Kartik Scripts

Injury Impairments

This is the system that makes the whole script matter. An injury is not a number on a chart, it changes how your character plays until someone treats it.

All of it is in Config.Impairments and can be tuned or switched off piece by piece.


๐Ÿฉน How treatment reduces it

StateEffect remaining
Untreated fracture100%
Splinted60%
Cast35%
Pain, with a painkiller active50%

This is why a splint is worth applying even though it never heals anything. Cutting a broken arm's effect to 60% is the difference between a patient who can function and one who cannot.

A "badly wounded arm" means an untreated arm wound or bleeding at level 2 or higher, it causes similar problems to a break, just milder.


๐Ÿ”ซ Shooting

ConditionEffect
Broken armThe crosshair wanders about 3ยฐ. An open fracture is worse than a closed one
Badly wounded armAbout 40% of that sway
Broken armExtra upward recoil on every shot
Pain above 60Aim starts to shake, scaling up to 100 pain
Both arms brokenYou cannot aim down sights at all (casts count)
Broken or wounded arm1.5 second delay before you can fire after a reload

Two-handed weapons with a broken arm

Firing an SMG, rifle, MG, shotgun, sniper or heavy weapon with a broken arm:

Aim swayร—2.5
Recoilร—2.0
Pain+2 per shot
Risk per burst10% chance a closed fracture turns open (and starts bleeding), or your cast or splint cracks and healing restarts from zero

Firing a rifle with a broken arm is a genuinely bad idea. You will miss, you will be in agony, and there is a real chance you make the break worse.

Servers can change this from penalty to block (you simply cannot use two-handed weapons) or off.


๐Ÿš— Driving

ConditionEffect
Broken armThe car wanders, up to 25% steering drift above 5 m/s
Broken right leg45% engine power lost
Concussion or low bloodBlackouts, 20% chance every 20 seconds above 15 m/s, lasting 0.9 seconds

A blackout at speed is exactly as dangerous as it sounds. Concussed patients should not be driving, and the script enforces it the hard way.

"Low blood" means below 65% of your blood volume.

Optional settings: add the left leg for manual-gearbox realism, or block driving entirely with a cast on the driving leg.


๐Ÿƒ Movement

ConditionEffect
Broken legNo jumping, climbing or vaulting (casts count)
Broken leg or arm35% slower swimming
Broken leg+15 extra damage when landing from a fall
Broken ribs or chest wound15 extra stamina per second drained while sprinting
PainUp to 25% slower walking at 100 pain, starting from 20
Pain above 808% chance per 5 seconds of running to stumble
Untreated leg fracture10% chance per 5 seconds of sprinting to fall over
Leg injury (limp)A visible limping animation

๐Ÿ‘Š Melee

ConditionEffect
Broken armHalf punch damage
Broken arm+8 pain every time you punch

๐Ÿšซ Actions you cannot do

Broken arms, casts and splints count, block these outright:

ActionBroken arms needed to block
Carrying a patient1
Performing CPR1
Dragging a patient2
Pushing a stretcher2

This applies to medics too. A medic with a broken arm cannot do CPR.


๐Ÿ”— Slowing down other scripts

Any script on your server can ask how impaired a player is and slow itself down accordingly:

duration = 5000 * exports['kartik-ambulancejob']:getActionSpeed()

getActionSpeed() returns a multiplier, 1.4 means everything should take 40% longer.

You can also ask specific questions:

exports['kartik-ambulancejob']:isImpaired('driving')
exports['kartik-ambulancejob']:getImpairment()

Wire this into lockpicking, crafting, jobs and heists and a broken arm slows down a player's entire life, not just their combat. This is the single highest-value integration in the script.

See Client Exports.


๐ŸŽจ Visual feedback

Effect
LimpingInjured movement animation
Concussion blurScreen blurs with a head injury
Pain pulseRed screen pulse at high pain
Bleeding dripsBlood decals on the ground while bleeding
Low blood blackoutThe screen fades as blood volume drops
Status HUDIcons and a body map showing your current problems

All individually toggleable in Config.Effects.

Health regeneration

GTA's own slow health regeneration stays on by default (Config.Effects.gtaHealthRegen, false = health only comes back from treatment and heal items). It pauses while hunger or thirst is at 0 on ESX, QBCore and QBox, so it never fights the framework's starvation drain.


โšก Taser

Being tased:

  • knocks you down,
  • flashes and shakes the screen,
  • locks your controls for 6 seconds.

Configurable in Config.Effects.taser.

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