function SetPlayerPedExpression(expression, saveToKvp) SetFacialIdleAnimOverride(PlayerPedId(), expression, 0) if Config.PersistentExpression and saveToKvp then SetResourceKvp("expression", expression) end end local function DisplayExpressions() local moodsString = "" for name, _ in pairs(RP.Expressions) do moodsString = moodsString .. string.lower(name) .. ", " end EmoteChatMessage(moodsString) EmoteChatMessage("To reset do /mood reset") end if Config.ExpressionsEnabled then RegisterCommand('mood', function(_source, args, _raw) local expression = FirstToUpper(string.lower(args[1])) if RP.Expressions[expression] ~= nil then SetPlayerPedExpression(RP.Expressions[expression][1], true) elseif expression == "Reset" then ClearFacialIdleAnimOverride(PlayerPedId()) DeleteResourceKvp("expression") else EmoteChatMessage("'" .. expression .. "' is not a valid mood, do /moods to see all moods.") end end, false) RegisterCommand('moods', function() DisplayExpressions() end, false) -- Chat Suggestions TriggerEvent('chat:addSuggestion', '/mood', 'Set your current mood/expression.', { { name = "expression", help = "/moods for a list of valid moods" } }) TriggerEvent('chat:addSuggestion', '/moods', 'List available walking moods/expressions.') -- Load the expression once the player has spawned. Standalone, QBCore and ESX -- local function LoadPersistentExpression() local expression = GetResourceKvpString("expression") if expression then Wait(2500) -- Delay, to ensure the player ped has loaded in SetPlayerPedExpression(expression, false) end end if Config.PersistentExpression then AddEventHandler('playerSpawned', LoadPersistentExpression) RegisterNetEvent('QBCore:Client:OnPlayerLoaded', LoadPersistentExpression) RegisterNetEvent('esx:playerLoaded', LoadPersistentExpression) end end