IF USING THE LATEST QBCORE UPDATE THAT MOVED SOCIETY FUNDS TO QB-BANKING, Go to qb-core/server/functions.lua and replace PaycheckInterval() code with mine below.
function PaycheckInterval()
if next(QBCore.Players) then
for _, Player in pairs(QBCore.Players) do
if Player then
local payment = QBShared.Jobs[Player.PlayerData.job.name]['grades'][tostring(Player.PlayerData.job.grade.level)].payment
if not payment then payment = Player.PlayerData.job.payment end
if Player.PlayerData.job and payment > 0 and (QBShared.Jobs[Player.PlayerData.job.name].offDutyPay or Player.PlayerData.job.onduty) then
if QBCore.Config.Money.PayCheckSociety then
local account = exports['qb-banking']:GetAccountBalance(Player.PlayerData.job.name)
if account ~= 0 then -- Checks if player is employed by a society
if account < payment then -- Checks if company has enough money to pay society
TriggerClientEvent('QBCore:Notify', Player.PlayerData.source, Lang:t('error.company_too_poor'), 'error')
else
exports['randol_paycheck']:AddToPaycheck(Player.PlayerData.citizenid, payment)
exports['qb-banking']:RemoveMoney(Player.PlayerData.job.name, payment, 'Employee Paycheck')
TriggerClientEvent('QBCore:Notify', Player.PlayerData.source, Lang:t('info.received_paycheck', {value = payment}))
end
else
exports['randol_paycheck']:AddToPaycheck(Player.PlayerData.citizenid, payment)
TriggerClientEvent('QBCore:Notify', Player.PlayerData.source, Lang:t('info.received_paycheck', {value = payment}))
end
else
exports['randol_paycheck']:AddToPaycheck(Player.PlayerData.citizenid, payment)
TriggerClientEvent('QBCore:Notify', Player.PlayerData.source, Lang:t('info.received_paycheck', {value = payment}))
end
end
end
end
end
SetTimeout(QBCore.Config.Money.PayCheckTimeOut * (60 * 1000), PaycheckInterval)
end
IF STILL USING QB-MANAGEMENT TO HANDLE SOCIETY FUNDS, Go to qb-core/server/functions.lua and replace PaycheckInterval() code with mine below.
function PaycheckInterval()
if next(QBCore.Players) then
for _, Player in pairs(QBCore.Players) do
if Player then
local payment = QBShared.Jobs[Player.PlayerData.job.name]['grades'][tostring(Player.PlayerData.job.grade.level)].payment
if not payment then payment = Player.PlayerData.job.payment end
if Player.PlayerData.job and payment > 0 and (QBShared.Jobs[Player.PlayerData.job.name].offDutyPay or Player.PlayerData.job.onduty) then
if QBCore.Config.Money.PayCheckSociety then
local account = exports['qb-management']:GetAccount(Player.PlayerData.job.name)
if account ~= 0 then -- Checks if player is employed by a society
if account < payment then -- Checks if company has enough money to pay society
TriggerClientEvent('QBCore:Notify', Player.PlayerData.source, Lang:t('error.company_too_poor'), 'error')
else
exports['randol_paycheck']:AddToPaycheck(Player.PlayerData.citizenid, payment)
exports['qb-management']:RemoveMoney(Player.PlayerData.job.name, payment)
TriggerClientEvent('QBCore:Notify', Player.PlayerData.source, Lang:t('info.received_paycheck', {value = payment}))
end
else
exports['randol_paycheck']:AddToPaycheck(Player.PlayerData.citizenid, payment)
TriggerClientEvent('QBCore:Notify', Player.PlayerData.source, Lang:t('info.received_paycheck', {value = payment}))
end
else
exports['randol_paycheck']:AddToPaycheck(Player.PlayerData.citizenid, payment)
TriggerClientEvent('QBCore:Notify', Player.PlayerData.source, Lang:t('info.received_paycheck', {value = payment}))
end
end
end
end
end
SetTimeout(QBCore.Config.Money.PayCheckTimeOut * (60 * 1000), PaycheckInterval)
end
Go to es_extended/server/paycheck.lua and replace the StartPayCheck() function with mine below.
function StartPayCheck()
CreateThread(function()
while true do
Wait(Config.PaycheckInterval)
for player, xPlayer in pairs(ESX.Players) do
local job = xPlayer.job.grade_name
local salary = xPlayer.job.grade_salary
if salary > 0 then
if job == 'unemployed' then -- unemployed
exports['randol_paycheck']:AddToPaycheck(xPlayer.identifier, salary)
TriggerClientEvent('esx:showAdvancedNotification', player, TranslateCap('bank'), TranslateCap('received_paycheck'), TranslateCap('received_help', salary),
'CHAR_BANK_MAZE', 9)
elseif Config.EnableSocietyPayouts then -- possibly a society
TriggerEvent('esx_society:getSociety', xPlayer.job.name, function(society)
if society ~= nil then -- verified society
TriggerEvent('esx_addonaccount:getSharedAccount', society.account, function(account)
if account.money >= salary then -- does the society money to pay its employees?
exports['randol_paycheck']:AddToPaycheck(xPlayer.identifier, salary)
account.removeMoney(salary)
TriggerClientEvent('esx:showAdvancedNotification', player, TranslateCap('bank'), TranslateCap('received_paycheck'),
TranslateCap('received_salary', salary), 'CHAR_BANK_MAZE', 9)
else
TriggerClientEvent('esx:showAdvancedNotification', player, TranslateCap('bank'), '', TranslateCap('company_nomoney'), 'CHAR_BANK_MAZE', 1)
end
end)
else -- not a society
exports['randol_paycheck']:AddToPaycheck(xPlayer.identifier, salary)
TriggerClientEvent('esx:showAdvancedNotification', player, TranslateCap('bank'), TranslateCap('received_paycheck'), TranslateCap('received_salary', salary),
'CHAR_BANK_MAZE', 9)
end
end)
else -- generic job
exports['randol_paycheck']:AddToPaycheck(xPlayer.identifier, salary)
TriggerClientEvent('esx:showAdvancedNotification', player, TranslateCap('bank'), TranslateCap('received_paycheck'), TranslateCap('received_salary', salary),
'CHAR_BANK_MAZE', 9)
end
end
end
end
end)
end
The export below can be used to insert money into the paycheck rather than adding it into a player's bank/cash. You must implement these yourself.
Example: QBCore
local Player = QBCore.Functions.GetPlayer(source)
local amount = 450
exports['randol_paycheck']:AddToPaycheck(Player.PlayerData.citizenid, amount)
Example: ESX
local xPlayer = ESX.GetPlayerFromId(source)
local amount = 450
exports['randol_paycheck']:AddToPaycheck(xPlayer.identifier, amount)