đConfig
Config = {}
Config.Core = "qb-core" -- Your qb-core folder name
Config.Notify = "ox" -- "qb" or "okok" or "ox" ( open code on config_functions.lua )
Config.Target = "qb" -- "qb" or "ox"
Config.Inventory = "ox" -- "qb" or "ox"
Config.HelpText = "ox" -- "qb" or "ox"
Config.PlayerDistance = 10 -- This is the max distance player can run with crafig active
Config.Experience = { -- Settings of experience player earn after crafting
generalItems = { min = 1, max = 5},
weaponItems = { min = 5, max = 10 },
}
Config.CrafingLocations = {
[1] = {
props = true, -- If you want to use props ( table + ped )
tableCoords = vector3(1569.59, 3688.11, 34.86), -- Coords of the table ( if you use props = false, use this to set the coords of target )
tableHeading = 200.97, -- Heading of the table
pedCoords = vector3(1572.89, 3682.91, 34.79), -- Coords of the ped
pedHeading = 305.35, -- Heading of the ped
pedModel = "s_m_m_fiboffice_01", -- Model of ped if you use type = "ped"
propModel = "prop_tool_bench02", -- Model of prop if you use type = "prop"
jobs = {""}, -- Jobs can acess it | if you dont any jobs use nil
gangs = {"ballas", "vagos"}, -- Gangs can acess it | if you dont any gangs use nil
craftingSettings = { -- All recipes
[1] = {
itemName = "lockpick", -- Item code ( name you use for spawn it )
itemLabel = "Lockpick", -- Item label ( show's on UI )
itemType = "general", -- Item category
itemTime = 5000, -- Time of progressbar
itemExperience = 0, -- Experience player need
materials = {
[1] = { item = "glass", itemLabel = "Glass", amount = 2 },
[2] = { item = "steel", itemLabel = "Steel", amount = 1 },
}
},
[2] = {
itemName = "advancedlockpick",
itemLabel = "Advanced Lockpick",
itemType = "general",
itemTime = 5000,
itemExperience = 0,
materials = {
[1] = { item = "glass", itemLabel = "Glass", amount = 2 },
[2] = { item = "steel", itemLabel = "Steel", amount = 1 },
}
},
[3] = {
itemName = "weapon_assaultrifle",
itemLabel = "Assaultrifle",
itemType = "weapon",
itemTime = 5000,
itemExperience = 500,
materials = {
[1] = { item = "glass", itemLabel = "Glass", amount = 2 },
[2] = { item = "steel", itemLabel = "Steel", amount = 1 },
}
},
[4] = {
itemName = "weapon_pistol",
itemLabel = "Pistol",
itemType = "weapon",
itemTime = 5000,
itemExperience = 500,
materials = {
[1] = { item = "glass", itemLabel = "Glass", amount = 2 },
[2] = { item = "steel", itemLabel = "Steel", amount = 1 },
}
},
[5] = {
itemName = "weapon_crowbar",
itemLabel = "Crowbar",
itemType = "weapon",
itemTime = 5000,
itemExperience = 500,
materials = {
[1] = { item = "glass", itemLabel = "Glass", amount = 2 },
[2] = { item = "steel", itemLabel = "Steel", amount = 1 },
}
},
}
},
[2] = {
props = false, -- If you want to use props ( table + ped )
tableCoords = vector3(1572.48, 3679.86, 34.79), -- Coords of the table ( if you use props = false, use this to set the coords of target )
tableHeading = 200.97, -- Heading of the table
pedCoords = vector3(1572.89, 3682.91, 34.79), -- Coords of the ped
pedHeading = 305.35, -- Heading of the ped
pedModel = "s_m_m_fiboffice_01", -- Model of ped if you use type = "ped"
propModel = "prop_tool_bench02", -- Model of prop if you use type = "prop"
jobs = {"mechanic"}, -- Jobs can acess it
gangs = {""}, -- Gangs can acess it
craftingSettings = { -- All recipes
[1] = {
itemName = "lockpick", -- Item code ( name you use for spawn it )
itemLabel = "Lockpick", -- Item label ( show's on UI )
itemType = "general", -- Item category
itemTime = 5000, -- Time of progressbar
itemExperience = 0, -- Experience player need
materials = {
[1] = { item = "glass", itemLabel = "Glass", amount = 2 },
[2] = { item = "steel", itemLabel = "Steel", amount = 1 },
}
},
[2] = {
itemName = "advancedlockpick",
itemLabel = "Advanced Lockpick",
itemType = "general",
itemTime = 5000,
itemExperience = 0,
materials = {
[1] = { item = "glass", itemLabel = "Glass", amount = 2 },
[2] = { item = "steel", itemLabel = "Steel", amount = 1 },
}
},
[3] = {
itemName = "weapon_assaultrifle",
itemLabel = "Assaultrifle",
itemType = "weapon",
itemTime = 5000,
itemExperience = 500,
materials = {
[1] = { item = "glass", itemLabel = "Glass", amount = 2 },
[2] = { item = "steel", itemLabel = "Steel", amount = 1 },
}
},
[4] = {
itemName = "weapon_pistol",
itemLabel = "Pistol",
itemType = "weapon",
itemTime = 5000,
itemExperience = 500,
materials = {
[1] = { item = "glass", itemLabel = "Glass", amount = 2 },
[2] = { item = "steel", itemLabel = "Steel", amount = 1 },
}
},
[5] = {
itemName = "weapon_crowbar",
itemLabel = "Crowbar",
itemType = "weapon",
itemTime = 5000,
itemExperience = 500,
materials = {
[1] = { item = "glass", itemLabel = "Glass", amount = 2 },
[2] = { item = "steel", itemLabel = "Steel", amount = 1 },
}
},
}
},
[3] = {
props = false, -- If you want to use props ( table + ped )
tableCoords = vector3(1573.61, 3684.75, 34.78), -- Coords of the table ( if you use props = false, use this to set the coords of target )
tableHeading = 200.97, -- Heading of the table
pedCoords = vector3(1572.89, 3682.91, 34.79), -- Coords of the ped
pedHeading = 305.35, -- Heading of the ped
pedModel = "s_m_m_fiboffice_01", -- Model of ped if you use type = "ped"
propModel = "prop_tool_bench02", -- Model of prop if you use type = "prop"
jobs = nil, -- Jobs can acess it
gangs = nil, -- Gangs can acess it
craftingSettings = { -- All recipes
[1] = {
itemName = "lockpick", -- Item code ( name you use for spawn it )
itemLabel = "Lockpick", -- Item label ( show's on UI )
itemType = "general", -- Item category
itemTime = 5000, -- Time of progressbar
itemExperience = 0, -- Experience player need
materials = {
[1] = { item = "glass", itemLabel = "Glass", amount = 2 },
[2] = { item = "steel", itemLabel = "Steel", amount = 1 },
}
},
[2] = {
itemName = "advancedlockpick",
itemLabel = "Advanced Lockpick",
itemType = "general",
itemTime = 5000,
itemExperience = 0,
materials = {
[1] = { item = "glass", itemLabel = "Glass", amount = 2 },
[2] = { item = "steel", itemLabel = "Steel", amount = 1 },
}
},
[3] = {
itemName = "weapon_assaultrifle",
itemLabel = "Assaultrifle",
itemType = "weapon",
itemTime = 5000,
itemExperience = 500,
materials = {
[1] = { item = "glass", itemLabel = "Glass", amount = 2 },
[2] = { item = "steel", itemLabel = "Steel", amount = 1 },
}
},
[4] = {
itemName = "weapon_pistol",
itemLabel = "Pistol",
itemType = "weapon",
itemTime = 5000,
itemExperience = 500,
materials = {
[1] = { item = "glass", itemLabel = "Glass", amount = 2 },
[2] = { item = "steel", itemLabel = "Steel", amount = 1 },
}
},
[5] = {
itemName = "weapon_crowbar",
itemLabel = "Crowbar",
itemType = "weapon",
itemTime = 5000,
itemExperience = 500,
materials = {
[1] = { item = "glass", itemLabel = "Glass", amount = 2 },
[2] = { item = "steel", itemLabel = "Steel", amount = 1 },
}
},
}
},
}
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