or 'ar'
WashKey 0x760A9C6F G (hold)
DrinkKey 0xC7B5340A ENTER (hold)
Thirst 150 jrs_metabolism thirst gained per drink (0 - 1000)
DrinkTime 8000 drink time の数値(初期値 8000)。
WashTime 7000 wash time の数値(初期値 7000)。
ToggleCommand "toggleriver" hide / show the river prompts
SwampSickChance 60 Swamp water is dirty: chance to get sick when drinking it
SwampDamage 40 swamp damage の数値(初期値 40)。
WaterTypes table water types のエントリ一覧。ファイル内の例に従って追加・削除・編集します。
  ↳ -247856387 'lake', [-1504425495] = 'ri... 247856387 の設定。
  ↳ -1781130443 'river', [-1300497193] = 'ri... 1781130443 の設定。
  ↳ 370072007 'river', [650214731] = 'ri... 370072007 の設定。
  ↳ 1245451421 'river', [-218679770] = 'ri... 1245451421 の設定。
  ↳ -1229593481 'river', [-105598602] = 'la... 1229593481 の設定。
  ↳ -2040708515 'river', [231313522] = 'ri... 2040708515 の設定。
  ↳ -1308233316 'river', [-196675805] = 'ri... 1308233316 の設定。
JRS Core · 無料のオープンソース RedM フレームワーク · JRS TEAM 制作