Config
Config = {}
Config.CraftingLocations = {
['electronics_workshop'] = {
label = 'Electronics workshop',
coords = vector4(706.4235, -976.6620, 24.1704, 49.4918),
prop = nil, -- No prop for this location
job = {'police', 'sheriff'},
baseRecipes = {
['radio'] = {
label = 'Radio',
icon = 'radio',
duration = 5000,
requiredItems = {
{name = 'plastic', count = 2},
{name = 'metal', count = 1}
},
resultItems = {
{name = 'radio', count = 1}
},
animation = {
dict = "mini@repair",
name = "fixing_a_ped"
}
}
},
availableUpgrades = {'speed'}
},
['weapons_bench'] = {
label = 'Weapons Bench',
coords = vector4(710.1184, -978.9808, 24.1089, 356.3275),
prop = 'xm3_prop_xm3_bench_03b',
job = nil,
baseRecipes = {
['knife'] = {
label = 'Knife',
icon = 'knife',
duration = 8000,
requiredItems = {
{name = 'metal', count = 3},
{name = 'wood', count = 1}
},
resultItems = {
{name = 'weapon_knife', count = 1}
},
animation = {
dict = "mini@repair",
name = "fixing_a_ped"
}
}
},
availableUpgrades = {'speed', 'durability'}
},
['chemistry_lab'] = {
label = 'Chemistry laboratory',
coords = vector4(713.5814, -978.3513, 24.1165, 85.7653),
prop = 'gr_prop_gr_bench_02b',
job = nil,
baseRecipes = {
['chemical_base'] = {
label = 'Chemical base',
icon = 'flask',
duration = 12000,
requiredItems = {
{name = 'water', count = 2},
{name = 'salt', count = 1}
},
resultItems = {
{name = 'chemical_base', count = 1}
},
animation = {
dict = "mini@repair",
name = "fixing_a_ped"
}
}
},
availableUpgrades = {'speed'}
},
['chemistry_lab2'] = {
label = 'Chemistry laboratory',
coords = vector4(702.0184, -975.8604, 24.3914, 2.1541),
prop = nil,
job = {'mechanic'},
baseRecipes = {
['chemical_base'] = {
label = 'Chemical base',
icon = 'flask',
duration = 12000,
requiredItems = {
{name = 'water', count = 2},
{name = 'salt', count = 1}
},
resultItems = {
{name = 'chemical_base', count = 1}
},
animation = {
dict = "mini@repair",
name = "fixing_a_ped"
}
}
},
availableUpgrades = {'speed'}
}
}
Config.Blueprints = {
['electronics_workshop'] = {
{
id = 'advanced_radio',
label = 'Blueprint: Advanced radio',
item = 'blueprint_advanced_radio',
description = 'Unlock better radio',
unlocks = {
label = 'Advanced radio',
icon = 'radio',
duration = 8000,
requiredItems = {
{name = 'plastic', count = 3},
{name = 'metal', count = 2},
{name = 'electronics', count = 1}
},
resultItems = {
{name = 'advanced_radio', count = 1}
},
animation = {
dict = "mini@repair",
name = "fixing_a_ped"
}
}
},
{
id = 'phone',
label = 'Blueprint: Phone',
item = 'blueprint_phone',
description = 'Unlock modern phone production.',
unlocks = {
label = 'Phone',
icon = 'phone',
duration = 15000,
requiredItems = {
{name = 'plastic', count = 4},
{name = 'metal', count = 2},
{name = 'electronics', count = 2},
{name = 'battery', count = 1}
},
resultItems = {
{name = 'phone', count = 1}
},
animation = {
dict = "mini@repair",
name = "fixing_a_ped"
}
}
}
},
['weapons_bench'] = {
{
id = 'pistol',
label = 'Blueprint: Pistol',
item = 'blueprint_pistol',
description = 'Unlock Pistol production.',
unlocks = {
label = 'Pistol',
icon = 'gun',
duration = 20000,
requiredItems = {
{name = 'metal', count = 8},
{name = 'wood', count = 2},
{name = 'springs', count = 3}
},
resultItems = {
{name = 'weapon_pistol', count = 1}
},
animation = {
dict = "mini@repair",
name = "fixing_a_ped"
}
}
}
},
['chemistry_lab2'] = {
{
id = 'advanced_chemical',
label = 'Blueprint: Advanced chemical',
item = 'blueprint_advanced_chemical',
description = 'Unlock clear chemical production.',
unlocks = {
label = 'Advanced chemical',
icon = 'flask',
duration = 25000,
requiredItems = {
{name = 'chemical_base', count = 2},
{name = 'catalyst', count = 1},
{name = 'distilled_water', count = 3}
},
resultItems = {
{name = 'advanced_chemical', count = 1}
},
animation = {
dict = "mini@repair",
name = "fixing_a_ped"
}
}
}
}
}
Config.Upgrades = {
['speed'] = {
label = 'Speed upgrade',
icon = 'fa-clock',
description = 'Faster production.',
levels = {
[1] = {cost = {name = 'money', count = 5000}, modifier = 0.9, description = '10% rychlejší'},
[2] = {cost = {name = 'upgrade_chip', count = 2}, modifier = 0.8, description = '20% rychlejší'},
[3] = {cost = {name = 'upgrade_chip', count = 5}, modifier = 0.7, description = '30% rychlejší'}
}
},
['durability'] = {
label = 'Drurability',
icon = 'fa-shield',
description = 'Better drurability on weapons',
levels = {
[1] = {cost = {name = 'money', count = 8000}, modifier = 1.2, description = '20% odolnější'},
[2] = {cost = {name = 'precision_tools', count = 2}, modifier = 1.4, description = '40% odolnější'},
[3] = {cost = {name = 'precision_tools', count = 5}, modifier = 1.6, description = '60% odolnější'}
}
},
}
Config.Translate = {
['notify_title'] = 'Crafting System',
['crafting'] = 'Crafting',
['blueprint'] = 'Blueprint',
['blueprints'] = 'Blueprints',
['blueprints_description'] = 'Manage blueprints and new recipes',
['upgrade'] = 'Upgrade',
['upgrades'] = 'Upgrades',
['upgrades_description'] = 'Upgrade your crafting table',
['unlocked'] = 'Unlocked',
['locked'] = 'Locked',
['back'] = 'Back',
['back_to_crafting'] = 'Back to main menu',
['level'] = 'Level',
['price'] = 'Price',
['max'] = 'MAX',
['crafting'] = 'Crafting',
['production_cancelled'] = 'Production cancelled',
['you_dont_have'] = 'You don’t have',
['you_are_placing'] = 'You are placing',
['upgrade_max'] = 'Upgrade is at maximum level',
['use_blueprint'] = 'Use blueprint',
['buy_upgrade'] = 'Buy upgrade',
['not_enough_money'] = 'Not enough money',
['not_enough_items'] = 'Not enough items',
['not_enough'] = 'Not enough',
['upgrade_successful'] = 'Upgrade successful!',
['blueprint_used'] = 'Blueprint used, new recipe unlocked!',
['open'] = 'Open',
['required'] = 'Required',
['crafting_bench'] = 'Crafting bench',
['crafting_location'] = 'Crafting location',
['upgrade_available'] = 'Upgrade available',
['upgrade_cost'] = 'Upgrade cost: %s',
['upgrade_level'] = 'Upgrade level: %d/%d',
['upgrade_description'] = 'Description: %s',
['upgrade_success'] = 'Upgrade successfully applied!',
['upgrade_failed'] = 'Upgrade failed, try again later.',
['upgrade_purchased'] = 'Upgrade purchased',
['completed_crafting'] = 'Crafting completed successfully!',
['no_blueprints_available'] = 'No blueprints available.',
['blueprint_not_found'] = 'Blueprint not found',
['dont_have_blueprint'] = 'You don’t have this blueprint in your inventory',
['blueprint_already_used'] = 'This blueprint has already been used',
['blueprint_used_success'] = 'Blueprint used! New recipe unlocked:',
['successfuly_placed'] = 'You successfully placed',
['you_dont_have_item'] = 'You don’t have this item!',
['you_dont_have_enough_materials'] = 'You don’t have enough materials: ',
['production_finished'] = 'Production finished!',
['dont_have_enough_materials_for_upgrade'] = 'Not enough materials for upgrade!',
['to_the_level'] = 'to level',
['purchased'] = 'Purchased',
}
function Notify(message, type, title)
lib.notify({
title = title,
description = message,
type = type,
showDuration = true,
})
end
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