Cuxial Development

Cuxial Medical System

Cuxial Medical System Cuxial Medical System
  • Cuxial Medical System
  • Cuxial Medical System

$75.00

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## Cuxial Medical System — Advanced EMS & Injury System for FiveM

**Version 2.3.0** · QBox / QBCore / ESX via `cuxial_bridge`

A server-authoritative medical framework: phased death, per-body-part injuries with real gameplay consequences, full EMS treatment flow, hospital check-in and stretchers.

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### ⚠️ How this resource is structured

**Cuxial Medical System is not a standalone MDT or tablet.** Its only standalone interface is the **death / downed screen** a player sees while incapacitated. Everything else runs as gameplay logic and exports, without a menu of its own.

The **administrative side** of medical roleplay — patient records, medical reports, billing, morgue, obstetrics, pharmacy and staff management — is rendered inside the **[Cuxial Police](#)** tablet interface, which consumes this resource's clinical API.

| | Cuxial Medical System | Cuxial Police |

|---|---|---|

| Death / downed UI | ✅ | — |

| Injury & treatment logic | ✅ | — |

| Clinical API | ✅ | Consumes it |

| Records, reports, billing, morgue, pharmacy, staff | — | ✅ |

Run this resource on its own for the complete death, injury and EMS gameplay loop. Add **Cuxial Police** if you also want the records and administration panels.

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### 💀 Death system

Fully server-authoritative — no client failure can leave a player desynced, stuck muted, or dead in a way no EMS can revive.

- Three configurable phases (Injured → Bleeding out → Unconscious), each with its own duration, animation and camera

- Live death timer with phase announcements

  • **Last stand** — crawl and use a limited control set before going fully down

- Respawn cost per phase, with explicit rejection feedback (no medics online, wrong phase, not enough money)

- Respawn gating by on-duty EMS count

  • **Hospital check-in** — bring your own body in, validated server-side by distance

- Item loss on respawn with a configurable keep-list

- Voice muting by phase via pma-voice, with a configurable hold after respawn

  • **Reconnect-safe** — a player who disconnects mid-death is re-anchored to the correct phase on return

### 🩸 Injury system

Damage maps to a body part with a type, a level and a bleed rate — not just a health bar.

- Per-body-part tracking: head, spine, arms, legs, chest

- Severity levels derived from the weapon and hit location

- Bleeding that drains health over time, scaled by movement and severity

- Real consequences: limping, aim shake and weapon sway, blocked jumping and sprinting, random blackouts on severe head and spine trauma

- Injury state replicated through statebags — any resource can read it

### 🚑 EMS treatment

- Resuscitation in two modes: fast (medkit, consumed) and full (defibrillator, reusable), each with its own revive health, duration and cooldown

- Zone-by-zone bandaging that restores health proportionally

- Diagnosis of a nearby patient's full injury map

- Sedation, deployable medbag prop

  • **Stretchers** — spawn, load a patient, wheel them around, load into a vehicle

  • **Hospital beds** — lay a patient down, treatment animations, automatic billing

  • **Painkillers** — morphine, Percocet and Vicodin tiers, each with its own potency and duration

- EMS duty toggle, on-duty count and distress requests

- Everything validated server-side: duty status, distance, patient state, item possession, cooldowns and health are all enforced on the server

### 🏥 Hospitals & dispatch

- Multiple configurable hospitals with beds, respawn points and check-in points

- Automatic dispatch to on-duty EMS when a player goes down

- Medical event logging and per-patient history persisted to the database

- Per-doctor statistics: revives, treatments, diagnoses and heals

### 🔌 For developers

60+ documented exports plus an `on…` / `off…` event-hook system covering damage, injuries, death, revive animations, treatment, hospital, stretcher and dispatch. Replicated statebags let any resource read a player's vital state, phase and injuries. Includes a compatibility layer for `qbx_medical` statebags and `provide 'qb-ambulancejob'` for a drop-in replacement.

**Full API reference: [documentation]( # )**

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### ⚙️ Configuration

All configuration and data files are **excluded from escrow and fully editable**:

- `shared/config.lua` — every timing, cost, phase, injury threshold, effect and item

- `data/hospitals.lua` — hospital locations, beds, respawn and check-in points

- `data/weapons.lua`, `data/logs.lua` — weapon labels and Discord webhook logging

- `locales/en.json`, `locales/es.json` — full English and Spanish translations

---

### 📦 Requirements

**Required:** ox_lib · oxmysql · pma-voice · `cuxial_bridge` *(free, included with your purchase)*

**Frameworks:** QBox, QBCore and ESX

**Server:** Lua 5.4 enabled (already set in the manifest)

**Optional:** Cuxial Police — for the medical records and administration panels

**Included:** the complete resource · `sql.sql` schema · `install/items.lua` for ox_inventory · full documentation · changelog · English and Spanish locales

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### ❓ FAQ

**Do I need Cuxial Police to use this?**

No. This resource works standalone for the full death, injury, treatment and hospital gameplay loop. Cuxial Police is only needed for the medical records and administration panels, which live in its tablet interface.

**Why are most screenshots taken inside the Cuxial Police tablet?**

Because that is where the medical administration UI is rendered. This resource's own interface is the death / downed screen. The two products are designed to work together: this one owns the medical logic and data, Cuxial Police owns the interface layer.

**Can I replace qb-ambulancejob with this?**

Yes. The manifest declares `provide 'qb-ambulancejob'`, and a compatibility layer exposes `qbx_medical` statebags for resources that expect them.

**Is the config editable?**

Yes. All of `shared/`, `data/` and `install/` are excluded from escrow.

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