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TheDenVxUA

hs_jobranks_config.lua

May 9th, 2020
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  1.  
  2. --[[
  3. TO "TRANSFER" THE OLD DATA USE:
  4. jobranks_jobs in your ingame console,
  5. It will print all jobnames and IDs, simply use the ID as the jobranks ID Identifier and it will use the old data
  6.  
  7. For example:
  8. Jobname: Citizen, ID: 1
  9. Jobname: Civil Protection, ID: 2
  10. Jobname: Gangster, ID: 3
  11. Jobname: Mob boss, ID: 4
  12. Jobname: Gun Dealer, ID: 5
  13. Jobname: Medic, ID: 6
  14. Jobname: Civil Protection Chief, ID: 7
  15. Jobname: Mayor, ID: 8
  16. Jobname: Hobo, ID: 9
  17.  
  18. If you want to use old CP data for the new structure simply put:
  19. Old:
  20. JBR_SetupRankTable(TEAM_POLICE, 8, 15, ".", 5, 5, false)
  21.  
  22. New:
  23. JBR_SetupRankTable(2, 8, 15, ".", 5, 5, false)
  24.  
  25. And then you also have to add:
  26. JBR_AddJobToRankTable(TEAM_POLICE, 2)
  27.  
  28. This way you can make multiply jobs use same jobrank table and progression
  29.  
  30. Multiply jobs can now use the same jobrank table
  31. No longer depends on TEAM IDs, hence adding new jobs will not make it load incorrect data (Data "loss" fix)
  32. Now automaticly adjusts reqranks if setup improperly
  33.  
  34. Config changes:
  35. Added JBR_AddJobToRankTable(JOB, JOBRANKTABLE_ID)
  36. Added .JobsRankTables
  37. ]]
  38. JobRanksConfig = JobRanksConfig or {}
  39.  
  40. //Use MySQL or not, edit database in sv_mysql.lua
  41. JobRanksConfig.MYSQLOO = false
  42.  
  43. //Who can access admin commands etc
  44. JobRanksConfig.AdminAccessCustomCheck = function(Player)
  45.    if Player:IsAdmin() then
  46.        return true
  47.    else
  48.        return false
  49.    end
  50. end
  51. //How often should it update and save?
  52. JobRanksConfig.UpdateTimer = 30
  53. //Players Required to be able to earns playtime through timer
  54. JobRanksConfig.PlayersRequired = 0
  55. //Should it give SALARY*Bonus instead of SALARY+Bonus?
  56. //NOTE: This calculates BaseSalary + (BaseSalary/100*Bonus)
  57. //So if you set BonusSalary to 15 it will be 15% of the original salary
  58. JobRanksConfig.BonusSalaryPercent = true
  59. //Disables progression if player is AFK
  60. JobRanksConfig.DisableAFKProgress = true
  61. //NOTE: These uses DarkRPs chatcommand system, which means it will always use / before the command so by default it would be -> /rpromote NICK REASON
  62. //Chatcommand to promote
  63. JobRanksConfig.PromotionChatCommands = {"rpromote"}
  64. //Chatcommand to demote
  65. JobRanksConfig.DemotionChatCommands = {"rdemote"}
  66. //Should ranks reset when you die?
  67. JobRanksConfig.ResetRanksOnDeath = false
  68.  
  69. //HUD Jobranks
  70. JobRanksConfig.HUD = true
  71. //Defined 0-100, 0 is as much left as it can and 100 is as much right as it can
  72. JobRanksConfig.UIW = 100
  73. //Defined 0-100, 0 is as much up as it can and 100 is as much down as it can
  74. JobRanksConfig.UIH = 0
  75. --[[
  76. bar = a bar for progress
  77. time = text for time left
  78. number = numbers only
  79. ]]
  80. JobRanksConfig.HUDType = "bar"
  81.  
  82. --[[
  83. 1 = Displays: Job
  84. 2 = Displays: Jobrank
  85. 3 = Displays: Job (JobRank)
  86. ]]
  87. JobRanksConfig.ShowJobType = 2
  88.  
  89. JobRanksConfig.UIBoxColor = Color(100,100,100,200)
  90. JobRanksConfig.UIOutlineColor = Color(200, 200, 200, 200)
  91. JobRanksConfig.UITextColor = Color(255,255,255,200)
  92. JobRanksConfig.BarBackground = Color(0,0,0,255)
  93. JobRanksConfig.Bar = Color(0,200,0,255)
  94.  
  95. JobRanks = JobRanks or {}
  96. JobRanksConfig.JobJoinRestrictments = JobRanksConfig.JobJoinRestrictments or {}
  97. JobRanksConfig.JobPermissionList = JobRanksConfig.JobPermissionList or {}
  98. JobRanksConfig.JobsRankTables = JobRanksConfig.JobsRankTables or {}
  99.  
  100.  
  101.  
  102. local function JBR_InitRanks()
  103. timer.Simple(3, function()
  104.  
  105.  
  106.  ------------------------------------------
  107. ----------------Premissions----------------
  108. -------------------------------------------
  109. --[[
  110. JBR_SetupRestrictedJob(Job, RequiredJobs)
  111. Job - The job to be restricted
  112. RequiredJobs - Table of the ranks you must reach in that specific job {[Job] = RequiredRank, [Job2] = RequiredRank} etc
  113. ]]
  114. ---
  115. ---Ограничения, какая работа должна выходить из какой.
  116. ---
  117. -- Кадет может стать рекрутом только когда получит ранг 2
  118. JBR_SetupRestrictedJob(TEAM_RECURIT, {[4] = 2}) -- Стать шефом можно только после уровня полиции 8
  119. -- Рекрут может стать ПОЛИЦЕЙСКИМ только когда получит ранг 3
  120. JBR_SetupRestrictedJob(TEAM_POLICE, {[5] = 3}) -- Стать шефом можно только после уровня полиции 3
  121. JBR_SetupRestrictedJob(TEAM_RPOLICE, {[5] = 3}) -- Стать шефом можно только после уровня полиции 3
  122. JBR_SetupRestrictedJob(TEAM_POLICESCIENTIFIC, {[1] = 3}) -- Стать шефом можно только после уровня полиции 3
  123. --
  124. JBR_SetupRestrictedJob(TEAM_USSS, {[1] = 11}) -- Стать шефом можно только после уровня полиции 3
  125. JBR_SetupRestrictedJob(TEAM_FBI, {[1] = 3}) -- Стать шефом можно только после уровня полиции 3
  126. JBR_SetupRestrictedJob(TEAM_CIA, {[1] = 3}) -- Стать шефом можно только после уровня полиции 3
  127. JBR_SetupRestrictedJob(TEAM_FBI_SWAT, {[1] = 3}) -- Стать шефом можно только после уровня полиции 3
  128. JBR_SetupRestrictedJob(TEAM_SWAT, {[1] = 2}) -- Стать шефом можно только после уровня полиции 3
  129. JBR_SetupRestrictedJob(TEAM_DETECTIVE, {[1] = 3}) -- Стать шефом можно только после уровня полиции 3
  130. JBR_SetupRestrictedJob(TEAM_MARSHAL, {[1] = 3}) -- Стать шефом можно только после уровня полиции 3
  131. -- Полицейский может стать ШЕФОМ ПОЛИЦИИ только когда получит ранг 8
  132. JBR_SetupRestrictedJob(TEAM_CHIEF, {[1] = 11}) -- Стать шефом можно только после уровня полиции 8
  133. JBR_SetupRestrictedJob(TEAM_MAIN_FBI, {[1] = 11}) -- Стать шефом можно только после уровня полиции 8
  134. JBR_SetupRestrictedJob(TEAM_MAIN_CIA, {[1] = 11}) -- Стать шефом можно только после уровня полиции 8
  135.  
  136.  
  137. --[[
  138. JBR_SetupJobPermissionList(Job, AllowedJobs)
  139. Job - Job that is allowed to promote/demote
  140. AllowedJobs - The jobs the job is allowed to promote/demote {[Job] = true, [Job2] = true} etc
  141. ]]
  142. ---
  143. ---Повышения.
  144. ---Кто может повышать и кого
  145. ---
  146. JBR_SetupJobPermissionList(TEAM_POLICE, { -- Полицейский повышает тех кто идет ниже в списке (Коп повышает с определенного уровня)
  147. [TEAM_POLICE] = true, -- Может повысить другого копа ниже по званию
  148. [TEAM_RPOLICE] = true, -- Дорожная полция, рекрут (Пока не решено)
  149. [TEAM_RECURIT] = true, -- Рекрут (Пока не решено)
  150. [TEAM_KADET] = true, -- Кадет (Пока не решено)
  151. })
  152.  
  153. JBR_SetupJobPermissionList(TEAM_CHIEF, { -- Глава полиции может повышать всех кто ниже в списке.
  154. [TEAM_POLICE] = true,
  155. [TEAM_RPOLICE] = true,
  156. [TEAM_SWAT] = true,
  157. --[TEAM_FBI] = true,
  158. [TEAM_POLICESCIENTIFIC] = true,
  159. [TEAM_KADET] = true,
  160. [TEAM_RECURIT] = true
  161. })
  162.  
  163. JBR_SetupJobPermissionList(TEAM_MAIN_FBI, { -- Глава полиции может повышать всех кто ниже в списке.
  164. [TEAM_FBI] = true
  165. })
  166. JBR_SetupJobPermissionList(TEAM_MAIN_CIA, { -- Глава полиции может повышать всех кто ниже в списке.
  167. [TEAM_CIA] = true
  168. })
  169.  
  170. -------------------------------------------
  171. --
  172. --
  173. --
  174. --
  175. -------------------------------------------
  176. ----------------TEAM_POLICE----------------
  177. -------------------------------------------
  178. --JBR_SetupRankTable( "1" Job, "9" MaxRank, "15" BonusSalary, "." PrefixSeparator, "5" Warrant, "5" Wanted, "false" DisableProgression)
  179.  JBR_SetupRankTable(1, 9, 15, ".", 3, 3, false)-- THIS MUST ALWAYS BE FIRST OR IT WILL SETUP FOR THE JOBRANK THAT WAS DEFINED BEFORE THIS
  180. ---Rank Police---
  181. --JBR_SetupRank(1, 0, "Cadet", "Ct", {Promote = false, Demote = false}, {Health = 2, Armor = 0}, {}, Material("jobranks/police/rank1.png"))
  182. --JBR_SetupRank(2, 0, "RECURIT  Officer", "Rct", {Promote = false, Demote = false}, {Health =3 , Armor = 3}, {}, Material("jobranks/police/rank1.png"))
  183. JBR_SetupRank(1, 0, "Probationary Police Officer", "PpO", {Promote = false, Demote = false}, {Health = 5, Armor = 5}, {}, Material("jobranks/police/rank1.png"))
  184. JBR_SetupRank(2, 2500, "Police Officer", "PoFF", {Promote = false, Demote = false}, {Health = 7, Armor = 7}, {}, Material("jobranks/police/rank1.png"))
  185. JBR_SetupRank(3, 5000, "Detective", "Det", {Promote = false, Demote = false}, {Health = 10, Armor = 10}, {}, Material("jobranks/police/rank2.png"))
  186. JBR_SetupRank(4, 7000, "Detective 1St", "Det. I", {Promote = false, Demote = false}, {Health = 15, Armor = 15}, {}, Material("jobranks/police/rank4.png"))
  187. JBR_SetupRank(5, 14000, "Detective 2nd", "Det. II", {Promote = false, Demote = false}, {Health = 15, Armor = 15}, {}, Material("jobranks/police/rank4.png"))
  188. JBR_SetupRank(6, 28000, "Detective 3rd", "Det. III", {Promote = false, Demote = false}, {Health = 15, Armor = 15}, {}, Material("jobranks/police/rank4.png"))
  189. JBR_SetupRank(7, 56000, "Sergeant", "Sgt", {Promote = false, Demote = false}, {Health = 20, Armor = 20}, {}, Material("jobranks/police/rank4.png"))
  190. JBR_SetupRank(8, 112000, "Lieutenant", "Lt", {Promote = false, Demote = true, MaxDemotion = 4}, {Health = 25, Armor = 25}, {"weapon_pumpshotgun2"}, Material("jobranks/police/rank5.png"))
  191. JBR_SetupRank(9, 224000, "Captain", "Cpt", {Promote = true, Demote = true, MaxPromotion = 5}, {Health = 30, Armor = 30}, {}, Material("jobranks/police/rank6.png"))
  192. JBR_SetupRank(10, 448000, "Deputy Inspector", "DI", {Promote = true, Demote = true, MaxPromotion = 5, MaxDemotion = 3}, {Health = 35, Armor = 35}, {"weapon_mp52"}, Material("jobranks/police/rank7.png"))
  193. JBR_SetupRank(11, 896000, "Inspector", "Insp", {Promote = true, Demote = true}, {Health = 40, Armor = 40}, {}, Material("jobranks/police/rank8.png"))
  194. JBR_AddJobToRankTable(TEAM_POLICE, 1)
  195.  
  196. --[[ МЫ КОПИРУЕМ РАНГИ КОПА РАНГАМ ДОРОЖНОЙ ПОЛИЦИИ ]]
  197. JBR_CopyRankTable(1, 2)
  198. JBR_AddJobToRankTable(TEAM_RPOLICE, 2)
  199. JBR_CopyRankTable(1, 13)
  200. JBR_AddJobToRankTable(TEAM_SWAT, 13)
  201. --[[ МЫ КОПИРУЕМ РАНГИ КОПА РАНГАМ ДОРОЖНОЙ ПОЛИЦИИ ]]
  202. JBR_CopyRankTable(1, 6)
  203. JBR_AddJobToRankTable(TEAM_POLICESCIENTIFIC, 6)
  204. --[[ МЫ КОПИРУЕМ РАНГИ КОПА РАНГАМ ДОРОЖНОЙ ПОЛИЦИИ ]]
  205. JBR_CopyRankTable(1, 9)
  206. JBR_AddJobToRankTable(TEAM_CIA, 9)
  207. JBR_CopyRankTable(1, 10)
  208. JBR_AddJobToRankTable(TEAM_CIA, 10)
  209. JBR_CopyRankTable(1, 11)
  210. JBR_AddJobToRankTable(TEAM_FBI_SWAT, 11)
  211. --JBR_SetupRankModel(1, {{Model = "models/player/police.mdl", Bodygroups = {{0,0},{2,1}}, Skin = 1}})--Sets model, two custom bodygroups and skin to 1
  212. --Skipped rank 2, it will now set default model on rank 2
  213. --JBR_SetupRankModel(3, {{Model = "models/player/police.mdl", Bodygroups = {{0,0},{2,1}}, Skin = 1},{Model = "models/player/police_fem.mdl", Bodygroups = nil, Skin = 3}}) -- EXAMPLE OF MULTIPLY MODELS FOR ONE RANK
  214. --JBR_SetupRankModel(4, {{Model = "models/player/police_fem.mdl", Bodygroups = nil, Skin = 3}})--Sets model, no bodygroups, sets skin to 3
  215. --JBR_SetupRankModel(5, {{Model = nil, Bodygroups = nil, Skin = 2}})--Sets default model, no bodygroups, sets skin to 2
  216. ---Loadout---
  217. --JBR_AddLoadout(5, {"weapon_pumpshotgun2"})
  218. --JBR_AddLoadout(7, {"weapon_mp52"})
  219. ---Entity---
  220. --//JBR_AddEntity(5, {"money_printer"})
  221. ---Shipments---
  222. --//JBR_AddShipment(5, {"weapon_pumpshotgun2"})
  223. --------------------------------------------
  224. -----------------TEAM_POLICE----------------
  225. --------------------END---------------------
  226. -- --
  227. -------------------------------------------
  228. ----------------TEAM_RPOLICE----------------
  229. -------------------------------------------
  230. --[[JBR_AddJobToRankTable(TEAM_RPOLICE, 2)
  231. --JBR_SetupRankTable( "1" Job, "8" MaxRank, "15" BonusSalary, "." PrefixSeparator, "5" Warrant, "5" Wanted, "false" DisableProgression)
  232.  JBR_SetupRankTable(2, 8, 15, ".", 5, 5, false)-- THIS MUST ALWAYS BE FIRST OR IT WILL SETUP FOR THE JOBRANK THAT WAS DEFINED BEFORE THIS
  233. ---Rank Police---
  234. --JBR_SetupRank(1, 0, "Cadet", "Ct", {Promote = false, Demote = false}, {Health = 2, Armor = 0}, {}, Material("jobranks/police/rank1.png"))
  235. --JBR_SetupRank(2, 0, "RECURIT  Officer", "Rct", {Promote = false, Demote = false}, {Health =3 , Armor = 3}, {}, Material("jobranks/police/rank1.png"))
  236. --JBR_SetupRank(3, 0, "Probationary Police Officer", "PpO", {Promote = false, Demote = false}, {Health = 5, Armor = 5}, {}, Material("jobranks/police/rank1.png"))
  237. --JBR_SetupRank(4, 0, "Police Officer", "PoFF", {Promote = false, Demote = false}, {Health = 7, Armor = 7}, {}, Material("jobranks/police/rank1.png"))
  238. JBR_SetupRank(1, 1500, "Detective", "Det", {Promote = false, Demote = false}, {Health = 10, Armor = 10}, {}, Material("jobranks/police/rank2.png"))
  239. JBR_SetupRank(2, 3000, "Detective II", "Det. II", {Promote = false, Demote = false}, {Health = 15, Armor = 15}, {}, Material("jobranks/police/rank4.png")
  240. JBR_SetupRank(3, 6000, "Sergeant", "Sgt", {Promote = false, Demote = false}, {Health = 20, Armor = 20}, {}, Material("jobranks/police/rank4.png"))
  241. JBR_SetupRank(4, 12000, "Lieutenant", "Lt", {Promote = false, Demote = true, MaxDemotion = 4}, {Health = 25, Armor = 25}, {"weapon_pumpshotgun2"}, Material("jobranks/police/rank5.png"))
  242. JBR_SetupRank(5, 20000, "Captain", "Cpt", {Promote = true, Demote = false, MaxPromotion = 5}, {Health = 30, Armor = 30}, {}, Material("jobranks/police/rank6.png"))
  243. JBR_SetupRank(6, 30000, "Deputy Inspector", "DI", {Promote = true, Demote = true, MaxPromotion = 5, MaxDemotion = 3}, {Health = 35, Armor = 35}, {"weapon_mp52"}, Material("jobranks/police/rank7.png"))
  244. JBR_SetupRank(7, 45000, "Inspector", "Insp", {Promote = true, Demote = true}, {Health = 40, Armor = 40}, {}, Material("jobranks/police/rank8.png"))
  245. JBR_SetupRankSpawnFunc(false, function(Player) print(Player, "all ranks") end) -- This custom lua function will run for ALL ranks upon SPAWN
  246. JBR_SetupRankSpawnFunc(1, function(Player) print(Player, "rank 1") end) -- This custom lua function will run for ONLY RANK 1 upon SPAWN
  247. ---PM---
  248. --JBR_SetupRankModel(1, {{Model = "models/player/police.mdl", Bodygroups = {{0,0},{2,1}}, Skin = 1}})--Sets model, two custom bodygroups and skin to 1
  249. --Skipped rank 2, it will now set default model on rank 2
  250. --JBR_SetupRankModel(3, {{Model = "models/player/police.mdl", Bodygroups = {{0,0},{2,1}}, Skin = 1},{Model = "models/player/police_fem.mdl", Bodygroups = nil, Skin = 3}}) -- EXAMPLE OF MULTIPLY MODELS FOR ONE RANK
  251. --JBR_SetupRankModel(4, {{Model = "models/player/police_fem.mdl", Bodygroups = nil, Skin = 3}})--Sets model, no bodygroups, sets skin to 3
  252. --JBR_SetupRankModel(5, {{Model = nil, Bodygroups = nil, Skin = 2}})--Sets default model, no bodygroups, sets skin to 2
  253. ---Loadout---
  254. --JBR_AddLoadout(5, {"weapon_pumpshotgun2"})
  255. --JBR_AddLoadout(7, {"weapon_mp52"})
  256. ---Entity---
  257. --//JBR_AddEntity(5, {"money_printer"})
  258. ---Shipments---
  259. --//JBR_AddShipment(5, {"weapon_pumpshotgun2"})]]
  260. --------------------------------------------
  261. -----------------TEAM_POLICE----------------
  262. --------------------END---------------------
  263. --
  264. --------------------------------------------
  265. -----------------TEAM_CHIEF-----------------
  266. --------------------------------------------
  267.  
  268. --JBR_SetupRankTable( "2" Job, "4" MaxRank, "30" BonusSalary, "." PrefixSeparator, "1" Warrant, "1" Wanted, "false" DisableProgression)
  269. --JBR_SetupRankTable( "2" ИД Работы, "4" Макс ранг, "30" Бонус к зарплате, "." Разделитель префиксов, "1" Ордера, "1" Розыск, "false" Отключить прогресс)
  270. ---Rank Chief of police---
  271. JBR_SetupRankTable(3, 4, 30, ".", 1, 1, false) -- THIS MUST ALWAYS BE FIRST OR IT WILL SETUP FOR THE JOBRANK THAT WAS DEFINED BEFORE THIS
  272. --JBR_SetupRank( уровень , XP, "Звание", "Соркащенное звание", {Promote = false, Demote = false}, {Health = 5, Armor = 5}, {}, nil)
  273. JBR_SetupRank(1, 0, "Deputy Chief", "Dh", {Promote = true, Demote = true}, {Health = 5, Armor = 5}, {}, nil)
  274. JBR_SetupRank(2, 5000, "Assistant Chief", "Asst", {Promote = true, Demote = true}, {Health = 25, Armor = 25}, {}, nil)
  275. JBR_SetupRank(3, 20000, "Bureau Chief", "Bc", {Promote = true, Demote = true}, {Health = 50, Armor = 50}, {}, nil)
  276. JBR_SetupRank(4, 40000, "Chief of Department", "Chief", {Promote = true, Demote = true}, {Health = 100, Armor = 100}, {}, nil)
  277.  
  278. JBR_AddJobToRankTable(TEAM_CHIEF, 3)
  279.  
  280. JBR_CopyRankTable(3, 7)
  281. JBR_AddJobToRankTable(TEAM_MAIN_CIA, 7)
  282. JBR_CopyRankTable(3, 8)
  283. JBR_AddJobToRankTable(TEAM_MAIN_FBI, 8)
  284. --------------------------------------------
  285. -----------------TEAM_CHIEF-----------------
  286. --------------------END---------------------
  287.  
  288. --
  289. -------------------------------------------
  290. ----------------TEAM_KADET-----------------
  291. -------------------------------------------
  292. --JBR_SetupRankTable( "1" Job, "9" MaxRank, "15" BonusSalary, "." PrefixSeparator, "5" Warrant, "5" Wanted, "false" DisableProgression)
  293. JBR_SetupRankTable(4, 2, 0, ".", nil, nil, true)-- THIS MUST ALWAYS BE FIRST OR IT WILL SETUP FOR THE JOBRANK THAT WAS DEFINED BEFORE THIS
  294. ---Rank Police---
  295. JBR_SetupRank(1, 0, "Cadet", "Ct", {Promote = false, Demote = false}, {Health = 2, Armor = 0}, {}, Material("jobranks/police/rank1.png"))
  296. JBR_SetupRank(2, 1, "Recurit  Officer I", "Rct", {Promote = false, Demote = false}, {Health =3 , Armor = 3}, {}, Material("jobranks/police/rank1.png"))
  297.  
  298. JBR_AddJobToRankTable(TEAM_KADET, 4)
  299. --------------------------------------------
  300. -----------------TEAM_KADET-----------------
  301. --------------------END---------------------
  302. -- --
  303.  
  304. --
  305. -------------------------------------------
  306. ----------------TEAM_RECURIT-----------------
  307. -------------------------------------------
  308.  
  309.  JBR_SetupRankTable(5, 3, 1, ".", nil, nil, false)-- THIS MUST ALWAYS BE FIRST OR IT WILL SETUP FOR THE JOBRANK THAT WAS DEFINED BEFORE THIS
  310. ---Rank Police---
  311. JBR_SetupRank(1, 0, "Recurit  Officer I", "Rct", {Promote = false, Demote = false}, {Health = 2, Armor = 0}, {}, Material("jobranks/police/rank1.png"))
  312. JBR_SetupRank(2, 1500, "Recurit  Officer II", "Rct. II", {Promote = false, Demote = false}, {Health =3 , Armor = 3}, {}, Material("jobranks/police/rank1.png"))
  313. JBR_SetupRank(3, 2500, "Probationary Police Officer", "PpO", {Promote = false, Demote = false}, {Health =3 , Armor = 3}, {}, Material("jobranks/police/rank1.png"))
  314.  
  315. JBR_AddJobToRankTable(TEAM_RECURIT, 5)
  316. -------------------------------------------
  317. ----------------TEAM_RECURIT-----------------
  318. -------------------END---------------------
  319.  --
  320. -------------------------------------------
  321. ----------------TEAM_USSS-----------------
  322. -------------------------------------------
  323.  
  324.  JBR_SetupRankTable(12, 3, 30, ".", 1, 1, false)-- THIS MUST ALWAYS BE FIRST OR IT WILL SETUP FOR THE JOBRANK THAT WAS DEFINED BEFORE THIS
  325. ---Rank Police---
  326. JBR_SetupRank(1, 0, "RANK I", "R I", {Promote = true, Demote = true}, {Health = 200, Armor = 200}, {}, Material("jobranks/police/rank1.png"))
  327. JBR_SetupRank(2, 1500, "RANK II", "R II", {Promote = true, Demote = true}, {Health =300, Armor = 300}, {}, Material("jobranks/police/rank1.png"))
  328. JBR_SetupRank(3, 2500, "RANK III", "R III", {Promote = true, Demote = true}, {Health =400, Armor = 400}, {}, Material("jobranks/police/rank1.png"))
  329.  
  330. JBR_AddJobToRankTable(TEAM_USSS, 12)
  331. -------------------------------------------
  332. ----------------TEAM_USSS-----------------
  333. -------------------END---------------------
  334.  
  335. end)
  336. end
  337.  
  338. hook.Add("DarkRPFinishedLoading", "JBR_InitRanks", function()
  339.    if DCONFIG then
  340.        hook.Add("DConfigDataLoaded", "JBR_InitRanks", JBR_InitRanks)
  341.    elseif ezJobs then
  342.        hook.Add("ezJobsLoaded", "JBR_InitRanks", JBR_InitRanks)
  343.    else
  344.        hook.Add("loadCustomDarkRPItems", "JBR_InitRanks", JBR_InitRanks)
  345.    end
  346. end)
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