βš™οΈConfiguration

Check the instructions below.

The script provides a detailed config.lua file for customizing crafting mechanics, table locations, and more.


General Settings

Setting
Description
Default Value

Framework

Specifies the framework (qb, esx, oldesx).

"qb"

MySQL

Specifies the MySQL library (oxmysql, ghmattimysql, or false).

"oxmysql"

Tebex

Tebex URL for purchases (if applicable).

"https://gfx.tebex.io/"

BoostPrice

Additional cost multiplier for boosting crafting results.

100

BoostPercentage

Percentage boost for crafting success.

0.5 (50%)

blips

Enable or disable blip markers for crafting tables.

false


Crafting Tables

Define crafting table locations, requirements, and categories.

Setting
Description
Example Value

Coords

Coordinates of the crafting table.

vector3(454.3285, -979.7649, 30.6896)

Job

Restrict crafting to specific jobs (all or job name).

"police"

Grade

Minimum job grade required to access the table.

2

Distance

Interaction distance from the table.

1.0

Marker

Visual marker settings (type, size, and color).

(See example below)

Blip

Optional map marker configuration (sprite, color, label).

(See example below)

Categories

Crafting categories (e.g., weapons, attachments).

(See example below)

Example Crafting Table Configuration

CraftingTables = {
    ["police"] = {
        Coords = vector3(454.3285, -979.7649, 30.6896),
        Job = "police",
        Grade = 2,
        Distance = 1.0,
        Marker = {
            Type = 2,
            Size = vector3(0.5, 0.5, 0.5),
            Color = { r = 255, g = 255, b = 255, a = 200 }
        },
        Blip = {
            Sprite = 110,
            Color = 3,
            Label = "Police Crafting Table"
        },
        Categories = {
            { categoryCode = "all", categoryLabel = "All" },
            { categoryCode = "weapons", categoryLabel = "Weapons" },
            { categoryCode = "attachments", categoryLabel = "Attachments" }
        },
        Items = {
            {
                itemCategory = "attachments",
                itemCode = "clip_attachment",
                itemLabel = "Clip",
                itemImage = "clip.png",
                itemLevel = 1,
                itemDuration = 20,
                itemPrice = 100,
                itemExp = 15,
                itemDesc = "A simple clip attachment",
                ingredients = {
                    { itemCode = "iron", quantity = 2, label = "Iron", image = "iron.png" }
                }
            }
        }
    }
}

Item Crafting

Each item includes its own requirements for crafting:

Setting
Description
Example Value

itemCode

Unique identifier for the item.

"clip_attachment"

itemLabel

Display name for the item.

"Clip"

itemImage

URL or path to the item’s image.

"clip.png"

itemLevel

Level required to craft the item.

1

itemDuration

Time (in seconds) to craft the item.

20

itemPrice

Cost of crafting the item.

100

itemExp

Experience points awarded for crafting.

15

itemDesc

Description of the item.

"A simple clip attachment"

ingredients

List of required ingredients (code, quantity, and label).

(See example below)

Example Item Configuration

Items = {
    {
        itemCategory = "attachments",
        itemCode = "clip_attachment",
        itemLabel = "Clip",
        itemImage = "clip.png",
        itemLevel = 1,
        itemDuration = 20,
        itemPrice = 100,
        itemExp = 15,
        itemDesc = "A simple clip attachment",
        ingredients = {
            { itemCode = "iron", quantity = 2, label = "Iron", image = "iron.png" }
        }
    }
}

Attachment Items

Attachments for weapons can be defined using the Attachments table. Each weapon supports specific attachments such as clips, silencers, and scopes.

Setting
Description
Example Value

itemCode

The weapon code to attach components to.

"weapon_pistol"

hash

Attachment hash using GTA's GetHashKey.

GetHashKey("COMPONENT_PISTOL_CLIP_02")

label

Name of the attachment.

"Extended Clip"

Example Attachment Configuration

Attachments = {
    {
        itemCode = "weapon_pistol",
        attachments = {
            ["clip"] = {
                hash = GetHashKey("COMPONENT_PISTOL_CLIP_02"),
                label = "Extended Clip",
            }
        }
    }
}

Levels

The crafting system supports a leveling mechanism. Experience points are required to advance to the next level.

Level
Experience Required

1

0

2

50

3

100

...

...


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