|
| 1 | +--- |
| 2 | +title: it-drugs - Processing Tables |
| 3 | +description: So let's start setting up the processing tables. |
| 4 | +--- |
| 5 | + |
| 6 | +import {Tabs} from 'nextra/components' |
| 7 | +import ExternLink from '@components/ExternLink' |
| 8 | +import Accordion from '@components/Accordion' |
| 9 | +import AccordionGroup from '@components/AccordionGroup' |
| 10 | +import { IconExternalLink } from '@tabler/icons-react'; // Importiere das Tabler-Icon |
| 11 | + |
| 12 | +# ⚗️・Processing Tables |
| 13 | +So let's start setting up the processing tables. |
| 14 | + |
| 15 | +To be able to use the processing tables, `Config.EnableProcessing` must be set to **true** in the Config! |
| 16 | + |
| 17 | +## Config.ProccesingSkillCheck |
| 18 | +It is possible to activate a skill check. If `Config.ProccesingSkillCheck` is set to **true**, the player must pass a skill check to be able to craft an item. |
| 19 | + |
| 20 | +The skill check can be customized with `Config.SkillCheck`. |
| 21 | + |
| 22 | +If the skill check is deactivated, the player only has to wait a certain amount of time and then receives the item. |
| 23 | + |
| 24 | +More information about the skill check can be found here: |
| 25 | +<ExternLink |
| 26 | + href="https://overextended.dev/ox_lib/Modules/Interface/Client/skillcheck" |
| 27 | + icon={IconExternalLink} |
| 28 | +/> |
| 29 | + |
| 30 | +## Config.ProcessingTables |
| 31 | +The individual processing tables can now be configured here: |
| 32 | + |
| 33 | +```lua |
| 34 | +['weed_processing_table'] = { |
| 35 | + type = 'weed', |
| 36 | + model = 'bkr_prop_weed_table_01a', -- Exanples: bkr_prop_weed_table_01a, bkr_prop_meth_table01a, bkr_prop_coke_table01a |
| 37 | + recipes = { |
| 38 | + ['joint'] = { |
| 39 | + label = 'Joint', |
| 40 | + showIngrediants = true, |
| 41 | + ingrediants = { |
| 42 | + ['weed_lemonhaze'] = 3, |
| 43 | + ['paper'] = 1 |
| 44 | + }, |
| 45 | + outputs = { |
| 46 | + ['joint'] = 2 |
| 47 | + }, |
| 48 | + processTime = 5, |
| 49 | + failChance = 15, |
| 50 | + animation = { |
| 51 | + dict = 'anim@gangops@facility@servers@bodysearch@', |
| 52 | + anim = 'player_search', |
| 53 | + } |
| 54 | + }, |
| 55 | + } |
| 56 | +} |
| 57 | +``` |
| 58 | + |
| 59 | +```lua |
| 60 | +['weed_processing_table'] |
| 61 | +``` |
| 62 | +This is the name of the item to which this configuration is bound. The item can now be used to set up a table in the game. |
| 63 | + |
| 64 | +--- |
| 65 | +```lua |
| 66 | +model = 'bkr_prop_weed_table_01a' |
| 67 | +``` |
| 68 | +The model of the processing table here can theoretically be used with any Fivem model. |
| 69 | + |
| 70 | +### Recipes |
| 71 | +Each table can theoretically have an infinite number of recipes, how exactly a recipe must look is explained here |
| 72 | + |
| 73 | +```lua |
| 74 | +['joint'] = { |
| 75 | + label = 'Joint', -- name of the recipe in the menu |
| 76 | + showIngrediants = true, |
| 77 | + ingrediants = { |
| 78 | + ['weed_lemonhaze'] = 3, |
| 79 | + ['paper'] = 1 |
| 80 | + }, |
| 81 | + outputs = { |
| 82 | + ['joint'] = 2 |
| 83 | + }, |
| 84 | + processTime = 5, |
| 85 | + failChance = 15, |
| 86 | + animation = { |
| 87 | + dict = 'anim@gangops@facility@servers@bodysearch@', |
| 88 | + anim = 'player_search', |
| 89 | + } |
| 90 | +}, |
| 91 | +``` |
| 92 | + |
| 93 | +```lua |
| 94 | +['joint'] |
| 95 | +``` |
| 96 | +We start with the recipe id, this specifies the name of the recipe, the name is only relevant for the script. |
| 97 | +The recipe id must not contain any special characters or spaces and must be unique. |
| 98 | + |
| 99 | +--- |
| 100 | + |
| 101 | +```lua |
| 102 | +showIngrediants = true, |
| 103 | +ingrediants = { |
| 104 | + ['weed_lemonhaze'] = 3, |
| 105 | + ['paper'] = 1 |
| 106 | +}, |
| 107 | +``` |
| 108 | +For each recipe you can set whether the player should see which ingredients he needs for this recipe. |
| 109 | +<Tabs items={["showIngrediants = true", "showIngrediants = false"]}> |
| 110 | + <Tabs.Tab> |
| 111 | +  |
| 112 | + </Tabs.Tab> |
| 113 | + <Tabs.Tab> |
| 114 | +  |
| 115 | + </Tabs.Tab> |
| 116 | +</Tabs> |
| 117 | +In addition, as many ingredients can be added for each recipe as you like. simply add them to the ingrediants list according to the following scheme: |
| 118 | +```lua copy |
| 119 | +['item_name'] = amount_you_need, |
| 120 | +``` |
| 121 | + |
| 122 | +--- |
| 123 | + |
| 124 | +```lua |
| 125 | +outputs = { |
| 126 | + ['joint'] = 2 |
| 127 | +}, |
| 128 | +``` |
| 129 | +The outputs of a recipe work in exactly the same way as the ingredients, and here too any number of items can be added. |
| 130 | +```lua copy |
| 131 | +['item_name'] = amount_you_get, |
| 132 | +``` |
| 133 | + |
| 134 | +--- |
| 135 | + |
| 136 | +```lua |
| 137 | +processTime = 5, |
| 138 | +``` |
| 139 | +The processTime is the time in seconds it takes to process an item, this time is only used if `Config.ProcessingSkillCheck` is **false**. |
| 140 | + |
| 141 | +--- |
| 142 | + |
| 143 | +```lua |
| 144 | +failChance = 15, |
| 145 | +``` |
| 146 | +The chance in percent that the production of an item can go wrong, which means that with `failChance = 15` there is a 15% chance that the player will not get any output when producing an item. |
| 147 | + |
| 148 | +--- |
| 149 | + |
| 150 | +```lua |
| 151 | +animation = { |
| 152 | + dict = 'anim@gangops@facility@servers@bodysearch@', -- Animation dict |
| 153 | + anim = 'player_search', -- Animation name |
| 154 | +} |
| 155 | +``` |
| 156 | +Specifying an animation is optional if no animation is specified, the default animation of the script is used. |
| 157 | +So if you want, the complete animation part can be deleted from every recipe. |
| 158 | + |
| 159 | +--- |
| 160 | + |
| 161 | +<AccordionGroup> |
| 162 | + <Accordion title="Processin table configuration template"> |
| 163 | + ```lua copy |
| 164 | + ['uniqe_table_id'] = { |
| 165 | + type = 'weed', |
| 166 | + model = 'bkr_prop_weed_table_01a', -- Exanples: bkr_prop_weed_table_01a, bkr_prop_meth_table01a, bkr_prop_coke_table01a |
| 167 | + recipes = { |
| 168 | + -- Here you can add as many recipes as you want |
| 169 | + } |
| 170 | + } |
| 171 | + ``` |
| 172 | + </Accordion> |
| 173 | + <Accordion title="Reciepe configuration template"> |
| 174 | + **With Animation:** |
| 175 | + ```lua copy |
| 176 | + ['uniqe_recipe_id'] = { |
| 177 | + label = 'Recipe name', -- name of the recipe in the menu |
| 178 | + showIngrediants = true, -- true or false |
| 179 | + ingrediants = { |
| 180 | + ['ingrediant_one'] = ingrediant_one_amount, |
| 181 | + ['ingrediant_two'] = ingrediant_one_amount, |
| 182 | + }, |
| 183 | + outputs = { |
| 184 | + ['output_one'] = output_one_amount, |
| 185 | + }, |
| 186 | + processTime = 5, |
| 187 | + failChance = 15, |
| 188 | + animation = { -- Optional you also can delete this |
| 189 | + dict = 'anim@gangops@facility@servers@bodysearch@', |
| 190 | + anim = 'player_search', |
| 191 | + } |
| 192 | + }, |
| 193 | + ``` |
| 194 | + **Without Animation:** |
| 195 | + ```lua copy |
| 196 | + ['uniqe_recipe_id'] = { |
| 197 | + label = 'Recipe name', -- name of the recipe in the menu |
| 198 | + showIngrediants = true, -- true or false |
| 199 | + ingrediants = { |
| 200 | + ['ingrediant_one'] = ingrediant_one_amount, |
| 201 | + ['ingrediant_two'] = ingrediant_one_amount, |
| 202 | + }, |
| 203 | + outputs = { |
| 204 | + ['output_one'] = output_one_amount, |
| 205 | + }, |
| 206 | + processTime = 5, |
| 207 | + failChance = 15, |
| 208 | + }, |
| 209 | + ``` |
| 210 | + </Accordion> |
| 211 | +</AccordionGroup> |
0 commit comments