Troubleshooting
Common problems and how to resolve them.
Confirm the client boot sequence actually finished — more_lib must be running before more_revivestation registers the local player (NetworkIsSessionStarted, then MORE.IsFrameworkLoaded, then MORE.IsPlayerLoaded). Also check you're inside MS.Marker.close_distance and that you're not in a vehicle or dead, both of which block the E prompt.
The client callback silently returns "error" if the panel isn't actually open, and the server no-ops if you're outside MS.Settings.notify_cooldown's window or GlobalState["more_revivestation:medicCount"] is 0. Enable MS.Settings.dev_mode and check the F8/server console for what MS.DiscordLog("notified") would have logged.
The NUI callback rejects immediately (no locale message) if the target ped no longer exists or isn't dead, or if the method sent isn't exactly "bank" or "cash". Server-side, the player instead sees not_enough_money, target_gone, or too_fast (MS.Settings.pay_cooldown) via MS.Notify — turn on MS.Settings.dev_mode and watch the server console for which check rejected the request.
This is expected if nothing is listening for main/revive. more_revivestation only fires TriggerClientEvent("main/revive", source) once payment clears — it never revives anyone itself. Make sure an ambulance/EMS resource that handles this event is installed and started; there's no fxmanifest dependency enforcing this since it's outside the more_lib ecosystem.
Set MS.Locale in cl_config.lua to a key that exists in MS.Locales — only "en" ships by default in locale/en.lua. A raw key shown literally (e.g. "blocked_state" or "medic_called") means GetLang couldn't find it in either the active locale or the "en" fallback; check that your locale file loaded and the key is spelled exactly as used in main.lua.
MS.DiscordLog exits silently if MS.Discord.enabled is false or MS.Discord.webhook is empty, and again per-event if MS.Discord.events.paid/notified is false. If it's still not posting, check MS.Debug() output for a non-200/204 response status from the webhook, and confirm the URL wasn't rejected by Discord (regenerate it if the channel was deleted).
This command is gated behind a permission check. It first waits for MORE.IsFrameworkLoaded() to return true, then calls MORE.TriggerServerCallback("more_revivestation::server:isCreator", ...) to verify the player belongs to one of the groups listed in MS.Creator.groups. If either check fails, the command returns silently with no error message and no menu. Confirm the player's job or admin group is present in MS.Creator.groups (as a key set to true) and that the framework has finished loading before troubleshooting further.
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