JRS COREDocs
Scripts

Core

10 scripts in the [CORE] folder

The foundation: framework, inventory, chat, progress bar, radial menu and the loading screen.

This folder has 10 scripts. Pick a script in the tabs below.

Free (included in JRS Core)   jrs_backpacks

JRS Core backpacks - wearable backpacks, each with its own storage

Resource jrs_backpacks
Folder [CORE]
Version 1.0.0
Author JRS TEAM
Depends on jrs_core, jrs_inventory
Interface No
Code size 959 Lua lines
config.lua - 6 options#

General

Setting Default What it does
Language "en" 'en' or 'ar'
OneBackpackOnly true carrying two backpacks blocks opening them
UseCooldown 2 seconds between two opens
WearCheck 10 seconds: the prop on your back follows what you carry
Backpacks table item = inventory item, slots = storage size, model/position/rotation = the prop on the back
ByItem table Inventory items used by by item. Names must exist in the jrs_items table.

Paid (server only)   jrs_charwipe

jrs full character wipe: clears every character-owned row (bank, houses, stores, businesses, jobs...) when a character is deleted, plus an orphan sweep for characters deleted by any other path

Resource jrs_charwipe
Folder [CORE]
Version 1.0.0
Author jrs team
Depends on jrs_core, oxmysql
Interface No
Code size 466 Lua lines

Commands

  • /charwipe
  • /charwipe_scan
  • /charwipe_sweep

Exports

SweepOrphans, WipeCharacter

config.lua - 47 options#

NOT touched (by request): the account itself and the pause-menu store

Setting Default What it does
Database "jrsCore" Setting for database.
CharacterTable "jrs_characters" Setting for character table.
CharacterIdColumn "charidentifier" Setting for character id column.
ColumnRegex 'char(acter)?_?id\|charidenti... Columns treated as "belongs to a character" (MariaDB REGEXP, case-insensitive).
Sweep table Orphan sweep: finds character ids referenced in any target column that no longer exist in jrs_characters and wipes them. Catches deletes that skipped the hooks (txAdmin, HeidiSQL, old commands).
  ↳ OnStart true Switch for on start: true = on, false = off (default true).
  ↳ StartDelaySeconds 90 let every other resource finish loading first
  ↳ IntervalMinutes 30 0 = only on start / command
  ↳ MaxCharactersPerSweep 300 safety brake: refuse a sweep bigger than this
SkipTablePatterns table Never touched. Lua patterns matched against the table name.
SkipTables table Table of skip tables entries. Add, remove or edit entries following the examples in the file.
  ↳ jrs_characters true deleted atomically by jrs_character itself
  ↳ jrs_character_creator true deleted atomically by jrs_character itself
  ↳ jrs_barber true deleted atomically by jrs_character itself
  ↳ jrs_barber_preset true deleted atomically by jrs_character itself
  ↳ jrs_clothing_current true deleted atomically by jrs_character itself
  ↳ jrs_clothing_outfits true deleted atomically by jrs_character itself
  ↳ jrs_clothing_wearables true managed by jrs_clothing
  ↳ jrs_appearance_legacy_backup true migration backup
  ↳ jrs_appearance_onboarding true onboarding tracker
  ↳ jrs_id_numbers true deleted atomically by jrs_character itself
  ↳ jrs_uniforms true staff-made uniform catalogue
  ↳ jrs_weapon_packages true store weapon packs (created_charidentifier = author)
  ↳ jrs_stable_admin_horse_templates true admin catalogue
  ↳ jrs_auction_houses true world auction houses
  ↳ jrs_newspapers true Switch for jrs newspapers: true = on, false = off (default true).
  ↳ jrs_newspaper_publications true Switch for jrs newspaper publications: true = on, false = off (default true).
  ↳ jrs_government_salaries true Switch for jrs government salaries: true = on, false = off (default true).
  ↳ jrs_government_salary_grades true Switch for jrs government salary grades: true = on, false = off (default true).
  ↳ jrs_government_taxes true Switch for jrs government taxes: true = on, false = off (default true).
  ↳ jrs_government_facilities true Switch for jrs government facilities: true = on, false = off (default true).
  ↳ jrs_government_votes true Switch for jrs government votes: true = on, false = off (default true).
  ↳ jrs_trade_orders true Rows that can hold OTHER players' money in escrow: deleting them would lose the buyer's / bidder's payment. Their own expiry/settle logic runs.
  ↳ jrs_auction_listings true Switch for jrs auction listings: true = on, false = off (default true).
  ↳ jrs_auction_bids true Switch for jrs auction bids: true = on, false = off (default true).
SkipColumnPatterns table Columns that only record WHO DID something to someone else's row. Deleting on them would wipe other players' data, so they are left alone.
Reset table World entities: the row stays (it is a place on the map), only the owner fields are cleared so it can be bought again. table.column = SET clause.
  ↳ jrs_player_stores.buyer_charidentifier - Setting for jrs player stores.buyer charidentifier.
  ↳ jrs_properties.charidentifier - Setting for jrs properties.charidentifier.
  ↳ jrs_business.charidentifier - Setting for jrs business.charidentifier.
  ↳ jrs_mining_mines.owner_charid - Setting for jrs mining mines.owner charid.
  ↳ jrs_government_cities.governor_charid "governor_charid=NULL" Setting for jrs government cities.governor charid.
  ↳ jrs_government_cities.deputy_charid "deputy_charid=NULL" Setting for jrs government cities.deputy charid.
  ↳ jrs_government_cities.owner_charid "owner_charid=NULL" Setting for jrs government cities.owner charid.
  ↳ jrs_families.home_owner_charid "home_owner_charid=NULL" Setting for jrs families.home owner charid.
ExtraDeletes table Extra deletes for tables skipped above (only the owning column).
CommandAce "command.charwipe" ACE needed to run the commands in game (console always allowed).

Free (included in JRS Core)   jrs_core

JRS unified core: core + native notifications + optional toast + inputs + menu + character services + bounded RPC

Resource jrs_core
Folder [CORE]
Version 2.5.6-habitats
Author jrs team
Depends on oxmysql
Interface Yes (NUI)
Languages ar, en
Code size 30,234 Lua lines

Commands

  • /blippool
  • /cash
  • /challenges
  • /corehud
  • /crosshair
  • /daily
  • /fixmouse
  • /fixwheel
  • /gold
  • /hudgate
  • /hudshow
  • /jrs_crosshair
  • /jrs_wheel_additem
  • /jrs_wheel_removeitem
  • /jrswildlife
  • /paddiag
  • /showhud
  • /testcorebar
  • /testlevelhud
  • /wheeldiag

Exports

AcquireUI, AddDirtyMoney, AddGold, AddGoldNuggets, AddJob, AddJobXP, AddLevel, AddMetadata, AddMoney, AddSkillXP, AddXP, ApplyBankFeeRate, ApplyDoctorFeeRate, ApplyGameplaySettings, ApplyJobPayBonus, ApplyRewardBonus, ApplySellBonus, ApplyShopDiscount, ApplyStableFeeRate, ApplyTax, ApplyTaxReduction, ApplyTravelDiscount, ApplyXPBoost, CalculateTax, CanAssignCharacterJob, CanCreateBlip, CanCreateCharacter, CanUseCommand, CancelProgressBar, ClearNotifications

Database tables

IF

config/animals.lua - 10 options#

General

Setting Default What it does
Animals table Game model or entity used for animals.
  ↳ enabled true Turns enabled on or off (default true).
  ↳ ambientFrequency 0.4 Red Dead Online style wildlife: sparse, a few animals near the player. 1.0 = full story-mode density (far too many). ~0.4 matches RDO free roam.
  ↳ scenarioFrequency 0.4 Animation settings for scenario frequency.
  ↳ pedRangeMultiplier 1.0 Distance in game units that applies to ped range multiplier.
  ↳ cityFrequency 0.0 Animal density used while the local player is standing inside ANY jrs_safezone (cities, towns, camps, RP zones, house safezones). Wildlife and predators should never wander through or spawn inside safezones.
  ↳ Spawner table Ambient Wildlife Spawner Ensures wild animals spawn abundantly and naturally across all biomes in the wilderness.
  ↳ Predators table Predator quota. Keeps bears, wolves, cougars, panthers active in the wilderness.
  ↳ carcassQuality 1 Carcass/pelt quality given to spawner animals (0 poor, 1 good, 2 perfect). Script-created peds have no real kill quality and read back 'Ruined'.
  ↳ Pools table Regional animal pools (aligned 100% with jrs_hunting animal catalog) Prey only: bears/wolves/cougars/big alligators come ONLY from the rare Predators quota above, so the normal top-up never spawns extra predators.
config/character_service.lua - 1 options#

General

Setting Default What it does
CharacterService Config.CharacterService or { Setting for character service.
config/config.lua - 223 options#

General

Setting Default What it does
defaultlang "ar" Available: en, ar
Onesync true Switch for onesync: true = on, false = off (default true).
Info_print false Switch for info print: true = on, false = off (default false).
JobIdentity table Require an issued jrs_idcard for every new job assignment (including admins). Unemployed remains available for firing/quitting. Existing jobs are not removed.
Char_Count 1 accounts too, not just new ones. Max 5. Keep this in step with Config.Creator.Slots.default in [character]/jrs_character/config/config.lua, which reads this value.
Eagle_Eye true Switch for eagle eye: true = on, false = off (default true).
Whitelist true Enable whitelist checks
MaxHealth 10 10 is max value, 0 is empty core for the players.
MaxStamina 10 10 is max value, 0 is empty core for the players.
StartMoney 35.00 Starter Cash ($35.00)
StartGold 0.15 RDO Exact Starter Gold (0.15 Gold)
StartDirtyMoney 0 Starting illegal/dirty money balance for new characters
CurrencyTypes table Currency types used by jrs_core
  ↳ Money 0 Money value for money. Rewards go through the economy multiplier of jrs_core.
  ↳ Gold 1 Money value for gold. Rewards go through the economy multiplier of jrs_core.
  ↳ Rol 2 Number for rol (default 2).
  ↳ DirtyMoney 3 Money value for dirty money. Rewards go through the economy multiplier of jrs_core.
StartItems table Official Red Dead Online Starter Kit (Items & Arrows, No Firearm Ammo, No Lasso)
  ↳ Bread 3 Number for bread (default 3).
  ↳ consumable_kidneybeans_can 2 Number for consumable kidneybeans can (default 2).
  ↳ water 3 Number for water (default 3).
  ↳ consumable_coffee 1 Number for consumable coffee (default 1).
  ↳ ammoarrownormal 5 Number for ammoarrownormal (default 5).
StartWeapons table Starter Weapon: ONLY Bow & Loaded Arrows (No firearms, no lasso)
Traffic table Legacy static density fallback. Used only when Config.Performance.Enabled = false.
  ↳ enabled true Turns enabled on or off (default true).
  ↳ pedFrequency 0.05 Humans only. Animals are controlled separately in config/animals.lua.
  ↳ trafficFrequency 0.0 Ambient/random/parked wagons.
MapDiscoveries table Unlock map discoveries/landmarks for every player. Set enabled = false to keep the normal game discovery behavior.
  ↳ enabled true Turns enabled on or off (default true).
  ↳ disableOnResourceStop true Restore discoveries to disabled when jrs_core stops.
  ↳ debug false Debug output for debug: true = yes, false = no (default false).
MiniMap table minimap mode. mode options: "small", "medium", "hidden"
  ↳ enabled true Turns enabled on or off (default true).
  ↳ mode "hidden" "hidden": the native map is off; jrs_metabolism's map compass is the minimap.
  ↳ showOnMountOrVehicle true Always show radar/minimap when riding a horse or wagon/vehicle
  ↳ vehicleMode "small" Radar mode when on horse or in wagon ("small" or "medium")
  ↳ lockMode true Prevent players from opening the native radar-mode selector.
  ↳ applyDelay 1500 Delay before applying the mode after the character becomes ready.
  ↳ restoreOnResourceStop true Show the radar again if jrs_core is stopped/restarted.
  ↳ debug false Debug output for debug: true = yes, false = no (default false).
MapObject false If true, a map object will be attached to the players hand when opening the map.
NegativeValueOnAccounts false Switch for negative value on accounts: true = on, false = off (default false).
MaxPlayers nil اضبطه على nil ليطابق تلقائياً sv_maxclients من server.cfg
CurrencyMoneySymbol "$ " Currency display symbols
CurrencyGoldSymbol "𝕲 " Money value for currency gold symbol. Rewards go through the economy multiplier of jrs_core.
CurrencyDirtyMoneySymbol "$ " Money value for currency dirty money symbol. Rewards go through the economy multiplier of jrs_core.
CurrencyXpSymbol "LV " HUD now displays the calculated level, not raw XP
HudUpdateInterval 5000 ms between HUD data requests
HudReadyDelay 9000 legacy compatibility only; CharacterReady now controls HUD visibility
HudDebug false HUD debug prints (true = show prints in F8 console) Keep this false in normal play: true makes the HUD spam the console every Config.HudUpdateInterval with the money/job/level payload.
LevelHud table Level / XP presentation copied from alfie_level UI only. The XP system, database and commands still belong entirely to jrs_core.
  ↳ enabled true Turns enabled on or off (default true).
  ↳ peekControlHash 0xAC4BD4F1 TAB: opens weapon wheel & peeks Level HUD on top left like RDO
  ↳ showOnPauseMenu false Only show on TAB
  ↳ pollIdleMs 100 Number for poll idle ms (default 100).
  ↳ showLevelToast false Toast disabled so it only shows on TAB
  ↳ toastDurationMs 4000 Time setting for toast duration ms. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
  ↳ clearChatOnPeek false Switch for clear chat on peek: true = on, false = off (default false).
  ↳ autoShowOnUpdate false Disabled: Level HUD only shows when TAB is pressed
  ↳ autoShowDurationMs 4500 Time setting for auto show duration ms. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
DoubleXP table Global timed XP multiplier. All global XP and per-script/job XP granted through jrs_core AddXP/AddJobXP/events/API is multiplied while the event is active. RemoveXP, RemoveJobXP, SetXP and SetJobXP are unchanged.
  ↳ enabled true Turns enabled on or off (default true).
  ↳ tableName "jrs_double_xp_state" created automatically
  ↳ maxMultiplier 10.0 Upper limit for max multiplier.
  ↳ maxDurationMinutes 10080 7 days
  ↳ announceStart true Switch for announce start: true = on, false = off (default true).
  ↳ announceEnd true Switch for announce end: true = on, false = off (default true).
  ↳ exemptReasonPrefixes table picked at random) is scheduled to begin after a random delay. Skipped if an admin event is already running when the timer fires. XP reasons (prefix match, case-insensitive) that are never multiplied.
  ↳ autoEvent table Table of auto event entries. Add, remove or edit entries following the examples in the file.
Hud table HUD element visibility toggles (master toggles from server)
  ↳ enabled true master toggle: true allows HUD & editor to work
  ↳ PlayerGold true gold display
  ↳ PlayerMoney true money display
  ↳ PlayerDirtyMoney true dirty / illegal money display
  ↳ id true player ID
  ↳ job true job/role
  ↳ xp true LV row on the compact HUD
  ↳ town true current town
  ↳ pvp true PVP ON/OFF row
  ↳ doubleXpHud true timed Double XP event banner
HudDefaultLayout table Default layout for the compact HUD's per-character layout table. All core HUD elements are permanently inactive (visible = false / "غير نشط") across the server, editor, and database, so they never clutter the screen.
  ↳ PlayerGold table Money value for player gold. Rewards go through the economy multiplier of jrs_core.
  ↳ PlayerMoney table Money value for player money. Rewards go through the economy multiplier of jrs_core.
  ↳ PlayerDirtyMoney table Money value for player dirty money. Rewards go through the economy multiplier of jrs_core.
  ↳ id table Table of id entries. Add, remove or edit entries following the examples in the file.
  ↳ job table Who is allowed: jobs, groups or permissions for job.
  ↳ xp table Table of xp entries. Add, remove or edit entries following the examples in the file.
  ↳ town table Table of town entries. Add, remove or edit entries following the examples in the file.
  ↳ pvp table Table of pvp entries. Add, remove or edit entries following the examples in the file.
  ↳ doubleXpHud table Table of double xp hud entries. Add, remove or edit entries following the examples in the file.

UI only, on purpose. Animations and scripted cameras are not detected: they

Setting Default What it does
HudGate table have no dependable "finished" signal, so one script leaving a ped animated would hide the HUD permanently. Scripts whose UI takes no NUI focus report it themselves with TriggerEvent('jrs_hud:busy', '<resource>', true/false).
  ↳ enabled true Turns enabled on or off (default true).
  ↳ checkInterval 100 ms between detection passes
  ↳ releaseDelayMs 250 wait this long after the UI closes before showing the HUD again
  ↳ maxBlockMs 60000 HUD can never disappear permanently. Long enough that a real menu session is never cut short; scripts that watch a UI flag also refresh it while their UI stays open. /hudshow clears every blocker at once.
  ↳ autoHide table Table of auto hide entries. Add, remove or edit entries following the examples in the file.
HudEditor table Players can use /editcorehud to move, resize, show or hide compact HUD elements. Position, size and visibility are stored per character in jrs_core_hud_layouts.
  ↳ enabled true Turns enabled on or off (default true).
  ↳ command "editcorehud" Setting for command.
  ↳ visibilityCheckInterval 150 Time setting for visibility check interval. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.

Set enabled = false if jrs_metabolism is not on this server: the button

Setting Default What it does
  ↳ link table then never appears at all. It is ALSO hidden automatically whenever that resource is missing or stopped, so a server without it can never end up showing a button that does nothing.

مدمج مباشرة داخل الكور وقسم تعديل الهود (/editcorehud)

Setting Default What it does
JrsCrosshair table Enabled: تفعيل أو إيقاف نظام مؤشر التصويب بالكامل من السيرفر (true / false) EnableCommand: تفعيل أو إيقاف أمر الاختصار المباشر /jrs_crosshair Command: اسم الأمر المستخدم للاختصار (افتراضياً: "jrs_crosshair")
  ↳ Enabled true تفعيل/تعطيل مؤشر التصويب بالكامل (Master switch)
  ↳ EnableCommand false إيقاف أمر الاختصار المباشر، والتعديل يكون من هود الكور فقط (/editcorehud)
  ↳ Command "jrs_crosshair" اسم الأمر الأساسي (/jrs_crosshair أو /crosshair)
  ↳ Debug false طباعة سجلات التصحيح في الكونسول (Debug logs)
Crosshair Config.JrsCrosshair Setting for crosshair.
PlayerInteractions table Player-to-player interactions used by jrs_inventory. Enabled is the master switch; individual actions can also be disabled.
  ↳ Enabled true Turns enabled on or off (default true).
  ↳ GiveHand true Switch for give hand: true = on, false = off (default true).
  ↳ GiveSlap true Switch for give slap: true = on, false = off (default true).
  ↳ TakeHostage true Switch for take hostage: true = on, false = off (default true).
  ↳ GiveHandControlHash INPUT_CONTEXT_X Key or control used for give hand control hash. Controls are hash values from the game input list.
  ↳ GiveSlapControlHash INPUT_INTERACT_OPTION1 Key or control used for give slap control hash. Controls are hash values from the game input list.
  ↳ TakeHostageControlHash INPUT_PROMPT_PAGE_NEXT Key or control used for take hostage control hash. Controls are hash values from the game input list.
  ↳ ReleaseControlHash 0x07CE1E61 Key or control used for release control hash. Controls are hash values from the game input list.
  ↳ SocialActionCooldownMs 2000 Time setting for social action cooldown ms. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
  ↳ HostageTakeCooldownMs 1000 Time setting for hostage take cooldown ms. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
CoordsSaveTimerOnesync 180000 3 min, interval for onesync mode (reduced from 10 min to ensure coords are fresh on player drop)
CoordsSaveTimerLegacy 60000 1 min, interval for legacy mode
CoordsSaveDistance 10.0 min distance moved before saving coords
CoordsSaveSkipZones table World coordinates (x, y, z) used for coords save skip zones.
HealInnerCore 100 Heal player values
HealOuterHealth 600 Number for heal outer health (default 600).
HealStaminaFlag 1065330373 Number for heal stamina flag (default 1065330373).
TeleportFadeOut 500 Teleport settings
TeleportFadeIn 650 Number for teleport fade in (default 650).
TeleportWait 1000 Time setting for teleport wait. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
TeleportStartHeight 650.0 Number for teleport start height (default 650.0).
TeleportStartPoint 750.0 World coordinates (x, y, z) used for teleport start point.
DefaultSpawnCoords table New character default values
DefaultCharacterStatus '&#123;"Hunger":100.0, "Thirst":1... Setting for default character status.
DevMode false Dev mode (extra prints)
PlayerCountInterval 30000 30 s in ms (Discord presence player count refresh)
Commands table Command names
  ↳ addwhitelist "addwh" Setting for addwhitelist.
  ↳ removewhitelist "removewh" Setting for removewhitelist.
  ↳ checkwhitelist "checkwh" Setting for checkwhitelist.
  ↳ setjob "addjob" Setting for setjob.
  ↳ setchar "addchar" Setting for setchar.
  ↳ delchar "delchar" Setting for delchar.
  ↳ setgroup "addgroup" Setting for setgroup.
  ↳ getplayers "getplayers" Setting for getplayers.
  ↳ listPlayers "listPlayers" Setting for list players.
  ↳ giveitem "additem" Setting for giveitem.
  ↳ giveweapon "addweapon" Setting for giveweapon.
  ↳ givemoney "addmoney" Setting for givemoney.
  ↳ addxp "addxp" Setting for addxp.
  ↳ removexp "removexp" Setting for removexp.
  ↳ setxp "setxp" Setting for setxp.
  ↳ setlevel "setlevel" Setting for setlevel.
  ↳ addlevel "addlevel" Setting for addlevel.
  ↳ doublexp "doublexp" /doublexp 2 60 | /doublexp status | /doublexp stop
  ↳ revive "revive" Setting for revive.
  ↳ tpm "tpm" teleport to a player: /tpm [id] -- teleport to the map waypoint
  ↳ setlang "setlang" set another player's language: /setlang [id] [en|ar]
  ↳ language "language" admin self language switch: /language [en|ar]
AdminGroups table Groups allowed to use administrator commands. Keys are case-insensitive; set a value to false to disable that group.
  ↳ owner true Switch for owner: true = on, false = off (default true).
  ↳ admin true Switch for admin: true = on, false = off (default true).
  ↳ support true Switch for support: true = on, false = off (default true).
CoreOwners table also written back to the database on connect, so jrs_admin (which maps core owner -> server_owner) and every /command permission sees full access. Add more identifiers as ['steam:...'] = true (license:/discord: also work).
GroupSyncIntervalMs 15000 Re-check users.group for connected players with one batched database query. This keeps permission groups correct even after a manual DB edit while a player is online. Set to 0 to disable automatic refresh.
CommandPermissions table Admin only: { "admin" } Owner + admin: { "owner", "admin" } All staff: { "owner", "admin", "support" }
  ↳ addwhitelist table Table of addwhitelist entries. Add, remove or edit entries following the examples in the file.
  ↳ removewhitelist table Table of removewhitelist entries. Add, remove or edit entries following the examples in the file.
  ↳ checkwhitelist table Table of checkwhitelist entries. Add, remove or edit entries following the examples in the file.
  ↳ setjob table Table of setjob entries. Add, remove or edit entries following the examples in the file.
  ↳ setchar table Table of setchar entries. Add, remove or edit entries following the examples in the file.
  ↳ delchar table Table of delchar entries. Add, remove or edit entries following the examples in the file.
  ↳ setgroup table Table of setgroup entries. Add, remove or edit entries following the examples in the file.
  ↳ giveitem table Table of giveitem entries. Add, remove or edit entries following the examples in the file.
  ↳ giveweapon table Table of giveweapon entries. Add, remove or edit entries following the examples in the file.
  ↳ givemoney table Table of givemoney entries. Add, remove or edit entries following the examples in the file.
  ↳ addxp table Table of addxp entries. Add, remove or edit entries following the examples in the file.
  ↳ removexp table Table of removexp entries. Add, remove or edit entries following the examples in the file.
  ↳ setxp table Table of setxp entries. Add, remove or edit entries following the examples in the file.
  ↳ setlevel table Table of setlevel entries. Add, remove or edit entries following the examples in the file.
  ↳ addlevel table Table of addlevel entries. Add, remove or edit entries following the examples in the file.
  ↳ revive table Table of revive entries. Add, remove or edit entries following the examples in the file.
  ↳ doublexp table Table of doublexp entries. Add, remove or edit entries following the examples in the file.
  ↳ tpm table Table of tpm entries. Add, remove or edit entries following the examples in the file.
  ↳ performance table Table of performance entries. Add, remove or edit entries following the examples in the file.
  ↳ setlang table Table of setlang entries. Add, remove or edit entries following the examples in the file.
  ↳ language table Interface language of this script (en or ar).
PlayerDropped table Player disconnect marker Integrated replacement for the old standalone jrs_playerDropped resource.
  ↳ Enabled true master switch for the entire feature
  ↳ Lifetime 300 seconds a disconnect marker remains active
  ↳ UpdateInterval 10000 client position snapshot interval (ms)
  ↳ MaxActiveSigns 50 safety limit for simultaneous disconnect markers
  ↳ UsePed true spawn a frozen ped at the last player position
  ↳ PedModel "mp_male" fallback model if the player's model cannot be loaded
  ↳ PedCollision false false prevents disconnect peds blocking players
  ↳ SpawnDistance 80.0 only create the local ped/board inside this distance
  ↳ DrawDistance 25.0 3D text visibility distance
  ↳ ManagerInterval 250 idle manager interval when no text is being drawn (ms)
  ↳ ModelLoadTimeout 5000 Time setting for model load timeout. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
  ↳ UseBoard true Turns board on or off (default true).
  ↳ BoardModel "P_BOARD01X" Game model or entity used for board model.
  ↳ BoardPedBone 18905 Game model or entity used for board ped bone.
  ↳ BoardBoneIndex 0x49D9 fallback bone index
  ↳ BoardOffset table Table of board offset entries. Add, remove or edit entries following the examples in the file.
  ↳ BoardRotation table Table of board rotation entries. Add, remove or edit entries following the examples in the file.
  ↳ TextHeight 1.15 Text shown to the player for text height. Change it to translate or rebrand.
  ↳ TextScale 0.30 Text shown to the player for text scale. Change it to translate or rebrand.
  ↳ TextFont 25 Text shown to the player for text font. Change it to translate or rebrand.
  ↳ ShowServerId true Shows server id: true = yes, false = no (default true).
  ↳ ShowCharacterId true Shows character id: true = yes, false = no (default true).
  ↳ ShowReason true Shows reason: true = yes, false = no (default true).
  ↳ ShowDisconnectTime true Shows disconnect time: true = yes, false = no (default true).
  ↳ TimeFormat "%H:%M" Setting for time format.
Feed table Native RDR2 award / toast banners blocker (integrated from jrs_feed)
  ↳ Enabled true Turns enabled on or off (default true).
  ↳ HideAwardToasts true Hide Survivalist / Collector / Sharpshooter award banners
  ↳ HideAppLinkToasts true Hide "Hold F1 for details" toast style
  ↳ HideFeedToast true Extra native toast slot (0xDAABF7FD)
  ↳ HideFeedLhmToast true Extra native toast slot (0xD211C444)
  ↳ ClearOnChallengeEvents true Clear toast channels when challenge/award event fires
  ↳ KeepHidden true Keep running a light hide loop
  ↳ HideInterval 0 Hide loop interval in ms (0 = every frame)
  ↳ DisableToastChannels true Suppress native toast channels (1 and 6)
config/daily_challenges.lua - 10 options#

General

Setting Default What it does
DailyChallenges table Table of daily challenges entries. Add, remove or edit entries following the examples in the file.
  ↳ Enabled true Turns enabled on or off (default true).
  ↳ SlotsCount 7 7 challenges per day, matching RDO
  ↳ Streak table Streak multipliers (consecutive days completed) RDO: Base (1.0x), 7 days (1.5x), 14 days (2.0x), 21+ days (2.5x)
  ↳ BaseGold 0.20 0.20 gold bars per task
  ↳ BaseCash 15.00 $15 cash per task
  ↳ BaseXp 200 200 account XP
  ↳ AllCompletedBonusGold 0.60 bonus so total day reaches up to 2.0 - 2.5 Gold
  ↳ AllCompletedBonusCash 50.00 Money value for all completed bonus cash. Rewards go through the economy multiplier of jrs_core.
  ↳ ChallengePool table Available challenge pool mapped to activities & jobs
config/economy.lua - 1 options#

All scripts should reference this central matrix for item prices, job base

Setting Default What it does
Economy Config.Economy or &#123;&#125; Setting for economy.
config/feed.lua - 11 options#

General

Setting Default What it does
Feed table Table of feed entries. Add, remove or edit entries following the examples in the file.
  ↳ Enabled true Turns enabled on or off (default true).
  ↳ HideAwardToasts true Hides award toasts: true = yes, false = no (default true).
  ↳ HideAppLinkToasts true Hides app link toasts: true = yes, false = no (default true).
  ↳ HideFeedToast true Hides feed toast: true = yes, false = no (default true).
  ↳ HideFeedLhmToast true Hides feed lhm toast: true = yes, false = no (default true).
  ↳ ClearOnChallengeEvents true Switch for clear on challenge events: true = on, false = off (default true).
  ↳ KeepHidden true Switch for keep hidden: true = on, false = off (default true).
  ↳ HideInterval 0 Time setting for hide interval. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
  ↳ DisableToastChannels true Turns off toast channels: true = yes, false = no (default true).
  ↳ ToggleCommand "toggleawards" Setting for toggle command.
Notes from the README#
text
# REDEMPIRE Core
## Unified API
All new integrations should load one API object on the side where they run. The
older exports are still supported for backwards compatibility.
'''lua
-- server
local REDEMPIRE = exports.jrs_core:getCoreApi()
local character = REDEMPIRE.GetCharacter(source)
REDEMPIRE.AddMoney(source, 25)
REDEMPIRE.AddXP(source, 10, 'mission_reward')
REDEMPIRE.NotifyRightTip(source, 'Reward received', 3000)
'''
'''lua
-- client
local REDEMPIRE = exports.jrs_core:getCoreApi()
REDEMPIRE.NotifyRightTip('Ready', 3000)
REDEMPIRE.SetCustomDestination(vector3(0.0, 0.0, 0.0), 'Destination')
REDEMPIRE.Rpc('jrs:getPlayerData', function(playerData)
    print(json.encode(playerData))
end, {})
'''
REDEMPIRE Core is the main framework resource for a RedM server. It handles player connections, character state, money, gold, and dirty money, jobs, groups, XP 
**Resource:** `jrs_core`
**Version:** `1.0.10`
**Game:** RedM / Red Dead Redemption 2
**Author:** jrs
---
## Main Features
- Character loading and authoritative character-ready state.
- Player money, gold, dirty money, job, grade, group, inventory data, coordinates, and metadata.
- XP and level system with configurable requirements up to level 100.
- Compact HUD for gold, money, player ID, job, level, and town.
- Per-character HUD position, size, and visibility saving.
- HUD editor command with move, resize, visibility, reset, save, and cancel controls.
- Right-to-left compact HUD slots: the icon starts on the right and the text extends to the left.
- Reset All restores the original default HUD layout and default element sizes.
- Automatic fallback icon when a job-specific image does not exist.
- RedM notification API for client and server resources.
- Server callbacks and client RPC support.
- Input wheel item synchronization.
- Custom 3D waypoint support.
- Map discovery unlocking.
- Steam, Discord, whitelist, and double-connection checks.
- Administrator commands with per-group permissions.
---

Free (included in JRS Core)   jrs_essentials

JRS Core essentials - AFK kick, pointing, eagle eye per job, first-person aiming and small fixes

Resource jrs_essentials
Folder [CORE]
Version 1.0.0
Author JRS TEAM
Depends on jrs_core
Interface No
Code size 1,007 Lua lines
config.lua - 14 options#

General

Setting Default What it does
Language "en" 'en' or 'ar'
Afk table AFK kick (staff groups are never kicked)
  ↳ enabled true Turns enabled on or off (default true).
  ↳ seconds 1800 Number for seconds (default 1800).
  ↳ warnAt table Table of warn at entries. Add, remove or edit entries following the examples in the file.
  ↳ exempt table Table of exempt entries. Add, remove or edit entries following the examples in the file.
Pointing table Hold B to point
EagleEye table Eagle eye: everyone = true leaves it to jrs_core (gameplay.EagleEye); false = only the jobs listed
  ↳ everyone true Switch for everyone: true = on, false = off (default true).
  ↳ jobs table Who is allowed: jobs, groups or permissions for jobs.
FirstPersonAiming false force first person while free-aiming
HideChallengeEvents true hide RDO challenge / reward pop-ups
StopAutoShuffle true passenger does not slide into the driver seat
DrownFix true stops peds drowning / boats sinking on spawn

Free (included in JRS Core)   jrs_inventory

JRS Inventory unified resource: inventory + weapons + storage + ground + robbery + transactional trade

Resource jrs_inventory
Folder [CORE]
Version 2.4.6
Author jrs team
Depends on jrs_core, oxmysql, uiprompt
Interface Yes (NUI)
Languages ar, en
Code size 20,008 Lua lines

Commands

  • /reloaditems

Exports

AcquireInventoryLock, CanTradeWith, CancelTrade, CloseInv, GetFreeWeight, GetItemDescription, GetItemLabel, GetItemLabelEnglish, GetMaxWeapons, GetMaxWeight, GetTradeSession, GetWeaponTable, InventoryTransaction, IsBagWeaponHash, IsInventoryLocked, IsTradeOpen, IsTrading, OpenPlayerInventoryAdmin, RegisterInventoryHook, RegisterTradeValidator, RegisterUsableItem, ReleaseInventoryLock, ReopenTrade, StartTrade, UnequipAllWeapons, UseItemFromWheel, WheelItemInfo, addItem, addItemSync, canAcquireItem

Database tables

jrs_trade_orders

config/config.lua - 155 options#

General

Setting Default What it does
defaultlang "ar" Fallback only. The live language is per player and comes from jrs_core.
Max_Items 50 kg (base capacity at level 1, scales to 300 with level perks)
Max_Weapons 4 base weapons at level 1, scales to 7 with level perks
MaxOwnedItems table summed). Enforced centrally in AddInventoryItemDirect so it applies no matter how the item is acquired (store purchase, admin give, crafting, quest reward, player trade, ground pickup, etc).
  ↳ hoe 1 Number for hoe (default 1).
  ↳ wellpumpnbx 1 Number for wellpumpnbx (default 1).
  ↳ pickaxe 1 one per player (players stacked/duped extras)
CountUnknownWeaponsTowardLimit false unknown/orphan DB weapon names do not consume capacity
WeaponSerials table Permanent weapon serial numbers
  ↳ Prefix "REDEMPIRE" serial prefix, e.g. REDEMPIRE-20260804-...
  ↳ RandomLength 8 random part length
  ↳ AutoMigrate true add/backfill the serial_number DB column automatically
  ↳ MaintenanceIntervalMs 300000 lightweight mode: legacy serial maintenance every 5 minutes
Metadata table Inventory UI feature settings Server-authoritative item metadata system
  ↳ Enabled true Turns enabled on or off (default true).
  ↳ ApplyDatabaseDefaults true parse items.metadata JSON as defaults for each item instance
  ↳ DefaultDurability 100 Number for default durability (default 100).
  ↳ DurabilityMin 0 Minimum or level requirement for durability min.
  ↳ DurabilityMax 100 Upper limit for durability max.
  ↳ PreventUseWhenBroken true block item usage when durability reaches 0
  ↳ MaxDepth 5 Upper limit for max depth.
  ↳ MaxKeys 32 Upper limit for max keys.
  ↳ MaxStringLength 256 Upper limit for max string length.
  ↳ MaxEncodedLength 2048 Upper limit for max encoded length.
  ↳ LogChanges false enable only when you want a Discord audit entry for every metadata mutation
  ↳ UniqueKeys table Metadata keys that make an item a unique instance instead of a stack. This prevents one durability value from being shared by several tools.
  ↳ CategoryDefaults table Optional defaults by item category. Category names are case-insensitive. Every item in the EQUIPMENT category starts with 100% durability automatically.
  ↳ ItemDefaults table Optional per-item default metadata. DB items.metadata JSON is merged first, category defaults are merged next, then values here override them. Example: ItemDefaults = { pickaxe = { durability = 100 } }
Trade table Secure player trading button inside the inventory UI. The button is shown only when Enabled=true AND the configured trade resource is started.
  ↳ Enabled true Turns enabled on or off (default true).
  ↳ Resource "jrs_inventory" Setting for resource.
  ↳ SelectorDistance 5.0 nearby-player mouse selector range used when starting a trade
InventoryUI table Table of inventory ui entries. Add, remove or edit entries following the examples in the file.
  ↳ DamagedThreshold 30 items/weapons at or below this condition appear in DAMAGED filter
  ↳ WeightWarningPercent 80 yellow weight warning
  ↳ WeightCriticalPercent 95 red critical weight warning
  ↳ WeightWarningSound true play one short UI warning sound when a threshold is crossed
  ↳ MultiActionDelayMs 120 pause after each answered multi-select transfer (server cooldown is 100)
PersonalItems table Personal-only items. Names are case-insensitive. They can be used and arranged in the owner's bag/hotbar, but cannot be dropped, given to another player, or moved into storage.
NoTransferItems table to sell them is the job NPC (farming store / mining shop / lumber NPC) or the mining orders, and other players buy them from that NPC's Player Market. Storage (house, wagon, stash) is still allowed.
WeaponLimitByJob table override Max_Weapons per job/group (key = job or group, value = max weapons)
  ↳ default 7 NOT used for weapon slots anymore: jrs_core level perks give 4 -> 7; job entries below only ever raise it
  ↳ police 10 Number for police (default 10).
  ↳ sheriff 10 Number for sheriff (default 10).
  ↳ admin 10 Who is allowed: jobs, groups or permissions for admin.
WeaponLimitByJobPrefix table Prefix overrides: any job whose name starts with the key gets this limit (all ranks). gunsmith covers gunsmith + every gunsmith_<city> store job.
  ↳ gunsmith 20 Number for gunsmith (default 20).
openinv 0xC1989F95 I (legacy control-hash fallback)
OpenInventoryCommand "inv" /inv command that opens the inventory
PickupControlHash 0x27D1C284 INPUT_PICKUP control used for ground/prop item pickup prompts
PickupDistance 7.0 max distance (units) to search for nearby ground drops / interactable peds
InteractionDistance 2.0 max distance (units) for close-range interactions (looting, storage, trading)
PlayerTransferDistance 4.5 maximum server-verified distance for giving items, weapons, money, or gold to another player
InteractionDistance 4.5 general player-to-player interaction check radius
GroundInteractionDistance 1.5 Ground list visibility and server-validated pickup range
GroundPromptDistance 0.7 world pickup prompt appears only when standing directly over the drop
GroundWorldPromptEnabled false world PICK UP prompt stays disabled; pickup is through the inventory GROUND panel only
GroundSpawnWorldProps true spawn a lightweight world prop for each nearby ground drop
GroundPropStreamDistance 35.0 create local drop props only near the player
GroundPropDespawnDistance 45.0 remove local props after leaving this range
GroundPropStreamRefreshMs 1000 lightweight prop streaming refresh
AllowMoneyGroundDrop true true: players can drop cash on the ground; false: server blocks it
AllowGoldGroundDrop true true: players can drop gold on the ground; false: server blocks it
AllowDirtyMoneyGroundDrop true true: players can drop dirty/illegal money on the ground; false: server blocks it
AllowMoneyToStorage true true: allow depositing cash into storage; false: block it
AllowGoldToStorage true true: allow depositing gold into storage; false: block it
AllowDirtyMoneyToStorage true true: allow depositing dirty/illegal money into storage; false: block it
WeaponHolsterControlHash 0x52D29063 toggle-holster key for dual-wielded pistols/revolvers
LanternToggleControlHash 0x53296B75 toggle key for the davy lantern melee weapon
WeaponSlot1ControlHash 0xE6F612E4 Key or control used for weapon slot1 control hash. Controls are hash values from the game input list.
WeaponSlot2ControlHash 0x1CE6D9EB Key or control used for weapon slot2 control hash. Controls are hash values from the game input list.
WeaponSlot3ControlHash 0x4F49CC4C Key or control used for weapon slot3 control hash. Controls are hash values from the game input list.
WeaponSlot4ControlHash 0x8F9F9E58 Key or control used for weapon slot4 control hash. Controls are hash values from the game input list.
WeaponSlot5ControlHash 0xAB62E997 Key or control used for weapon slot5 control hash. Controls are hash values from the game input list.
HotbarUseCooldownMs 400 prevents one key press from firing the same slot repeatedly
WeightSpeedEnabled true Carried-weight movement penalty. Set to false to disable the system completely and restore normal movement.
WeightSpeedPenalty table RedM movement uses SET_PED_MAX_MOVE_BLEND_RATIO for the carried-weight cap. Lower values are slower. 0.0 means no weight cap / normal movement. These are the original REDEMPIRE inventory values that were used by the working system
DefaultMoveSpeed 0.0 0.0 = no weight restriction below every threshold
NormalMoveBlendRatio 3.0 restore full normal locomotion when no penalty is active
ActionCooldownMs 100 minimum delay between repeated give/transfer/drop requests from the same player
Performance table Lightweight runtime tuning. These values keep controls responsive while avoiding expensive native/player scans every few milliseconds when nothing is happening.
  ↳ OpenKeyIdleMs 50 holster / lantern polling; inventory I key has its own one-control frame watcher
  ↳ OpenKeyUiMs 250 no gameplay polling is needed quickly while NUI owns focus
  ↳ GroundNoDropsMs 2000 nothing exists on the ground: sleep almost completely
  ↳ GroundFarScanMs 600 drops exist, but none is within the near radius
  ↳ GroundMidScanMs 100 a drop is within GroundMidDistance
  ↳ GroundMidDistance 3.0 Distance in game units that applies to ground mid distance.
  ↳ GroundNearScanMs 15 only while actually standing on the pickup prompt
  ↳ HotbarIdleMs 500 no assigned hotbar slots => no control natives are called
  ↳ HotbarActiveMs 25 assigned slot controls remain responsive without a 100 Hz loop
  ↳ SocialIdleMs 350 target scanner while not aiming at another player
  ↳ SocialTargetMs 15 fast only while a valid player interaction prompt is visible
  ↳ RobberyNoPlayersMs 1500 only yourself online/streamed locally
  ↳ RobberyIdleScanMs 750 no nearby searchable target
  ↳ RobberyMidScanMs 150 another player is within RobberyMidDistance
  ↳ RobberyMidDistance 3.0 Distance in game units that applies to robbery mid distance.
  ↳ RobberyNearMs 15 fast only while the Search prompt is actually visible
  ↳ GiveSelectorRefreshMs 100 selector exists only while choosing a recipient
  ↳ PedPromptNameRefreshMs 15000 Citizen (ID) name refresh; does not need a high rate
  ↳ MoveSpeedRefreshMs 1000 weight speed check; value is only applied when it changes
  ↳ AmmoSaveActiveMs 5000 ammo is sampled only while an inventory weapon is equipped
  ↳ AmmoSaveIdleMs 15000 no equipped weapon => do not scan ammo types; only re-check state
AntiDupe table Anti-duplication / lag-switch protection
  ↳ Enabled true Turns enabled on or off (default true).
  ↳ OperationReplayWindowMs 120000 Number for operation replay window ms (default 120000).
  ↳ LockTimeoutMs 30000 Time setting for lock timeout ms. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
  ↳ LegacyReplayWindowMs 1500 Number for legacy replay window ms (default 1500).
  ↳ LogBlockedActions true Logs blocked actions: true = yes, false = no (default true).
  ↳ MaxViolationsBeforeDrop 0 Upper limit for max violations before drop.
Security table Server-authoritative request validation. These limits are intentionally generous for normal play and only block spammed, malformed, or oversized client payloads. REDEMPIRE is the only supported framework.
  ↳ RequestWindowMs 5000 Number for request window ms (default 5000).
  ↳ RequestLimits table Table of request limits entries. Add, remove or edit entries following the examples in the file.
  ↳ MaxLayoutEntries 256 Upper limit for max layout entries.
  ↳ MaxLayoutSlot 512 Upper limit for max layout slot.
  ↳ MaxHotbarPayloadBytes 4096 Upper limit for max hotbar payload bytes.
  ↳ MaxUseArgsBytes 4096 Upper limit for max use args bytes.
  ↳ MaxLayoutPayloadBytes 65536 Upper limit for max layout payload bytes.
  ↳ MaxAmmoPayloadBytes 8192 Upper limit for max ammo payload bytes.
  ↳ MaxAmmoEntries 32 Upper limit for max ammo entries.
  ↳ MaxAmmoPerType 999 Upper limit for max ammo per type.
config/robbery.lua - 20 options#

General

Setting Default What it does
Robbery table REDEMPIRE Inventory - Player robbery / search settings This system is fully integrated into jrs_inventory. No separate robbery resource is required.
  ↳ Enabled true Turns enabled on or off (default true).
  ↳ PromptControlHash 0x27D1C284 INPUT_PICKUP / E-style prompt used by this server
  ↳ PromptDistance 0.75 Distance in game units that applies to prompt distance.
  ↳ ServerDistance 2.0 Distance in game units that applies to server distance.
  ↳ SessionTimeoutMs 30000 Time setting for session timeout ms. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
  ↳ ActionCooldownMs 100 Time setting for action cooldown ms. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
  ↳ MaxTransferAmount 100000 Upper limit for max transfer amount.
  ↳ LockTargetToOneSearcher true Switch for lock target to one searcher: true = on, false = off (default true).
  ↳ AllowItems true What can be taken from the searched player
  ↳ AllowWeapons true Allows weapons: true = yes, false = no (default true).
  ↳ AllowMoney true Allows money: true = yes, false = no (default true).
  ↳ MoneyStealPercent 0.10 Robbers can only steal up to 10% of victim cash
  ↳ MoneyStealWindowMinutes 30 that 10% is a total per victim for this long, not per take
  ↳ AllowGold true Allows gold: true = yes, false = no (default true).
  ↳ AllowDirtyMoney true Allows dirty money: true = yes, false = no (default true).
  ↳ BlockPersonalItems true Prevent items configured as personal / non-removable from being stolen
  ↳ Restrictions table Table of restrictions entries. Add, remove or edit entries following the examples in the file.
  ↳ ShowWeaponSerial true Shows weapon serial: true = yes, false = no (default true).
  ↳ Debug false Debug output for debug: true = yes, false = no (default false).
Notes from the README#
text
# jrs_inventory
## v1.6.30 - Storage transfer slots + centered inventory navigation
- Centered Inventory search directly below the title.
- Category filter and action tabs are separated into clear rows.
- Storage uses five real columns with visible slot numbers.
- Drag player Inventory -> Storage and Storage -> player Inventory with source-aware drop targets.
- Dropping onto an empty Storage slot persists that Storage slot; dropping Storage content onto a free player slot requests that exact player slot.
- Empty Storage slot drops persist the selected Storage slot in the storage JSON.
- Added clear PLAYER INVENTORY / STORAGE transfer labels and lightweight drop feedback.
- Keeps wallet, gold, dirty money, clothing, ground and hotbar hidden in Storage mode.
- REDEMPIRE Core only.
# v1.6.9 - Quick slots + three inventory sounds
- REDEMPIRE Core only.
- Uses exactly three local MP3 assets inside the normal Inventory: open, close, and click.
- Removed the old hover sound and the generated weight-warning beep. Storage/robbery/other NUI surfaces remain silent.
- Fixed the open sound order so it plays after the inventory becomes visible; close sound plays before the normal inventory hides.
- Rebuilt Quick Slots 1-5: drag inventory items/weapons to assign, drag filled quick slots to swap, and right-click a quick slot to clear it.
- Quick-slot drag/drop is rebound after every inventory render, fixing slots that stopped accepting drops after a refresh.
- Hotbar state is validated client-side and server-side, deduplicated, repaired after legitimate stack-ID changes, and authoritatively synced back to the client
- Active 1-5 input is checked every frame only while at least one quick slot is assigned; an empty hotbar keeps the long idle sleep.
## v1.6.8 - Compact connected / instant-open inventory
- REDEMPIRE Core only.
- Restores the older compact panel dimensions while keeping Clothing, Inventory, Ground, Wallet and slots 1-5 connected.
- Opens immediately from the synchronized client cache; authoritative inventory/ground data refreshes in the background.
- The inventory sound set is local and scoped to the normal Inventory view only.
- Drag/drop uses shorter, low-cost feedback settings for smoother slot movement.
## v1.6.7 - Connected responsive inventory UI
- Matched the supplied wide reference layout: Clothing + Inventory + Ground in one aligned three-column composition.
- Wallet is attached below Clothing; Quick Slots are attached below Inventory.
- Hotbar keys are 1 through 5.
- Added a dedicated local menu-open sound (`html/sounds/ui_open.mp3`).
- Removed the visible NUI loading overlay; panels appear only when authoritative inventory data is ready.
- Kept all assets local and preserved REDEMPIRE Core-only integration and server-authoritative transfer/security logic.
- Responsive single-scale layout keeps the complete UI visible on common 16:9, 16:10, ultrawide, 2K and 4K screens.
# jrs_inventory v1.6.5 - RedM Native Instant Open
This build removes `RegisterKeyMapping` from the inventory open flow and uses the RedM control hash (`Config.openinv`) directly. A dedicated one-control-per-fra
## Ultra-Low Idle Pass (v1.6.3)
This build targets the case where Resource Monitor showed more client time while the inventory was closed than while NUI was open. The remaining idle work was m
- Empty hotbar: no hotbar control natives are called; the loop sleeps for 500ms.
- Active hotbar: polling reduced from 10ms to 25ms and only assigned slots are checked.
- Hotbar polling no longer allocates temporary Lua tables every cycle.
- Inventory/holster/lantern polling reduced to 50ms while closed and 250ms while NUI owns focus.
- Holster and lantern actions are edge-triggered so holding a key does not repeat expensive weapon natives.
- Ground scanner sleeps for 2 seconds when no drops exist, and reads player coordinates only once per scan when drops do exist.
- Ground scanning now uses distance tiers (far / near / prompt) instead of one aggressive idle rate.

Free (included in JRS Core)   jrs_loadingscreen

JRS Loading Screen - RedM / jrs_core compatible

Resource jrs_loadingscreen
Folder [CORE]
Version 2.10.0
Author JRS
Interface No
Languages ar, en
Code size 1,535 Lua lines

Exports

GetDisplayPlayerCount, GetListedMaxClients, GetListedPlayerCount, GetPlayerAvatarUrl, IncludeBots, IsLoadingScreenActive

config/server.lua - 23 options#

General

Setting Default What it does
ProfileLookup table Table of profile lookup entries. Add, remove or edit entries following the examples in the file.
  ↳ httpTimeoutMs 5000 Prevent a slow Steam/Discord endpoint from holding a player in the connecting state indefinitely. Timed-out lookups fall back normally.
PlayerAvatar table steam = Steam only -> local default image discord = Discord only -> local default image default = always use the local default image
  ↳ enabled true Turns enabled on or off (default true).
  ↳ source "auto" Setting for source.
  ↳ defaultAvatar "assets/images/default_avatar.jpg" Setting for default avatar.
  ↳ communityFallback true If the Web API key is missing or the API lookup fails, try the public Steam Community profile XML as a best-effort fallback.
  ↳ cacheSeconds 900 Avoid repeated Steam API requests when a player reconnects.
  ↳ enabled true Turns enabled on or off (default true).
  ↳ guildId '1060162210367807498' Setting for guild id.
  ↳ roles table Use Discord snowflakes as strings.

2.10.0: the main source is now the Cfx server list itself (the same number

Setting Default What it does
PlayerCount table The count goes up at once but only goes down after a lower number has been seen for dropAfterSeconds in a row, and never in the first bootGraceSeconds after a restart, so a slow API or a restart never flashes "2/80".
  ↳ includeBots true Switch for include bots: true = on, false = off (default true).
  ↳ holdSeconds 21600 Number for hold seconds (default 21600).
  ↳ useServerListCount true Cfx server list (cfx.re/join/<code>). Empty = read it from the CONNECT button in jrs_core/config/config.lua. "set jrs_cfx_join_id" overrides.
  ↳ cfxJoinId "8eeyxqv" Setting for cfx join id.
  ↳ listRefreshMs 60000 Number for list refresh ms (default 60000).
  ↳ useDynamicJson true Local /dynamic.json (second source).
  ↳ url 'http://127.0.0.1:30120/dyna... Setting for url.
  ↳ refreshMs 15000 Number for refresh ms (default 15000).
  ↳ freshSeconds 180 a reading counts as live for this long
  ↳ dropAfterSeconds 600 lower number must last 10 min before it shows
  ↳ bootGraceSeconds 600 no drops in the first 10 min after a restart
config/shared.lua - 27 options#

General

Setting Default What it does
Debug false Debug output for debug: true = yes, false = no (default false).
JRS table Table of jrs entries. Add, remove or edit entries following the examples in the file.
  ↳ coreResource "jrs_core" Setting for core resource.
  ↳ characterResource "jrs_character" Setting for character resource.
  ↳ characterCloseEvent "jrs_loadingscreen:client:close" Primary handoff: jrs_character fires this only after the Character Selector or Character Creator NUI confirms that it has actually been painted.
  ↳ characterSelectionReadyEvent 'jrs_loadingscreen:client:ch... Setting for character selection ready event.
  ↳ characterDismissedEvent 'jrs_character:client:loadin... Setting for character dismissed event.
  ↳ characterSkipShowEvent 'jrs_character:client:loadin... Setting for character skip show event.
  ↳ characterCursorClaimEvent 'jrs_character:client:claimS... Setting for character cursor claim event.
  ↳ coreReadyEvent "jrs_core:client:characterReady" Legacy / emergency signals kept only as compatibility fallbacks.
  ↳ selectedCharacterEvent "jrs:SelectedCharacter" Setting for selected character event.
  ↳ finalReadyEvent "jrs_character:isPlayerReady" Setting for final ready event.
  ↳ legacyReadyEvent "jrs:isPlayerReady" Setting for legacy ready event.
  ↳ legacyReadyEventLower "jrs:isPlayerready" Setting for legacy ready event lower.
  ↳ closeAfterInitialSpawnMs 450 If jrs_character is not running, preserve the old standalone behavior.
  ↳ standaloneWatchdogMs 30000 Number for standalone watchdog ms (default 30000).
  ↳ characterUiFallbackMs 240000 When jrs_character is running we intentionally wait for its explicit UI-ready event. This long watchdog is only a last-resort recovery for a broken creator.
  ↳ readyBackupDelayMs 100 Time setting for ready backup delay ms. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
  ↳ manualCloseDelayMs 100 Time setting for manual close delay ms. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
CharacterSkip table Character selector handoff. The selector can finish rendering behind the loading screen, then expose a SKIP button. If the player does nothing the loading screen is dismissed automatically after the configured duration.
  ↳ holdAfterSelectorReady false Keep false for the normal JRS flow: selector-ready immediately closes the manual loading screen, then jrs_character takes exclusive mouse focus. Set true only if you intentionally want the legacy 60-second SKIP overlay.
  ↳ enabled true Turns enabled on or off (default true).
  ↳ buttonText _U('skip_button') Key or control used for button text. Controls are hash values from the game input list.
  ↳ autoCloseSeconds 60 Number for auto close seconds (default 60).
Dev table Table of dev entries. Add, remove or edit entries following the examples in the file.
  ↳ enabled false Turns enabled on or off (default false).
  ↳ forceCloseCommand "jrs_loading_close" Setting for force close command.
Notes from the README#
text
# jrs_loadingscreen 2.5.0
JRS loading screen for RedM with direct `jrs_core` / `jrs_character` handoff.
## Start order
'''cfg
ensure jrs_core
ensure jrs_loadingscreen
ensure jrs_character
'''
## Main configuration
UI/media settings are in `web/config_main.js`.
### Video
'''js
VIDEO: {
    ENABLE: true,
    VIDEO: "background.mp4",
    MUTE_VIDEO: false,
},
'''
When video is enabled, the image slideshow is automatically inactive at runtime.
The first local image remains available only as an instant fallback while the MP4 starts.
### Images
'''js
IMAGES: {
    ENABLE_SLIDER: true,
    SLIDER_DURATION: 10000,
    ENABLE_OVERLAY: true,
    OVERLAY_FRAME_DURATION: 80,
    ENABLE_BORDER_IMAGE: true,
    IMAGE_LIST: [
        { NAME: "image_1.jpg" },
    ],
},
'''
Images are used only when `VIDEO.ENABLE` is `false`.
### Audio
`MUSIC.VOLUME` is the initial master volume (0-100). The volume slider controls both
music and audible video audio. Mute also controls both sources.
`VIDEO.MUTE_VIDEO = true` is a hard lock: shared controls will never unmute that video.
When video audio is enabled, music does not auto-play over it. If `MUSIC.ENABLE` is
`false`, only the master Mute/Volume controls remain visible; music-only transport
buttons are hidden.
The player's master mute/volume choices are stored locally by the loading screen.
## Character Selection / SKIP
With the matching JRS character integration:
1. Character Selection paints behind the loading screen.

Free (included in JRS Core)   jrs_minigame

Resource jrs_minigame
Folder [CORE]
Version 1.0.0
Author JRS TEAM
Interface Yes (NUI)
Code size 156 Lua lines

Free (included in JRS Core)   jrs_progressbar

A tool to use within your scripts for jrs core framework

Resource jrs_progressbar
Folder [CORE]
Version 1.2.1
Author JRS TEAM
Interface Yes (NUI)
Code size 127 Lua lines

Exports

CancelAll, CancelNext, initiate

Free (included in JRS Core)   jrs_radialmenu

JRS Core radial menu - hold F6 for quick actions

Resource jrs_radialmenu
Folder [CORE]
Version 1.0.0
Author JRS TEAM
Depends on jrs_core
Interface Yes (NUI)
Code size 1,065 Lua lines

Exports

AddOption, RemoveOption

config.lua - 9 options#

General

Setting Default What it does
Language "en" 'en' or 'ar'
Key 0x3C0A40F2 F6
HoldToOpen true true: hold the key, release to close | false: tap to open
LawJobs table jobs that get the work section
MedicJobs table Who is allowed: jobs, groups or permissions for medic jobs.

menu (titles are locale keys, resolved when the menu opens)

Setting Default What it does
MenuItems table type = 'command' | 'client' (TriggerEvent) | 'server' (TriggerServerEvent)
JobInteractions table Who is allowed: jobs, groups or permissions for job interactions.
  ↳ law table Table of law entries. Add, remove or edit entries following the examples in the file.
  ↳ medic table Table of medic entries. Add, remove or edit entries following the examples in the file.

Paid (server only)   jrs_servertag

jrs Discord Server Tag - wear the RED tag, earn time-based tiers, XP/reward/discount bonuses and daily gifts

Resource jrs_servertag
Folder [CORE]
Version 1.1.0
Author jrs team
Depends on /onesync, jrs_core, oxmysql
Interface No
Languages ar, en
Code size 764 Lua lines

Commands

  • /servertag_debug
  • /servertag_sethours
  • /tagboost

Exports

ClaimGifts, GetPanelData, GetTagPerks, IsWearingTag, RecheckTag

Database tables

jrs_servertag_users

config.lua - 25 options#

A player who wears this server's tag on Discord (Settings > Profiles >

Setting Default What it does
Enabled true Turns enabled on or off (default true).
RecheckSeconds 600 How often a connected player's tag is re-checked on Discord (seconds). Discord is rate limited; the queue below spaces the calls out.
RequestGapMs 1300 minimum gap between Discord calls
TickSeconds 60 Time is credited in this step (seconds). Must divide RecheckSeconds sensibly.
StreakMinMinutes 20 A day counts for the streak once the player wore the tag this long (minutes).
StreakStepXp 0.005 Streak bonus: +StreakStepXp XP% per streak day, capped.
StreakMaxXp 0.10 Upper limit for streak max xp.
StreakGraceDays 1 If the tag is not worn for this many days the streak resets (1 = must wear daily).
LoseProgressOnRemoveDays 0 Optional: wipe accumulated time after N days without the tag. 0 = never.
Command "servertag" Chat command players use to see their tag status / claim the daily gift.
ClaimCommand "tagclaim" Setting for claim command.
TagText "RED" The text shown to players who do not wear the tag.
InviteText 'discord.gg/juXXDnUfar' Text shown to the player for invite text. Change it to translate or rebrand.
Tiers table daily { money = $, gold = g, items = { {name,count}, ... } } once per day weekly same shape, once per ISO week (once per ISO week) unlock one-time gift the first time the tier is reached
MaxExtra table Hard caps so tag perks stack safely on top of level perks.
Currency table Money/gold currency ids used by jrs_core addMoney: 0 = cash, 1 = gold.
Debug false Debug output for debug: true = yes, false = no (default false).

Anti-AFK: time only counts while the player keeps moving (metres per tick).

Setting Default What it does
AfkMinMove 1.5 Minimum or level requirement for afk min move.
AfkMaxIdleMinutes 5 Upper limit for afk max idle minutes.
UnlockMinMinutes 30 No unlock/first gifts before the account wore the tag this long (stops fake-account farming).
WeeklyGoal table Weekly goal: wear the tag this many hours in one week, then /tagclaim pays the reward.
TopCount 5 /tagtop leaderboard size and cache time.
TopCacheSeconds 60 Number for top cache seconds (default 60).
TopCommand "tagtop" Setting for top command.
BoostMaxExtraXp 1.00 Admin boost event (console): tagboost &lt;minutes&gt; &lt;extraXpPercent&gt; e.g. tagboost 60 50 adds +50% XP for every player wearing the tag. tagboost 0 ends it.
JRS Core · Free and open-source RedM framework · made by the JRS TEAM