fix(qb-core): add global CreateUsableItem alias for qs-inventory compatibility

qs-inventory apelează CreateUsableItem ca funcție globală, dar qb-core definea doar QBCore.Functions.CreateUseableItem (cu 'e'). Adăugat alias global + fix 16 stringuri sparte în items.lua care blocau parsarea.
This commit is contained in:
2026-04-02 00:08:19 +03:00
parent 096ccb6399
commit 978c9bc759
827 changed files with 3570 additions and 1015 deletions

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--──────────────────────────────────────────────────────────────────────────────
-- Quasar Store · Configuration Guidelines
--──────────────────────────────────────────────────────────────────────────────
-- This configuration file defines all adjustable parameters for the script.
-- Comments are standardized to help you identify which sections you can safely edit.
--
-- • [EDIT] Safe for users to modify. Adjust these values as needed.
-- • [INFO] Informational note describing what the variable or block does.
-- • [ADV] Advanced settings. Change only if you understand the logic behind it.
-- • [CORE] Core functionality. Do not modify unless you are a developer.
-- • [AUTO] Automatically handled by the system. Never edit manually.
--
-- Always make a backup before editing configuration files.
-- Incorrect changes in [CORE] or [AUTO] sections can break the resource.
--──────────────────────────────────────────────────────────────────────────────
---@generic T
---@param data {[string]: string}
---@return string | false
local function DependencyCheck(data) -- [CORE] Detects the first started dependency and returns its alias.
for k, v in pairs(data) do
if GetResourceState(k):find('started') ~= nil then
return v
end
end
return false
end
Config = Config or {} -- [CORE] Main configuration table.
Locales = Locales or {} -- [CORE] Language packs container.
--──────────────────────────────────────────────────────────────────────────────
-- Language Selection [EDIT]
-- [INFO] Choose your preferred language in locales/* or add your own.
-- Available:
-- 'ar','bg','ca','cs','da','de','el','en','es','fa','fr','hi','hu','it','ja',
-- 'ko','nl','no','pl','pt','ro','ru','sl','sv','th','tr','zh-CN','zh-TW'
--──────────────────────────────────────────────────────────────────────────────
Config.Language = 'en' -- [EDIT]
--[[ [INFO]
Choose your preferred language!
In this section, you can select the main language for your asset. We have a wide
selection of default languages available, located in the locales/* folder.
If your language is not listed, you can create a new one by adding a file
in locales and customizing it to your needs.
]]
--──────────────────────────────────────────────────────────────────────────────
-- Framework Detection & Configuration (Inventory) [AUTO]
-- [INFO] Auto-detects qb-core / es_extended / qbx_core. If you renamed them,
-- set adapters or assign manually. Avoid edits unless you know the framework.
--──────────────────────────────────────────────────────────────────────────────
local frameworks = { -- [CORE] Resource name → internal alias
['es_extended'] = 'esx',
['qb-core'] = 'qb',
['qbx_core'] = 'qb'
}
Config.Framework = DependencyCheck(frameworks) or 'none' -- [AUTO]
local qbxHas = GetResourceState('qbx_core') == 'started' -- [AUTO]
Config.QBX = qbxHas -- [AUTO]
--[[ [INFO]
Manual setup (only if necessary):
1) Clear Config.Framework auto-detection and set your custom alias.
2) Update framework-specific calls in client/server where required.
Warning: Wrong edits here can break core functionality.
]]
--──────────────────────────────────────────────────────────────────────────────
-- Security [EDIT]
-- [INFO] Disables client-side shop generation via `inventory:server:OpenInventory`.
-- If enabled, you must use the provided server exports/events to create & open shops.
--──────────────────────────────────────────────────────────────────────────────
Config.DisableShopGenerationOnClient = false -- [EDIT] true = client shop-gen disabled
-- [INFO] Safe APIs to use when disabling client shop-gen:
-- Server exports: CreateShop, OpenShop
-- Server event: inventory:openShop
-- Example (client): TriggerServerEvent('inventory:openShop', 'shop_name')
--──────────────────────────────────────────────────────────────────────────────
-- Backward Compatibility (qs-inventory Migration) [EDIT]
-- [INFO] One-time migration from older qs-inventory data. Set true ONCE.
-- After completion (console shows 'Backward compatibility has been completed'),
-- immediately set back to false. Do NOT change other settings during migration.
--──────────────────────────────────────────────────────────────────────────────
Config.FetchOldInventory = false -- [EDIT] Use true once for migration, then false.
--──────────────────────────────────────────────────────────────────────────────
-- Targeting [EDIT]
-- [INFO] Enable qb-target / ox_target. If false, targeting is disabled.
--──────────────────────────────────────────────────────────────────────────────
Config.UseTarget = true -- [EDIT]
--──────────────────────────────────────────────────────────────────────────────
-- General Inventory Settings [EDIT]
-- [INFO] Core behavior for interactions, UI and safety features.
--──────────────────────────────────────────────────────────────────────────────
Config.ThrowKeybind = 'E' -- [EDIT] Key to throw items; false to disable.
Config.PoliceCanSeeSixthSlot = true -- [EDIT] Police can see protected 6th slot.
Config.PoliceJobs = { 'police', 'sheriff' } -- [EDIT] Jobs treated as police.
Config.BlockedSlot = true -- [EDIT] Lock 6th slot to prevent stealing.
Config.GiveItemHideName = false -- [EDIT] Hide item names on give; show only ID.
Config.OpenProgressBar = false -- [EDIT] Show progress bar on open (dup-prevention).
Config.EnableSounds = true -- [EDIT] Toggle default inventory sounds.
Config.EnableThrow = true -- [EDIT] Allow throwing items.
Config.UseJonskaItemThrow = false -- [EDIT] Use custom throw (see custom/misc/jonska.lua).
Config.EnableTrade = true -- [EDIT] Safe MMORPG-style trade.
Config.EnableChangeLabel = true -- [EDIT] One-click rename items.
Config.Handsup = true -- [EDIT] Enable hands-up & robbery options.
Config.StealDeadPlayer = true -- [EDIT] Allow looting dead players.
Config.StealWithoutWeapons = false -- [EDIT] Can only rob if target is hands-up w/o weapon.
Config.PlaceableItems = true -- [EDIT] Enable placeable items.
Config.KQPlaceableItems = false -- [EDIT] Use KQ Placeable Items for item placement (requires kq_placeable_items resource).
--──────────────────────────────────────────────────────────────────────────────
-- Player Inventory Capacity [EDIT]
-- [INFO] Changing weight/slots can require wipes to avoid dupes. Be cautious.
--──────────────────────────────────────────────────────────────────────────────
Config.InventoryWeight = { -- [EDIT]
weight = 120000, -- [INFO] Max weight (grams).
slots = 41, -- [INFO] Set 40 to remove protected 6th slot.
}
--──────────────────────────────────────────────────────────────────────────────
-- Drop (Ground) Capacity [EDIT]
--──────────────────────────────────────────────────────────────────────────────
Config.DropWeight = { -- [EDIT]
weight = 20000000, -- [INFO] Max ground drop capacity (grams).
slots = 130, -- [INFO] Max slots for a ground drop.
}
--──────────────────────────────────────────────────────────────────────────────
-- Label Change [EDIT]
--──────────────────────────────────────────────────────────────────────────────
Config.LabelChange = true -- [EDIT] Allow item renaming.
Config.LabelChangePrice = false -- [EDIT] Price or false for free.
Config.BlockedLabelChangeItems = { -- [EDIT] Items that cannot be renamed.
money = true,
phone = true,
}
--──────────────────────────────────────────────────────────────────────────────
-- Hotbar [EDIT]
--──────────────────────────────────────────────────────────────────────────────
Config.UsableItemsFromHotbar = true -- [EDIT] Use items from hotbar (15).
Config.BlockedItemsHotbar = { -- [EDIT] Items blocked from hotbar use.
'lockpick',
-- Add more here ...
}
--──────────────────────────────────────────────────────────────────────────────
-- Backpack & Item Rules [EDIT]
-- [INFO] One-per-item limits, non-stealable and non-storable item lists.
--──────────────────────────────────────────────────────────────────────────────
Config.OnePerItem = { -- [EDIT] Max quantity per item type.
backpack = 1,
-- Add more items as needed.
}
Config.notStolenItems = { -- [EDIT] Items that cannot be stolen.
id_card = true,
water_bottle = true,
tosti = true,
}
Config.notStoredItems = { -- [EDIT] Items that cannot be stashed.
backpack = true,
}
--──────────────────────────────────────────────────────────────────────────────
-- Armor [EDIT]
--──────────────────────────────────────────────────────────────────────────────
Config.DrawableArmor = 100 -- [EDIT] Armor points granted when wearing an armor vest.
--──────────────────────────────────────────────────────────────────────────────
-- Clothing System Integration [EDIT]
-- [INFO] Enables or disables clothing system integration. Refer to documentation:
-- ESX Docs: https://docs.quasar-store.com/ Inventory > Functions > Clothing
-- QB Docs: https://docs.quasar-store.com/
--──────────────────────────────────────────────────────────────────────────────
Config.Clothing = true -- [EDIT] Enables clothing options in inventory (adds clothing button).
---@type ClotheSlot[]
Config.ClothingSlots = { -- [EDIT] Define which slots are used for clothing pieces.
{
name = 'helmet',
slot = 1,
type = 'head',
wearType = 'prop',
componentId = 0,
anim = { dict = 'mp_masks@standard_car@ds@', anim = 'put_on_mask', flags = 49 }
},
{
name = 'mask',
slot = 2,
type = 'head',
wearType = 'drawable',
componentId = 1,
anim = { dict = 'mp_masks@standard_car@ds@', anim = 'put_on_mask', flags = 49 }
},
{
name = 'glasses',
slot = 3,
type = 'head',
wearType = 'prop',
componentId = 1,
anim = { dict = 'clothingspecs', anim = 'take_off', flags = 49 }
},
{
name = 'torso',
slot = 4,
type = 'body',
wearType = 'drawable',
componentId = 11,
anim = { dict = 'missmic4', anim = 'michael_tux_fidget', flags = 49 }
},
{
name = 'tshirt',
slot = 5,
type = 'body',
wearType = 'drawable',
componentId = 8,
anim = { dict = 'clothingtie', anim = 'try_tie_negative_a', flags = 49 }
},
{
name = 'jeans',
slot = 6,
type = 'body',
wearType = 'drawable',
componentId = 4,
anim = { dict = 'missmic4', anim = 'michael_tux_fidget', flags = 49 }
},
{
name = 'arms',
slot = 7,
type = 'body',
wearType = 'drawable',
componentId = 3,
anim = { dict = 'nmt_3_rcm-10', anim = 'cs_nigel_dual-10', flags = 49 }
},
{
name = 'shoes',
slot = 8,
type = 'body',
wearType = 'drawable',
componentId = 6,
anim = { dict = 'random@domestic', anim = 'pickup_low', flags = 49 }
},
{
name = 'ears',
slot = 9,
type = 'body',
wearType = 'prop',
componentId = 2,
anim = { dict = 'mp_cp_stolen_tut', anim = 'b_think', flags = 49 }
},
{
name = 'bag',
slot = 10,
type = 'addon',
wearType = 'drawable',
componentId = 5,
anim = { dict = 'anim@heists@ornate_bank@grab_cash', anim = 'intro', flags = 49 }
},
{
name = 'watch',
slot = 11,
type = 'addon',
wearType = 'prop',
componentId = 6,
anim = { dict = 'nmt_3_rcm-10', anim = 'cs_nigel_dual-10', flags = 49 }
},
{
name = 'bracelets',
slot = 12,
type = 'addon',
wearType = 'prop',
componentId = 7,
anim = { dict = 'nmt_3_rcm-10', anim = 'cs_nigel_dual-10', flags = 49 }
},
{
name = 'chain',
slot = 13,
type = 'addon',
wearType = 'drawable',
componentId = 7,
anim = { dict = 'nmt_3_rcm-10', anim = 'cs_nigel_dual-10', flags = 49 }
},
{
name = 'vest',
slot = 14,
type = 'addon',
wearType = 'drawable',
componentId = 9,
anim = { dict = 'nmt_3_rcm-10', anim = 'cs_nigel_dual-10', flags = 49 }
},
}
--──────────────────────────────────────────────────────────────────────────────
-- Appearance System Detection [AUTO]
-- [INFO] Auto-detects supported appearance/clothing resources.
--──────────────────────────────────────────────────────────────────────────────
local appearances = { -- [CORE] Resource name → internal alias
['illenium-appearance'] = 'illenium',
['qs-appearance'] = 'illenium',
['rcore_clothing'] = 'rcore',
['esx_skin'] = 'esx',
['qb-clothing'] = 'qb'
}
Config.Appearance = DependencyCheck(appearances) or 'standalone' -- [AUTO]
Config.TakePreviousClothes = false -- [EDIT] Adds previous worn clothes back to inventory when changing.
--──────────────────────────────────────────────────────────────────────────────
-- Drop Settings [EDIT]
-- [INFO] Control dropped items visuals and refresh system.
--──────────────────────────────────────────────────────────────────────────────
Config.ItemDropObject = `prop_paper_bag_small` -- [EDIT] Model for dropped items (false = no object)
Config.DropRefreshTime = 15 * 60 -- [EDIT] Refresh time for ground items (seconds)
Config.MaxDropViewDistance = 9.5 -- [EDIT] Max view distance for dropped items
--──────────────────────────────────────────────────────────────────────────────
-- Gender System [EDIT]
-- [INFO] Defines available gender labels for use in UI and logic.
--──────────────────────────────────────────────────────────────────────────────
Config.Genders = {
['m'] = 'Male',
['f'] = 'Female',
[1] = 'Male',
[2] = 'Female'
}
--──────────────────────────────────────────────────────────────────────────────
-- Visual Configuration [EDIT]
-- [INFO] Controls animations, UI logo, idle camera and sidebar visibility.
--──────────────────────────────────────────────────────────────────────────────
Config.OpenInventoryAnim = true -- [EDIT] Play animation when opening inventory
Config.OpenInventoryScene = false -- [EDIT] Toggle scene animation
Config.Logo = 'https://i.ibb.co/CJfj6KV/Mini-copia.png' -- [EDIT] Logo (URL or local path)
Config.IdleCamera = true -- [EDIT] Enable idle camera while inventory open
--──────────────────────────────────────────────────────────────────────────────
-- Sidebar & Display Options [EDIT]
-- [INFO] Defines what stats and menus appear in the UI.
--──────────────────────────────────────────────────────────────────────────────
Config.InventoryOptions = {
['clothes'] = Config.Clothing, -- [EDIT] Enable clothing button
['configuration'] = true, -- [EDIT] Show config menu
['health'] = true, -- [EDIT] Show player health
['armor'] = true, -- [EDIT] Show armor level
['hunger'] = true, -- [EDIT] Show hunger
['thirst'] = true, -- [EDIT] Show thirst
['id'] = true, -- [EDIT] Show player ID
['money'] = true, -- [EDIT] Show cash
['bank'] = true, -- [EDIT] Show bank balance
['blackmoney'] = true, -- [EDIT] Show black money
}
--──────────────────────────────────────────────────────────────────────────────
-- Item Mini Icons [EDIT]
-- [INFO] Assign FontAwesome icons to items in UI. (https://fontawesome.com/)
--──────────────────────────────────────────────────────────────────────────────
Config.ItemMiniIcons = {
['tosti'] = { icon = 'fa-solid fa-utensils' },
['water_bottle'] = { icon = 'fa-solid fa-utensils' },
}
--──────────────────────────────────────────────────────────────────────────────
-- Item Rarities [EDIT]
-- [INFO] Define rarity gradients for inventory visuals.
--──────────────────────────────────────────────────────────────────────────────
Config.ItemRarities = {
{ name = 'common', css = 'background-image: linear-gradient(to top, rgba(211,211,211,0.5), rgba(211,211,211,0) 60%)' },
{ name = 'epic', css = 'background-image: linear-gradient(to top, rgba(128,0,128,0.5), rgba(128,0,128,0) 60%)' },
{ name = 'legendary', css = 'background-image: linear-gradient(to top, rgba(255,215,0,0.5), rgba(255,215,0,0) 60%)' },
}
--──────────────────────────────────────────────────────────────────────────────
-- Default Character Appearance [EDIT]
-- [INFO] Base clothing sets per gender. Adjust for custom clothing systems.
--──────────────────────────────────────────────────────────────────────────────
Config.Defaults = {
['female'] = {
torso = 18,
jeans = 19,
shoes = 34,
arms = 15,
helmet = -1,
glasses = -1,
mask = 0,
tshirt = 2,
ears = -1,
bag = 0,
watch = -1,
chain = 0,
bracelets = -1,
vest = 0,
},
['male'] = {
torso = 15,
jeans = 14,
shoes = 34,
arms = 15,
helmet = -1,
glasses = -1,
mask = 0,
tshirt = 15,
ears = -1,
bag = 0,
watch = -1,
chain = 0,
bracelets = -1,
vest = 0,
}
}
--──────────────────────────────────────────────────────────────────────────────
-- Compact Inventory [EDIT]
-- [INFO] Turns your inventory into a compact, side-mounted interface allowing
-- movement while open — signature Quasar experience.
--──────────────────────────────────────────────────────────────────────────────
Config.CompactInventory = false -- [EDIT] Enables compact view for a smaller, mobile-friendly layout.
--──────────────────────────────────────────────────────────────────────────────
-- Key Bindings [EDIT]
-- [INFO] Define shortcut keys for inventory actions. See documentation for keymap setup.
--──────────────────────────────────────────────────────────────────────────────
Config.KeyBinds = { -- [EDIT]
inventory = 'TAB', -- [INFO] Open inventory
hotbar = 'Z', -- [INFO] Show hotbar
reload = 'R', -- [INFO] Reload action
handsup = 'X', -- [INFO] Hands-up/robbery gesture
}
--──────────────────────────────────────────────────────────────────────────────
-- Debug & Development Tools [EDIT]
-- [INFO] Enables development logs and debugging prints. Use only during testing.
--──────────────────────────────────────────────────────────────────────────────
Config.Debug = true -- [EDIT] Detailed console prints
Config.ZoneDebug = false -- [EDIT] Display additional zone debug info
Config.InventoryPrefix = 'inventory' -- [ADV] Internal prefix; changing requires code adjustments
Config.SaveInventoryInterval = 12500 -- [EDIT] Autosave interval (ms)
Config.BypassQbInventory = true -- [EDIT] Bypass qb-inventory for QS compatibility
--[[ [INFO]
The system now saves inventories when updates occur instead of on close,
reducing duplication risks. Avoid frequent restarts, as unsaved data may be lost.
Command available:
/save-inventories → Manually saves all inventories before restart.
]]
--──────────────────────────────────────────────────────────────────────────────
-- Free Mode Keys [EDIT]
-- [INFO] Controls for object manipulation during free placement/edit modes.
--──────────────────────────────────────────────────────────────────────────────
Config.FreeModeKeys = {
ChangeKey = Keys['LEFTCTRL'], -- [EDIT] Toggle free mode
MoreSpeed = Keys['.'], -- [EDIT] Increase move speed
LessSpeed = Keys[','], -- [EDIT] Decrease move speed
MoveToTop = Keys['TOP'], -- [EDIT] Move upward
MoveToDown = Keys['DOWN'], -- [EDIT] Move downward
MoveToForward = Keys['TOP'], -- [EDIT] Move forward
MoveToBack = Keys['DOWN'], -- [EDIT] Move backward
MoveToRight = Keys['RIGHT'], -- [EDIT] Move right
MoveToLeft = Keys['LEFT'], -- [EDIT] Move left
RotateToTop = Keys['6'], -- [EDIT] Rotate upward
RotateToDown = Keys['7'], -- [EDIT] Rotate downward
RotateToLeft = Keys['8'], -- [EDIT] Rotate left
RotateToRight = Keys['9'], -- [EDIT] Rotate right
TiltToTop = Keys['Z'], -- [EDIT] Tilt upward
TiltToDown = Keys['X'], -- [EDIT] Tilt downward
TiltToLeft = Keys['C'], -- [EDIT] Tilt left
TiltToRight = Keys['V'], -- [EDIT] Tilt right
StickToTheGround = Keys['LEFTALT'], -- [EDIT] Snap object to ground
}
--──────────────────────────────────────────────────────────────────────────────
-- Editor Action Controls [EDIT]
-- [INFO] Keybinds used in world/zone editing for point and rotation handling.
--──────────────────────────────────────────────────────────────────────────────
ActionControls = {
leftClick = { label = 'Place Object', codes = { 24 } }, -- [EDIT]
forward = { label = 'Forward +/-', codes = { 33, 32 } }, -- [EDIT] Move forward/backward
right = { label = 'Right +/-', codes = { 35, 34 } }, -- [EDIT] Move left/right
up = { label = 'Up +/-', codes = { 52, 51 } }, -- [EDIT] Raise/lower vertically
add_point = { label = 'Add Point', codes = { 24 } }, -- [EDIT]
undo_point = { label = 'Undo Last', codes = { 25 } }, -- [EDIT]
rotate_z = { label = 'RotateZ +/-', codes = { 20, 79 } }, -- [EDIT] Z-axis rotation
rotate_y = { label = 'RotateY +/-', codes = { 29, 249 } }, -- [EDIT] Y-axis rotation
rotate_x = { label = 'RotateX +/-', codes = { 311, 182 } }, -- [EDIT] X-axis rotation
rotate_z_scroll = { label = 'RotateZ +/-', codes = { 17, 16 } }, -- [EDIT] Z-axis via scroll modifiers
offset_z = { label = 'Offset Z +/-', codes = { 44, 46 } }, -- [EDIT] Vertical offset
boundary_height = { label = 'Z Boundary +/-', codes = { 20, 73 } }, -- [EDIT] Change Z boundary
done = { label = 'Done', codes = { 191 } }, -- [EDIT] Confirm/finish
cancel = { label = 'Cancel', codes = { 194 } }, -- [EDIT] Cancel current action
throw = { label = 'Throw', codes = { 24, 25 } }, -- [EDIT] Throw current weapon
}
--──────────────────────────────────────────────────────────────────────────────
-- Free Camera Options [EDIT]
-- [INFO] Camera movement and rotation speed configuration for editors/previews.
--──────────────────────────────────────────────────────────────────────────────
CameraOptions = {
lookSpeedX = 1000.0, -- [EDIT] Horizontal camera movement speed
lookSpeedY = 1000.0, -- [EDIT] Vertical camera movement speed
moveSpeed = 20.0, -- [EDIT] Free camera move speed
climbSpeed = 10.0, -- [EDIT] Up/Down movement speed
rotateSpeed = 20.0, -- [EDIT] Rotation speed
}

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--──────────────────────────────────────────────────────────────────────────────
-- Quasar Store · Configuration Guidelines
--──────────────────────────────────────────────────────────────────────────────
-- This configuration file defines all adjustable parameters for the script.
-- Comments are standardized to help you identify which sections you can safely edit.
--
-- • [EDIT] Safe for users to modify. Adjust these values as needed.
-- • [INFO] Informational note describing what the variable or block does.
-- • [ADV] Advanced settings. Change only if you understand the logic behind it.
-- • [CORE] Core functionality. Do not modify unless you are a developer.
-- • [AUTO] Automatically handled by the system. Never edit manually.
--
-- Always make a backup before editing configuration files.
-- Incorrect changes in [CORE] or [AUTO] sections can break the resource.
--──────────────────────────────────────────────────────────────────────────────
--──────────────────────────────────────────────────────────────────────────────
-- Crafting System [EDIT]
-- [INFO] Independent crafting, no DLC required. Supports success chance, and
-- (opcional) reputación en QBCore para bloquear/mostrar recetas.
--──────────────────────────────────────────────────────────────────────────────
Config.Crafting = true -- [EDIT] Toggle the crafting system on/off
--[[ [INFO]
Noteworthy features:
- Per-item success chance (1100%)
- Reputation-based visibility (QBCore): 'craftingrep' / 'attachmentcraftingrep'
- Configure 'rep' fields and thresholds per your server design.
]]
--──────────────────────────────────────────────────────────────────────────────
-- Reputation (QBCore only) [EDIT]
-- [INFO] Gate items behind reputation levels. Only for QBCore frameworks.
--──────────────────────────────────────────────────────────────────────────────
Config.CraftingReputation = false -- [EDIT] Enable reputation gating (QBCore)
Config.ThresholdItems = false -- [EDIT] Show items only if rep >= threshold (QBCore)
--──────────────────────────────────────────────────────────────────────────────
-- Example Item Entry (Reference) [INFO]
--──────────────────────────────────────────────────────────────────────────────
--[[
[1] = {
name = "weapon_pistol",
amount = 50,
info = {},
costs = {
["iron"] = 80,
["metalscrap"] = 120,
["rubber"] = 8,
["steel"] = 133,
["lockpick"] = 5,
},
type = "weapon", -- "item" | "weapon"
slot = 1,
rep = 'attachmentcraftingrep', -- QBCore only
points = 1, -- QBCore only (reward on craft)
threshold = 0, -- QBCore only (visibility)
time = 5500, -- ms
chance = 100 -- 1..100 success probability
},
]]
--──────────────────────────────────────────────────────────────────────────────
-- External Crafting Event (Sample) [ADV]
-- [INFO] Example to open a custom crafting menu from another script/event.
-- ⚠ Posible typo: export 'SetUpCrafing' → suele ser 'SetUpCrafting'. Mantengo tu nombre.
--──────────────────────────────────────────────────────────────────────────────
function OpenCrafting()
local CustomCrafting = {
[1] = {
name = 'weapon_pistol',
amount = 50,
info = {},
costs = { ['tosti'] = 1 },
type = 'weapon',
slot = 1,
rep = 'attachmentcraftingrep',
points = 1,
threshold = 0,
time = 5500,
chance = 100
},
[2] = {
name = 'water_bottle',
amount = 1,
info = {},
costs = { ['tosti'] = 1 },
type = 'item',
slot = 2,
rep = 'attachmentcraftingrep',
points = 1,
threshold = 0,
time = 8500,
chance = 100
},
}
local items = exports['qs-inventory']:SetUpCrafing(CustomCrafting) -- [INFO] Revisa el nombre del export si fuera necesario.
local crafting = { label = 'Craft', items = items }
TriggerServerEvent('inventory:server:SetInventoryItems', items)
TriggerServerEvent('inventory:server:OpenInventory', 'customcrafting', crafting.label, crafting)
end
--──────────────────────────────────────────────────────────────────────────────
-- Crafting Tables [EDIT]
-- [INFO] Define mesas de crafteo por job/ubicación, con blip y recetas propias.
--──────────────────────────────────────────────────────────────────────────────
Config.CraftingTables = {
[1] = {
name = 'Police Crafting',
isjob = 'police',
grades = 'all',
text = '[E] - Police Craft',
blip = {
enabled = true,
title = 'Police Crafting',
scale = 1.0,
display = 4,
colour = 0,
id = 365
},
location = vec3(459.771423, -989.050537, 24.898926),
items = {
[1] = {
name = 'weapon_pistol',
amount = 50,
info = {},
costs = {
['iron'] = 80,
['metalscrap'] = 70,
['rubber'] = 8,
['steel'] = 60,
['lockpick'] = 5,
},
type = 'weapon',
slot = 1,
rep = 'attachmentcraftingrep',
points = 1,
threshold = 0,
time = 5500,
chance = 100
},
[2] = {
name = 'weapon_smg',
amount = 1,
info = {},
costs = {
['iron'] = 80,
['metalscrap'] = 120,
['rubber'] = 10,
['steel'] = 65,
['lockpick'] = 10,
},
type = 'weapon',
slot = 2,
rep = 'attachmentcraftingrep',
points = 1,
threshold = 0,
time = 8500,
chance = 100
},
[3] = {
name = 'weapon_carbinerifle',
amount = 1,
info = {},
costs = {
['iron'] = 120,
['metalscrap'] = 120,
['rubber'] = 20,
['steel'] = 90,
['lockpick'] = 14,
},
type = 'weapon',
slot = 3,
rep = 'craftingrep',
points = 2,
threshold = 0,
time = 12000,
chance = 100
}
}
},
[2] = {
name = 'Attachment Crafting',
isjob = false,
grades = 'all',
text = '[E] - Craft Attachment',
blip = {
enabled = true,
title = 'Attachment Crafting',
scale = 1.0,
display = 4,
colour = 0,
id = 365
},
location = vec3(90.303299, 3745.503418, 39.771484),
items = {
[1] = {
name = 'pistol_extendedclip',
amount = 50,
info = {},
costs = {
['metalscrap'] = 140,
['steel'] = 250,
['rubber'] = 60,
},
type = 'item',
slot = 1,
rep = 'attachmentcraftingrep',
points = 1,
threshold = 0,
time = 8000,
chance = 90
},
[2] = {
name = 'pistol_suppressor',
amount = 50,
info = {},
costs = {
['metalscrap'] = 165,
['steel'] = 285,
['rubber'] = 75,
},
type = 'item',
slot = 2,
rep = 'attachmentcraftingrep',
points = 1,
threshold = 0,
time = 8000,
chance = 90
},
}
},
-- Continue with the same structure for the other Crafting Tables...
}

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--──────────────────────────────────────────────────────────────────────────────
-- Custom Weapons [EDIT]
-- [INFO] Map weapon names to allowed attachments and durability loss per shot.
-- [INFO] You must also register these in items.lua and weapons.lua.
-- [REF] Example reference: https://github.com/NoobySloth/Custom-Weapons/tree/main
--──────────────────────────────────────────────────────────────────────────────
Config.CustomWeapons = {
-- -- Example:
-- ['WEAPON_AK47'] = {
-- attachments = {
-- defaultclip = { component = 'COMPONENT_AK47_CLIP_01', item = 'rifle_defaultclip' }, -- [EDIT]
-- extendedclip = { component = 'COMPONENT_AK47_CLIP_02', item = 'rifle_extendedclip' }, -- [EDIT]
-- -- Add more: scope = { component = 'COMPONENT_AK47_SCOPE', item = 'rifle_scope' },
-- },
-- durability = 0.15 -- [EDIT] Durability decay per shot (0.01.0; higher = wears faster)
-- },
}

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//──────────────────────────────────────────────────────────────────────────────
// Quasar Store · Configuration Guidelines
//──────────────────────────────────────────────────────────────────────────────
// This configuration file defines all adjustable parameters for the script.
// Comments are standardized to help you identify which sections you can safely edit.
//
// • [EDIT] Safe for users to modify. Adjust these values as needed.
// • [INFO] Informational note describing what the variable or block does.
// • [ADV] Advanced settings. Change only if you understand the logic behind it.
// • [CORE] Core functionality. Do not modify unless you are a developer.
// • [AUTO] Automatically handled by the system. Never edit manually.
//
// Always make a backup before editing configuration files.
// Incorrect changes in [CORE] or [AUTO] sections can break the resource.
//──────────────────────────────────────────────────────────────────────────────
//──────────────────────────────────────────────────────────────────────────────
// Interface · Default Color Configuration [EDIT]
//──────────────────────────────────────────────────────────────────────────────
// [INFO] Defines the base color palette and visual balance for the interface.
// All values must be in hexadecimal format. Avoid RGB to prevent rendering issues.
// Use the RESET button in UI to restore factory defaults.
//──────────────────────────────────────────────────────────────────────────────
// Primary and Secondary Colors
const defaultPrimaryColor = "#0E151B" // [EDIT] Base color for main UI backgrounds and buttons
const defaultPrimaryOpacity = "0.2" // [EDIT] Opacity level for primary color (0.01.0)
const defaultSecondaryColor = "#0E151B" // [EDIT] Secondary UI color for complementary elements
const defaultSecondaryOpacity = "1.0" // [EDIT] Full opacity for strong visibility
// Borders and Text
const defaultBorderColor = "#00A3FF" // [EDIT] Highlight color for UI borders and interactive elements
const defaultBorderOpacity = "0.6" // [EDIT] Semi-transparent level for UI borders
const defaultBorderRadius = "1px" // [EDIT] Defines corner roundness for UI boxes
const defaultTextColor = "#FFFFFF" // [EDIT] Default text color ensuring readability on dark UI

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--──────────────────────────────────────────────────────────────────────────────
-- Quasar Store · Configuration Guidelines
--──────────────────────────────────────────────────────────────────────────────
-- This configuration file defines all adjustable parameters for the script.
-- Comments are standardized to help you identify which sections you can safely edit.
--
-- • [EDIT] Safe for users to modify. Adjust these values as needed.
-- • [INFO] Informational note describing what the variable or block does.
-- • [ADV] Advanced settings. Change only if you understand the logic behind it.
-- • [CORE] Core functionality. Do not modify unless you are a developer.
-- • [AUTO] Automatically handled by the system. Never edit manually.
--
-- Always make a backup before editing configuration files.
-- Incorrect changes in [CORE] or [AUTO] sections can break the resource.
--──────────────────────────────────────────────────────────────────────────────
--──────────────────────────────────────────────────────────────────────────────
-- Garbage Scavenging [EDIT]
--──────────────────────────────────────────────────────────────────────────────
-- [INFO] Controls the lootable garbage cans system. Players can search bins or dumpsters
-- around the map to find random items with dynamic amounts and rarity.
-- Each prop listed below can be configured individually for slot count and loot pool.
--──────────────────────────────────────────────────────────────────────────────
Config.GarbageItems = {} -- [INFO] Reserved for future garbage-related flags or logic extensions.
Config.GarbageRefreshTime = 2 * 60 -- 2 hours
--──────────────────────────────────────────────────────────────────────────────
-- Garbage Objects (Registered Props) [EDIT]
--──────────────────────────────────────────────────────────────────────────────
-- [INFO] This list defines the in-world dumpster models that can be looted.
-- If your server does not use targeting, this section can be ignored.
--──────────────────────────────────────────────────────────────────────────────
Config.GarbageObjects = {
'prop_dumpster_02a', -- Standard dumpster
'prop_dumpster_4b', -- Large blue dumpster
'prop_dumpster_4a', -- Large green dumpster
'prop_dumpster_3a', -- Small gray dumpster
'prop_dumpster_02b', -- Alternate dumpster model
'prop_dumpster_01a' -- Basic dumpster model
}
--──────────────────────────────────────────────────────────────────────────────
-- Loot Tables Per Prop [EDIT]
--──────────────────────────────────────────────────────────────────────────────
-- [INFO] Maps dumpster models (joaat hashes) to their respective loot inventories.
-- Each entry defines:
-- • label → UI label shown when looting
-- • slots → max number of items the container can hold
-- • items → actual loot entries with random quantity ranges
--──────────────────────────────────────────────────────────────────────────────
Config.GarbageItemsForProp = {
[joaat('prop_dumpster_02a')] = {
label = 'Garbage', -- [INFO] UI label displayed when interacting
slots = 30, -- [EDIT] Total available item slots in dumpster
items = {
[1] = {
[1] = {
name = 'aluminum',
amount = { min = 1, max = 5 },
info = {},
type = 'item',
slot = 1,
},
[2] = {
name = 'metalscrap',
amount = { min = 1, max = 5 },
info = {},
type = 'item',
slot = 2,
},
},
[2] = {
[1] = {
name = 'iron',
amount = { min = 1, max = 5 },
info = {},
type = 'item',
slot = 1,
},
[2] = {
name = 'steel',
amount = { min = 1, max = 5 },
info = {},
type = 'item',
slot = 2,
},
},
}
},
[joaat('prop_dumpster_4b')] = {
label = 'Garbage',
slots = 30,
items = {
[1] = {
[1] = {
name = 'aluminum',
amount = {
min = 1,
max = 5
},
info = {},
type = 'item',
slot = 1,
},
[2] = {
name = 'plastic',
amount = {
min = 1,
max = 5
},
info = {},
type = 'item',
slot = 2,
},
},
[2] = {
[1] = {
name = 'plastic',
amount = {
min = 1,
max = 5
},
info = {},
type = 'item',
slot = 1,
},
[2] = {
name = 'metalscrap',
amount = {
min = 1,
max = 5
},
info = {},
type = 'item',
slot = 2,
},
},
}
},
[joaat('prop_dumpster_4a')] = {
label = 'Garbage',
slots = 30,
items = {
[1] = {
[1] = {
name = 'aluminum',
amount = {
min = 1,
max = 5
},
info = {},
type = 'item',
slot = 1,
},
[2] = {
name = 'metalscrap',
amount = {
min = 1,
max = 5
},
info = {},
type = 'item',
slot = 2,
},
},
[2] = {
[1] = {
name = 'glass',
amount = {
min = 1,
max = 5
},
info = {},
type = 'item',
slot = 1,
},
[2] = {
name = 'joint',
amount = {
min = 1,
max = 5
},
info = {},
type = 'item',
slot = 2,
},
},
}
},
[joaat('prop_dumpster_3a')] = {
label = 'Garbage',
slots = 30,
items = {
[1] = {
[1] = {
name = 'aluminum',
amount = {
min = 1,
max = 5
},
info = {},
type = 'item',
slot = 1,
},
[2] = {
name = 'lighter',
amount = {
min = 1,
max = 5
},
info = {},
type = 'item',
slot = 2,
},
},
[2] = {
[1] = {
name = 'metalscrap',
amount = {
min = 1,
max = 5
},
info = {},
type = 'item',
slot = 1,
},
[2] = {
name = 'rubber',
amount = {
min = 1,
max = 5
},
info = {},
type = 'item',
slot = 2,
},
},
}
},
[joaat('prop_dumpster_02b')] = {
label = 'Garbage',
slots = 30,
items = {
[1] = {
[1] = {
name = 'metalscrap',
amount = {
min = 1,
max = 5
},
info = {},
type = 'item',
slot = 1,
},
[2] = {
name = 'rubber',
amount = {
min = 1,
max = 5
},
info = {},
type = 'item',
slot = 2,
},
},
[2] = {
[1] = {
name = 'iron',
amount = {
min = 1,
max = 5
},
info = {},
type = 'item',
slot = 1,
},
[2] = {
name = 'steel',
amount = {
min = 1,
max = 5
},
info = {},
type = 'item',
slot = 2,
},
},
}
},
[joaat('prop_dumpster_01a')] = {
label = 'Garbage',
slots = 30,
items = {
[1] = {
[1] = {
name = 'plastic',
amount = {
min = 1,
max = 5
},
info = {},
type = 'item',
slot = 1,
},
[2] = {
name = 'metalscrap',
amount = {
min = 1,
max = 5
},
info = {},
type = 'item',
slot = 2,
},
},
[2] = {
[1] = {
name = 'lighter',
amount = {
min = 1,
max = 5
},
info = {},
type = 'item',
slot = 1,
},
[2] = {
name = 'metalscrap',
amount = {
min = 1,
max = 5
},
info = {},
type = 'item',
slot = 2,
},
},
}
},
}

View File

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/*──────────────────────────────────────────────────────────────────────────────
Item Info Formatter [EDIT]
[INFO] Renders item metadata into the NUI side panel. Prioritizes metadata
(itemData.info) over base fields and supports a verbose "showItemData"
mode that prints all metadata as a table.
Main behaviors:
• Phones list (phoneMeta) Helper array to identify phone items. [INFO]
• FormatItemInfo(itemData) Entry point. Safely reads metadata and renders. [CORE]
- If info.showItemData === true → prints all metadata via tableToString().
- Special case: "id_card" → prints structured ID details.
- Fallbacks ensure safe, predictable output when fields are missing.
Notes:
• Keep DOM selectors (.item-info-title / .item-info-description) in sync with your UI.
• Use `escapeHtml` for any untrusted string to avoid injection. [SEC]
──────────────────────────────────────────────────────────────────────────────*/
let phoneMeta = ['phone', 'black_phone', 'yellow_phone', 'red_phone', 'green_phone', 'white_phone']; // [INFO]
function FormatItemInfo(itemData) {
// Checks if itemData is valid and contains metadata info
if (itemData != null && itemData.info != "") {
let label = itemData?.info?.label || itemData?.label; // Sets the item label, prioritizing info metadata
// If item has showItemData flag, display all metadata in a table format
if (itemData.info.showItemData) {
$(".item-info-title").html("<p>" + itemData.label + "</p>");
$(".item-info-description").html("<p>" + tableToString(itemData.info) + "</p>");
return;
}
// ID Card: Display CSN, first and last name, birthdate, gender, and nationality
if (itemData.name == "id_card") {
$(".item-info-title").html("<p>" + `${itemData.info.label || label}` + "</p>");
$(".item-info-description").html(
"<p><strong>CSN: </strong><span>" +
(itemData.info.citizenid !== undefined ? itemData.info.citizenid : 'ID-Card ' + Math.floor(Math.random() * 99999)) +
"</span></p><p><strong>First Name: </strong><span>" +
itemData.info.firstname +
"</span></p><p><strong>Last Name: </strong><span>" +
itemData.info.lastname +
"</span></p><p><strong>Birth Date: </strong><span>" +
itemData.info.birthdate +
"</span></p><p><strong>Gender: </strong><span>" +
(itemData.info.gender !== undefined ? itemData.info.gender : 'AH-64 Apache Helicopter') +
"</span></p><p><strong>Nationality: </strong><span>" +
(itemData.info.nationality !== undefined ? itemData.info.nationality : 'No information') +
"</span></p>"
);
}
// Phone Items: Check if item is a phone and display relevant details if available
else if (phoneMeta.includes(itemData.name) && itemData.info.phoneNumber) {
$(".item-info-title").html("<p>" + `${itemData.info.label || label}` + "</p>");
$(".item-info-description").html(
"<p><strong>Phone Number: </strong><span>" +
itemData.info.phoneNumber +
"</span></p><p><strong>Firstname: </strong><span>" +
itemData.info.charinfo.firstname +
"</span></p><p><strong>Lastname: </strong><span>" +
itemData.info.charinfo.lastname +
"</span></p>"
);
// Other items
} else if (itemData.name == "tradingcard_psa") {
$(".item-info-title").html("<p>" + label + "</p>");
$(".item-info-description").html(
"<p><strong>PSA ID: </strong><span>" +
itemData.info.serial +
"</span></p>"
);
} else if (itemData.name == "photo") {
$(".item-info-title").html("<p>" + `${itemData.info.label || label}` + "</p>");
$(".item-info-description").html(
"<p><span>" +
itemData.info.location +
"</span></p><span>" +
itemData.info.date + "</span></p>"
);
} else if (itemData.name == "vehiclekeys") {
$(".item-info-title").html("<p>" + label + "</p>");
$(".item-info-description").html(
"<p><strong>Plate: </strong><span>" +
itemData.info.plate +
"</span></p><p><strong>Model: </strong><span>" +
itemData.info.description +
"</span></p>"
);
} else if (itemData.name == "plate") {
$(".item-info-title").html("<p>" + label + "</p>");
$(".item-info-description").html(
"<p><strong>Plate: </strong><span>" +
itemData.info.plate +
"</span></p>"
);
} else if (itemData.name == "backpack") {
$(".item-info-title").html("<p>" + label + "</p>");
$(".item-info-description").html(
"<p><strong>ID: </strong><span>" +
itemData.info.ID +
"</span></p><p><strong>Weight: </strong><span>" +
itemData.info.weight +
"</span></p><p><strong>Slots: </strong><span>" +
itemData.info.slots +
"</span></p>"
);
} else if (itemData.name == "backpack2") {
$(".item-info-title").html("<p>" + label + "</p>");
$(".item-info-description").html(
"<p><strong>ID: </strong><span>" +
itemData.info.ID +
"</span></p><p><strong>Weight: </strong><span>" +
itemData.info.weight +
"</span></p><p><strong>Slots: </strong><span>" +
itemData.info.slots +
"</span></p>"
);
} else if (itemData.name == "briefcase") {
$(".item-info-title").html("<p>" + label + "</p>");
$(".item-info-description").html(
"<p><strong>ID: </strong><span>" +
itemData.info.ID +
"</span></p><p><strong>Weight: </strong><span>" +
itemData.info.weight +
"</span></p><p><strong>Slots: </strong><span>" +
itemData.info.slots +
"</span></p>"
);
} else if (itemData.name == "paramedicbag") {
$(".item-info-title").html("<p>" + label + "</p>");
$(".item-info-description").html(
"<p><strong>ID: </strong><span>" +
itemData.info.ID +
"</span></p><p><strong>Weight: </strong><span>" +
itemData.info.weight +
"</span></p><p><strong>Slots: </strong><span>" +
itemData.info.slots +
"</span></p>"
);
} else if (itemData.name == "driver_license") {
$(".item-info-title").html("<p>" + `${itemData.info.label || label}` + "</p>");
$(".item-info-description").html(
"<p><strong>First Name: </strong><span>" +
itemData.info.firstname +
"</span></p><p><strong>Last Name: </strong><span>" +
itemData.info.lastname +
"</span></p><p><strong>Birth Date: </strong><span>" +
itemData.info.birthdate +
"</span></p><p><strong>Licenses: </strong><span>" +
itemData.info.type +
"</span></p>"
);
} else if (itemData.name == "weaponlicense") {
$(".item-info-title").html("<p>" + `${itemData.info.label || label}` + "</p>");
$(".item-info-description").html(
"<p><strong>First Name: </strong><span>" +
itemData.info.firstname +
"</span></p><p><strong>Last Name: </strong><span>" +
itemData.info.lastname +
"</span></p><p><strong>Birth Date: </strong><span>" +
itemData.info.birthdate +
"</span></p>"
);
} else if (itemData.name == "lawyerpass") {
$(".item-info-title").html("<p>" + `${itemData.info.label || label}` + "</p>");
$(".item-info-description").html(
"<p><strong>Pass-ID: </strong><span>" +
itemData.info.id +
"</span></p><p><strong>First Name: </strong><span>" +
itemData.info.firstname +
"</span></p><p><strong>Last Name: </strong><span>" +
itemData.info.lastname +
"</span></p><p><strong>CSN: </strong><span>" +
itemData.info.citizenid +
"</span></p>"
);
} else if (itemData.name == "harness") {
$(".item-info-title").html("<p>" + `${itemData.info.label || label}` + "</p>");
$(".item-info-description").html(
"<p>" + itemData.info.uses + " uses left.</p>"
);
} else if (itemData.name == "weapontint_url") {
$(".item-info-title").html("<p>" + `${itemData.info.label || label}` + "</p>");
$(".item-info-description").html(
"<p><strong>Tint status: </strong><span> " +
(itemData.info.urltint !== undefined ? "Used" : "Without use") +
"</span></p><p><strong>URL Link: </strong><span>" +
(itemData.info.urltint !== undefined ? itemData.info.urltint.substring(0, 40) + "..." : "N/A") +
"</span></p>"
);
} else if (itemData.type == "weapon") {
$(".item-info-title").html("<p>" + `${itemData.info.label || label}` + "</p>");
if (itemData.info.ammo == undefined) {
itemData.info.ammo = 0;
} else {
itemData.info.ammo != null ? itemData.info.ammo : 0;
}
if (itemData.info.attachments != null) {
var attachmentString = "";
$.each(itemData.info.attachments, function (i, attachment) {
if (i == itemData.info.attachments.length - 1) {
attachmentString += attachment.label;
} else {
attachmentString += attachment.label + ", ";
}
});
$(".item-info-description").html(
"<p><strong>Serial Number: </strong><span>" +
itemData.info.serie +
"</span></p><p><strong>Munition: </strong><span>" +
itemData.info.ammo +
"</span></p><p><strong>Attachments: </strong><span>" +
attachmentString +
"</span></p>"
);
} else {
$(".item-info-description").html(
"<p><strong>Serial Number: </strong><span>" +
itemData.info.serie +
"</span></p><p><strong>Munition: </strong><span>" +
itemData.info.ammo +
"</span></p><p>" +
itemData.description +
"</p>"
);
}
} else if (itemData.name == "filled_evidence_bag") {
$(".item-info-title").html("<p>" + `${itemData.info.label || label}` + "</p>");
if (itemData.info.type == "casing") {
$(".item-info-description").html(
"<p><strong>Evidence material: </strong><span>" +
itemData.info.label +
"</span></p><p><strong>Type number: </strong><span>" +
itemData.info.ammotype +
"</span></p><p><strong>Caliber: </strong><span>" +
itemData.info.ammolabel +
"</span></p><p><strong>Serial Number: </strong><span>" +
itemData.info.serie +
"</span></p><p><strong>Crime scene: </strong><span>" +
itemData.info.street +
"</span></p><br /><p>" +
itemData.description +
"</p>"
);
} else if (itemData.info.type == "blood") {
$(".item-info-description").html(
"<p><strong>Evidence material: </strong><span>" +
itemData.info.label +
"</span></p><p><strong>Blood type: </strong><span>" +
itemData.info.bloodtype +
"</span></p><p><strong>DNA Code: </strong><span>" +
itemData.info.dnalabel +
"</span></p><p><strong>Crime scene: </strong><span>" +
itemData.info.street +
"</span></p><br /><p>" +
itemData.description +
"</p>"
);
} else if (itemData.info.type == "fingerprint") {
$(".item-info-description").html(
"<p><strong>Evidence material: </strong><span>" +
itemData.info.label +
"</span></p><p><strong>Fingerprint: </strong><span>" +
itemData.info.fingerprint +
"</span></p><p><strong>Crime Scene: </strong><span>" +
itemData.info.street +
"</span></p><br /><p>" +
itemData.description +
"</p>"
);
} else if (itemData.info.type == "dna") {
$(".item-info-description").html(
"<p><strong>Evidence material: </strong><span>" +
itemData.info.label +
"</span></p><p><strong>DNA Code: </strong><span>" +
itemData.info.dnalabel +
"</span></p><br /><p>" +
itemData.description +
"</p>"
);
}
} else if (
itemData.info.costs != undefined &&
itemData.info.costs != null
) {
$(".item-info-title").html("<p>" + `${itemData.info.label || label}` + "</p>");
$(".item-info-description").html("<p>" + itemData.info.costs + "</p>");
} else if (itemData.name == "stickynote") {
$(".item-info-title").html("<p>" + `${itemData.info.label || label}` + "</p>");
$(".item-info-description").html("<p>" + itemData.info.label + "</p>");
} else if (itemData.name == "moneybag") {
$(".item-info-title").html("<p>" + `${itemData.info.label || label}` + "</p>");
$(".item-info-description").html(
"<p><strong>Amount of cash: </strong><span>$" +
itemData.info.cash +
"</span></p>"
);
} else if (itemData.name == "cash") {
$(".item-info-title").html("<p>" + `${itemData.info.label || label}` + "</p>");
$(".item-info-description").html(
"<p><strong>" + Lang('INVENTORY_NUI_OPTION_AMOUNT') + ": </strong><span>$" +
itemData.amount +
"</span></p>"
);
} else if (itemData.name == "money") {
$(".item-info-title").html("<p>" + `${itemData.info.label || label}` + "</p>");
$(".item-info-description").html(
"<p><strong>" + Lang('INVENTORY_NUI_OPTION_AMOUNT') + ": </strong><span>$" +
itemData.amount +
"</span></p>"
);
} else if (itemData.name == "markedbills") {
$(".item-info-title").html("<p>" + `${itemData.info.label || label}` + "</p>");
$(".item-info-description").html(
"<p><strong>" + Lang('INVENTORY_NUI_OPTION_AMOUNT') + ": </strong><span>$" +
itemData.info.worth +
"</span></p>"
);
} else if (itemData.name == "visa" || itemData.name == "creditcard") {
$(".item-info-title").html('<p>' + label + '</p>')
var str = "" + itemData.info.cardNumber + "";
var res = str.slice(12);
var cardNumber = "************" + res;
$(".item-info-description").html('<p><strong>Card Owner: </strong><span>' + itemData.info.ownerName + '</span></p><p><strong>Card Type: </strong><span>' + itemData.info.cardType + '</span></p><p><strong>Card Number: </strong><span>' + cardNumber + '</span></p>');
} else if (itemData.name == "motelkey" && itemData.info) {
$(".item-info-title").html('<p>' + label + '</p>')
$(".item-info-description").html('<p>Motel Key: ' + itemData.info.motel + '</p>');
} else if (itemData.name == "labkey") {
$(".item-info-title").html("<p>" + `${itemData.info.label || label}` + "</p>");
$(".item-info-description").html("<p>Lab: " + itemData.info.lab + "</p>");
} else if (itemData.name == "ls_liquid_meth" || itemData.name == "ls_meth") {
$(".item-info-title").html("<p>" + `${itemData.info.label || label}` + "</p>");
$(".item-info-description").html(
"<p><strong>Strain: </strong><span>" +
itemData.info.strain +
"</span></p><p><strong>Purity: </strong><span>" +
itemData.info.purity +
"%</span></p>"
);
} else if (itemData.name == "ls_ammonia" || itemData.name == "ls_iodine" || itemData.name == "ls_acetone") {
$(".item-info-title").html("<p>" + `${itemData.info.label || label}` + "</p>");
$(".item-info-description").html(
"<p><strong>Remaining: </strong><span>" +
itemData.info.quality +
"%</span></p>"
);
} else {
$(".item-info-title").html("<p>" + `${itemData.info.label || label}` + "</p>");
$(".item-info-description").html("<p>" + itemData.description + "</p>");
}
} else {
$(".item-info-title").html("<p>" + itemData.label + "</p>");
$(".item-info-description").html("<p>" + itemData.description + "</p>");
}
}
const tableToString = (data) => {
let table = '<table class="table table-striped table-dark">';
for (const [key, value] of Object.entries(data)) {
table += `<tr><td>${key}</td><td>${value}</td></tr>`;
}
table += '</table>';
return table;
}

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--──────────────────────────────────────────────────────────────────────────────
-- Quasar Store · Configuration Guidelines
--──────────────────────────────────────────────────────────────────────────────
-- This configuration file defines all adjustable parameters for the script.
-- Comments are standardized to help you identify which sections you can safely edit.
--
-- • [EDIT] Safe for users to modify. Adjust these values as needed.
-- • [INFO] Informational note describing what the variable or block does.
-- • [ADV] Advanced settings. Change only if you understand the logic behind it.
-- • [CORE] Core functionality. Do not modify unless you are a developer.
-- • [AUTO] Automatically handled by the system. Never edit manually.
--
-- Always make a backup before editing configuration files.
-- Incorrect changes in [CORE] or [AUTO] sections can break the resource.
--──────────────────────────────────────────────────────────────────────────────
--──────────────────────────────────────────────────────────────────────────────
-- Seller Configuration [EDIT]
--──────────────────────────────────────────────────────────────────────────────
-- [INFO] Defines in-game stores and seller NPCs, including item lists, prices,
-- payment accounts, and map blip settings. Each entry represents a store
-- with its own location, available items, and visual configuration.
--──────────────────────────────────────────────────────────────────────────────
Config.SellItems = {
--──────────────────────────────────────────────────────────────────────────
-- Seller NPC Configuration [EDIT]
--──────────────────────────────────────────────────────────────────────────
['Seller item'] = {
coords = vec3(2682.7588, 3284.8857, 55.2103), -- [EDIT] Store location on map
blip = { -- [EDIT] Map blip configuration
active = true, -- [EDIT] Enables or disables visibility
name = 'Seller', -- [EDIT] Blip title displayed on the map
sprite = 89, -- [EDIT] Blip icon ID
color = 1, -- [EDIT] Color of the blip
scale = 0.5, -- [EDIT] Blip icon size
account = 'money', -- [EDIT] Payment source ('money', 'bank', etc.)
},
items = { -- [EDIT] Items available for sale
{
name = 'sandwich',
price = 3,
amount = 1,
info = {},
type = 'item',
slot = 1,
},
{
name = 'tosti',
price = 2,
amount = 1,
info = {},
type = 'item',
slot = 2,
},
{
name = 'water_bottle',
price = 2,
amount = 1,
info = {},
type = 'item',
slot = 3,
},
}
},
--──────────────────────────────────────────────────────────────────────────
-- 24/7 Store Configuration [EDIT]
--──────────────────────────────────────────────────────────────────────────
['24/7'] = {
coords = vec3(2679.9326, 3276.6897, 54.4058), -- [EDIT] Store location
blip = { -- [EDIT] Blip settings for 24/7 store
active = true,
name = '24/7 Store',
sprite = 89,
color = 1,
scale = 0.5,
account = 'money',
},
items = { -- [EDIT] Items sold in this store
{
name = 'tosti',
price = 1,
amount = 1,
info = {},
type = 'item',
slot = 1,
},
}
},
}

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--──────────────────────────────────────────────────────────────────────────────
-- Quasar Store · Configuration Guidelines
--──────────────────────────────────────────────────────────────────────────────
-- This configuration file defines all adjustable parameters for the script.
-- Comments are standardized to help you identify which sections you can safely edit.
--
-- • [EDIT] Safe for users to modify. Adjust these values as needed.
-- • [INFO] Informational note describing what the variable or block does.
-- • [ADV] Advanced settings. Change only if you understand the logic behind it.
-- • [CORE] Core functionality. Do not modify unless you are a developer.
-- • [AUTO] Automatically handled by the system. Never edit manually.
--
-- Always make a backup before editing configuration files.
-- Incorrect changes in [CORE] or [AUTO] sections can break the resource.
--──────────────────────────────────────────────────────────────────────────────
--──────────────────────────────────────────────────────────────────────────────
-- Storage Containers [EDIT]
--──────────────────────────────────────────────────────────────────────────────
-- [INFO] Defines items that act as physical containers capable of holding other items.
-- Example: a cigarette box containing multiple cigarettes.
-- Containers have their own weight, slot capacity, and optional default contents.
--
-- How it works:
-- • Define a container item (e.g. 'cigarettebox').
-- • Set its internal storage capacity (slots + weight).
-- • Optionally preload items inside with metadata and amounts.
--
-- This feature enhances immersion and realism, especially for roleplay setups.
--──────────────────────────────────────────────────────────────────────────────
Config.Storage = {
[1] = {
name = "cigarettebox", -- [EDIT] Unique name of the container item
label = "Cigarette Box", -- [EDIT] Display name in inventory
weight = 50, -- [EDIT] Max total weight the container can hold
slots = 1, -- [EDIT] Max number of different item types allowed
items = { -- [EDIT] Default contents of this container
[1] = {
name = "cigarette", -- [INFO] Item identifier
label = "Cigarette", -- [INFO] Display name
description = "A single cigarette",-- [INFO] Short description
useable = true, -- [EDIT] Can the item be used
type = "item", -- [INFO] Inventory type
amount = 20, -- [EDIT] Default quantity
weight = 1, -- [EDIT] Weight per unit
unique = false, -- [EDIT] Unique (non-stackable)
slot = 1, -- [INFO] Slot position inside container
info = {}, -- [ADV] Metadata or custom data
},
-- [EDIT] Add more default items here if needed.
},
},
-- [EDIT] Add more container definitions below.
}

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--──────────────────────────────────────────────────────────────────────────────
-- Quasar Store · Configuration Guidelines
--──────────────────────────────────────────────────────────────────────────────
-- This configuration file defines all adjustable parameters for the script.
-- Comments are standardized to help you identify which sections you can safely edit.
--
-- • [EDIT] Safe for users to modify. Adjust these values as needed.
-- • [INFO] Informational note describing what the variable or block does.
-- • [ADV] Advanced settings. Change only if you understand the logic behind it.
-- • [CORE] Core functionality. Do not modify unless you are a developer.
-- • [AUTO] Automatically handled by the system. Never edit manually.
--
-- Always make a backup before editing configuration files.
-- Incorrect changes in [CORE] or [AUTO] sections can break the resource.
--──────────────────────────────────────────────────────────────────────────────
--──────────────────────────────────────────────────────────────────────────────
-- Vehicle Configuration System [EDIT]
--──────────────────────────────────────────────────────────────────────────────
-- [INFO] Defines storage and access rules for vehicles, including trunk and glovebox.
-- Supports ownership checks, police access overrides, and custom vehicle setups.
--──────────────────────────────────────────────────────────────────────────────
Config.IsVehicleOwned = false -- [EDIT] If true, only owned vehicles retain trunk data.
Config.UseItemInVehicle = true -- [EDIT] Disable item usage inside vehicles when false.
Config.WeaponsOnVehicle = true -- [EDIT] Disable weapon storage in vehicles when false (may affect performance).
Config.OpenTrunkAll = true -- [EDIT] Allow any player to open any trunk.
Config.OpenTrunkPolice = true -- [EDIT] Allow police to bypass trunk restrictions.
Config.OpenTrunkPoliceGrade = 0 -- [EDIT] Minimum police grade to open trunks when restricted.
Config.OpenGloveboxesAll = true -- [EDIT] Allow any player to open any glovebox.
Config.OpenGloveboxesPolice = true -- [EDIT] Allow police to bypass glovebox restrictions.
Config.OpenGloveboxesPoliceGrade = 0 -- [EDIT] Minimum police grade to open gloveboxes when restricted.
--──────────────────────────────────────────────────────────────────────────────
-- Vehicle Class Storage Capacities [EDIT]
--──────────────────────────────────────────────────────────────────────────────
-- [INFO] Defines weight and slot capacity for gloveboxes and trunks by vehicle class.
-- Reference: https://docs.fivem.net/natives/?_0x29439776AAA00A62
--──────────────────────────────────────────────────────────────────────────────
Config.VehicleClass = {
[0] = { glovebox = { maxweight = 100000, slots = 5 }, trunk = { maxweight = 38000, slots = 30 } },
[1] = { glovebox = { maxweight = 100000, slots = 5 }, trunk = { maxweight = 50000, slots = 40 } },
[2] = { glovebox = { maxweight = 100000, slots = 5 }, trunk = { maxweight = 75000, slots = 50 } },
[3] = { glovebox = { maxweight = 100000, slots = 5 }, trunk = { maxweight = 42000, slots = 35 } },
[4] = { glovebox = { maxweight = 100000, slots = 5 }, trunk = { maxweight = 38000, slots = 30 } },
[5] = { glovebox = { maxweight = 100000, slots = 5 }, trunk = { maxweight = 30000, slots = 25 } },
[6] = { glovebox = { maxweight = 100000, slots = 5 }, trunk = { maxweight = 30000, slots = 25 } },
[7] = { glovebox = { maxweight = 100000, slots = 5 }, trunk = { maxweight = 30000, slots = 25 } },
[8] = { glovebox = { maxweight = 100000, slots = 5 }, trunk = { maxweight = 15000, slots = 15 } },
[9] = { glovebox = { maxweight = 100000, slots = 5 }, trunk = { maxweight = 60000, slots = 35 } },
[10] = { glovebox = { maxweight = 100000, slots = 5 }, trunk = { maxweight = 60000, slots = 35 } },
[11] = { glovebox = { maxweight = 100000, slots = 5 }, trunk = { maxweight = 60000, slots = 35 } },
[12] = { glovebox = { maxweight = 100000, slots = 5 }, trunk = { maxweight = 120000, slots = 35 } },
[13] = { glovebox = { maxweight = 100000, slots = 5 }, trunk = { maxweight = 0, slots = 0 } },
[14] = { glovebox = { maxweight = 100000, slots = 5 }, trunk = { maxweight = 120000, slots = 50 } },
[15] = { glovebox = { maxweight = 100000, slots = 5 }, trunk = { maxweight = 120000, slots = 50 } },
[16] = { glovebox = { maxweight = 100000, slots = 5 }, trunk = { maxweight = 120000, slots = 50 } },
[17] = { glovebox = { maxweight = 100000, slots = 5 }, trunk = { maxweight = 120000, slots = 50 } },
[18] = { glovebox = { maxweight = 100000, slots = 5 }, trunk = { maxweight = 120000, slots = 50 } },
[19] = { glovebox = { maxweight = 100000, slots = 5 }, trunk = { maxweight = 120000, slots = 50 } },
[20] = { glovebox = { maxweight = 100000, slots = 5 }, trunk = { maxweight = 120000, slots = 50 } },
}
--──────────────────────────────────────────────────────────────────────────────
-- Custom Vehicle Storage (Model Overrides) [EDIT]
--──────────────────────────────────────────────────────────────────────────────
-- [INFO] Defines specific trunk/glovebox capacities for individual models, overriding class values.
--──────────────────────────────────────────────────────────────────────────────
Config.CustomTrunk = {
[joaat('adder')] = { slots = 5, maxweight = 100000 },
}
Config.CustomGlovebox = {
[joaat('adder')] = { slots = 5, maxweight = 100000 },
}
--──────────────────────────────────────────────────────────────────────────────
-- Front Trunk (Rear Engine Vehicles) [EDIT]
--──────────────────────────────────────────────────────────────────────────────
-- [INFO] For vehicles with rear engines, defines models where trunk is accessed from the front.
--──────────────────────────────────────────────────────────────────────────────
Config.BackEngineVehicles = {
[`ninef`] = true,
[`adder`] = true,
[`vagner`] = true,
[`t20`] = true,
[`infernus`] = true,
[`zentorno`] = true,
[`reaper`] = true,
[`comet2`] = true,
[`comet3`] = true,
[`jester`] = true,
[`jester2`] = true,
[`cheetah`] = true,
[`cheetah2`] = true,
[`prototipo`] = true,
[`turismor`] = true,
[`pfister811`] = true,
[`ardent`] = true,
[`nero`] = true,
[`nero2`] = true,
[`tempesta`] = true,
[`vacca`] = true,
[`bullet`] = true,
[`osiris`] = true,
[`entityxf`] = true,
[`turismo2`] = true,
[`fmj`] = true,
[`re7b`] = true,
[`tyrus`] = true,
[`italigtb`] = true,
[`penetrator`] = true,
[`monroe`] = true,
[`ninef2`] = true,
[`stingergt`] = true,
[`surfer`] = true,
[`surfer2`] = true,
[`gp1`] = true,
[`autarch`] = true,
[`tyrant`] = true,
-- [EDIT] Add more front-trunk vehicles here if needed.
}

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--──────────────────────────────────────────────────────────────────────────────
-- Quasar Store · Configuration Guidelines
--──────────────────────────────────────────────────────────────────────────────
-- This configuration file defines all adjustable parameters for the script.
-- Comments are standardized to help you identify which sections you can safely edit.
--
-- • [EDIT] Safe for users to modify. Adjust these values as needed.
-- • [INFO] Informational note describing what the variable or block does.
-- • [ADV] Advanced settings. Change only if you understand the logic behind it.
-- • [CORE] Core functionality. Do not modify unless you are a developer.
-- • [AUTO] Automatically handled by the system. Never edit manually.
--
-- Always make a backup before editing configuration files.
-- Incorrect changes in [CORE] or [AUTO] sections can break the resource.
--──────────────────────────────────────────────────────────────────────────────
--──────────────────────────────────────────────────────────────────────────────
-- Vending Machine Configuration [EDIT]
--──────────────────────────────────────────────────────────────────────────────
-- [INFO] Defines vending machine categories, their available items, and prop models.
-- Each category can contain multiple items with prices and stock amounts.
-- Machines link to these categories by model name for contextual interaction.
--──────────────────────────────────────────────────────────────────────────────
Config.VendingMachines = {
--──────────────────────────────────────────────────────────────────────────
-- Drinks Category [EDIT]
--──────────────────────────────────────────────────────────────────────────
['drinks'] = {
Label = 'Drinks',
Items = {
[1] = {
name = 'kurkakola', -- [INFO] Drink item name
price = 4, -- [EDIT] Item price
amount = 50, -- [EDIT] Stock quantity
info = {}, -- [ADV] Metadata
type = 'item', -- [INFO] Type of entry
slot = 1, -- [INFO] Slot index in menu
},
[2] = {
name = 'water_bottle',
price = 4,
amount = 50,
info = {},
type = 'item',
slot = 2,
},
},
},
--──────────────────────────────────────────────────────────────────────────
-- Candy Category [EDIT]
--──────────────────────────────────────────────────────────────────────────
['candy'] = {
Label = 'Candy',
Items = {
[1] = {
name = 'chocolate', -- [INFO] Candy item
price = 4, -- [EDIT] Item price
amount = 50, -- [EDIT] Stock
info = {},
type = 'item',
slot = 1,
},
},
},
--──────────────────────────────────────────────────────────────────────────
-- Coffee Category [EDIT]
--──────────────────────────────────────────────────────────────────────────
['coffee'] = {
Label = 'Coffee',
Items = {
[1] = {
name = 'coffee', -- [INFO] Coffee item
price = 4,
amount = 50,
info = {},
type = 'item',
slot = 1,
},
},
},
--──────────────────────────────────────────────────────────────────────────
-- Water Category [EDIT]
--──────────────────────────────────────────────────────────────────────────
['water'] = {
Label = 'Water',
Items = {
[1] = {
name = 'water_bottle', -- [INFO] Water bottle item
price = 4,
amount = 50,
info = {},
type = 'item',
slot = 1,
},
},
},
}
--──────────────────────────────────────────────────────────────────────────────
-- Vending Machine Models [EDIT]
--──────────────────────────────────────────────────────────────────────────────
-- [INFO] Lists vending machine props and links them to a category defined above.
-- Allows interaction with corresponding items based on prop model type.
--──────────────────────────────────────────────────────────────────────────────
Config.Vendings = {
[1] = { Model = 'prop_vend_coffe_01', Category = 'coffee' },
[2] = { Model = 'prop_vend_water_01', Category = 'water' },
[3] = { Model = 'prop_watercooler', Category = 'water' },
[4] = { Model = 'prop_watercooler_Dark', Category = 'water' },
[5] = { Model = 'prop_vend_snak_01', Category = 'candy' },
[6] = { Model = 'prop_vend_snak_01_tu', Category = 'candy' },
[7] = { Model = 'prop_vend_fridge01', Category = 'drinks' },
[8] = { Model = 'prop_vend_soda_01', Category = 'drinks' },
[9] = { Model = 'prop_vend_soda_02', Category = 'drinks' },
}

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