EXTERNAL_EVENTS_NAMES = { ["esx:getSharedObject"] = nil, -- This is nil because it will be found automatically, change it to your one ONLY in the case it can't be found } -- Ped models that WON'T be used for NPC selling BLACKLISTED_PEDS_MODELS = { --[[ Some examples: [ GetHashKey("a_m_o_tramp_01") ] = true, [ GetHashKey("csb_rashcosvki") ] = true, [ GetHashKey("csb_stripper_02") ] = true, ]] } --[[ You can edit this function if you want to add second jobs or anything like that (editing this function is down to you) If you edit this, you WILL have also to edit the function in sv_integrations.lua file ]] function isJobAllowed(allowedJobs) if(not allowedJobs) then return true end local playerJob = Framework.getPlayerJob() if(allowedJobs[playerJob] == true) then return true elseif(allowedJobs[playerJob]) then local playerJobGrade = tostring( Framework.getPlayerJobGrade() ) return allowedJobs[playerJob] and allowedJobs[playerJob][playerJobGrade] else return false end end -- Set to true if you want players to be able to sell to gangster ped models CAN_SELL_TO_GANGSTERS = false -- How many seconds the blip for police alerts will remain in the map BLIP_TIME_AFTER_POLICE_ALERT = 120 -- Punish players who try to cancel the exit animation of drugs fields by ragdolling them and making them to waste more time PUNISH_PLAYERS_TRYING_TO_ESCAPE_ANIMATION = false --[[ Default progressbar color (must be a hex code). Examples: "#0fffef" - Light blue "#ff0f0f" - Red "#0f0fff" - Blue ]] DEFAULT_PROGRESSBAR_COLOR = "#47ff33" -- Models of peds that can be used with the command to spawn and sell drugs to ped, especially useful in a server without NPCs AVAILABLE_PEDS_FOR_SELLING = {"a_m_m_bevhills_02", "ig_car3guy1", "u_f_y_comjane", "ig_davenorton", "csb_reporter"} -- Edit this if you want to use custom event for those effects (the first parameter passed will be the amount to add/remove) CUMULATIVE_EFFECTS_EVENTS = { increaseArmor = 'drugs_creator:cumulative:increaseArmor', decreaseArmor = 'drugs_creator:cumulative:decreaseArmor', increaseHealth = 'drugs_creator:cumulative:increaseHealth', decreaseHealth = 'drugs_creator:cumulative:decreaseHealth', increaseThirst = 'drugs_creator:cumulative:increaseThirst', decreaseThirst = 'drugs_creator:cumulative:decreaseThirst', increaseHunger = 'drugs_creator:cumulative:increaseHunger', decreaseHunger = 'drugs_creator:cumulative:decreaseHunger', increaseStress = 'drugs_creator:cumulative:increaseStress', decreaseStress = 'drugs_creator:cumulative:decreaseStress', } -- In case you want to change the model DRINK_SODA_MODEL = "prop_plastic_cup_02"