config.lua
--[[
- this script needs tgiann-core script to work, you can download the script from your keymaster account
Start tgiann-core script after es_extented/qb-core script and before tgiann-* scripts
Adjust the tgiann-core config file according to the framework you are using
Docs: https://tgiann.gitbook.io/tgiann/scripts/tgiann-inventory
]]
tgiCoreExports = exports["tgiann-core"]
Config = tgiCoreExports:getConfig()
Config.lang = "en"
Config.blockWeaponWheel = true -- If you don't have a script that blocks weaponwheel make it true, if you do have a script than false
-- Set this setting to false if you are not using tgiann-clothing or do not want clothes to be items
-- if you are using tgiann-clothing, make this and the Config.clothingAsItem setting in clothing the same
-- false version; https://youtu.be/o7ZofZZ00fo
Config.clothingAsItem = true
-- false - "serverid" - "citizenid"
-- citizenid: QB: citizenid, ESX: identifier
Config.contextGiveItemId = "serverid"
Config.showItemLabelOnMainInventory = false
Config.shopMoneyType = "cash"
-- Only works when clothingAsItem is false
Config.naked = {
male = {
c_torso = {
{ componentId = 8, prop = 15, texture = 0 }, --tshirt
{ componentId = 11, prop = 15, texture = 0 }, -- torso
{ componentId = 3, prop = 15, texture = 0 } -- arms
},
c_pants = {
{ componentId = 4, prop = 61, texture = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 } }
},
c_shoes = { { componentId = 6, prop = 34, texture = 0 } },
c_decal = { { componentId = 10, prop = 0, texture = 0 } },
c_bag = { { componentId = 5, prop = 0, texture = 0 } },
c_ear = { { componentId = 2, prop = -1, texture = -1 } },
c_necklace = { { componentId = 7, prop = 0, texture = 0 } },
c_bproof = { { componentId = 9, prop = 0, texture = 0 } },
c_bracelet = { { componentId = 7, prop = -1, texture = -1 } },
c_watch = { { componentId = 6, prop = -1, texture = -1 } },
c_glasses = { { componentId = 1, prop = -1, texture = -1 } },
c_helmet = { { componentId = 0, prop = -1, texture = -1 } },
c_mask = { { componentId = 1, prop = 0, texture = 0 } },
},
female = {
c_torso = {
{ componentId = 8, prop = 15, texture = 0 }, --tshirt
{ componentId = 11, prop = 15, texture = 0 }, -- torso
{ componentId = 3, prop = 15, texture = 0 } -- arms
},
c_pants = {
{ componentId = 4, prop = 62, texture = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 } }
},
c_shoes = { { componentId = 6, prop = 35, texture = 0 } },
c_decal = { { componentId = 10, prop = 0, texture = 0 } },
c_bag = { { componentId = 5, prop = 0, texture = 0 } },
c_ear = { { componentId = 2, prop = -1, texture = -1 } },
c_necklace = { { componentId = 7, prop = 0, texture = 0 } },
c_bproof = { { componentId = 9, prop = 0, texture = 0 } },
c_bracelet = { { componentId = 7, prop = -1, texture = -1 } },
c_watch = { { componentId = 6, prop = -1, texture = -1 } },
c_glasses = { { componentId = 1, prop = -1, texture = -1 } },
c_helmet = { { componentId = 0, prop = -1, texture = -1 } },
c_mask = { { componentId = 1, prop = 0, texture = 0 } },
}
}
Config.keys = {
inventoryClose = { "Escape", "F2" }, --JS event code, https://www.toptal.com/developers/keycode
inventory = "F2",
glovebox = "G",
trunk = "G",
hotbar = "TAB"
}
Config.throwableWeapons = {
weapon_grenade = true,
weapon_bzgas = true,
weapon_molotov = true,
weapon_stickybomb = true,
weapon_proxmine = true,
weapon_snowball = true,
weapon_pipebomb = true,
weapon_ball = true,
weapon_smokegrenade = true,
weapon_acidpackage = true
}
Config.reloadProgressbarBar = {
time = 2000,
disables = {
disableMovement = false,
disableCarMovement = false,
disableMouse = false,
disableCombat = true,
}
}
Config.playerDefaultMaxWeight = 100000 -- Player inventory weight
Config.playerDefaultSlots = 55 -- Player inventory slots
Config.backpack = { -- backpack command settings
{
weight = Config.playerDefaultMaxWeight,
slots = Config.playerDefaultSlots,
},
{
weight = Config.playerDefaultMaxWeight + 50000,
slots = Config.playerDefaultSlots + 30,
},
{
weight = Config.playerDefaultMaxWeight + 100000,
slots = Config.playerDefaultSlots + 55,
}
}
Config.clotheBackpack = {
active = true, --if you have a backpack in a suit, the weight limit and the number of slots of your inventory increases.
-- I don't recommend increasing the number of slots. if the player removes the backpack, the slots will be deleted and the player's belongings will remain in invisible slots
[`mp_m_freemode_01`] = { -- Male Ped
[40] = { weight = 50000, slots = 0 }, -- increases the player's default weight limit by 50000
[41] = { weight = 60000, slots = 0 },
[44] = { weight = 50000, slots = 0 },
[45] = { weight = 30000, slots = 0 },
[81] = { weight = 60000, slots = 0 },
[82] = { weight = 80000, slots = 0 },
[85] = { weight = 150000, slots = 0 },
[86] = { weight = 100000, slots = 0 },
},
[`mp_f_freemode_01`] = { -- Female ped
[40] = { weight = 50000, slots = 0 }, -- increases the player's default weight limit by 50000
[41] = { weight = 60000, slots = 0 },
[44] = { weight = 50000, slots = 0 },
[45] = { weight = 30000, slots = 0 },
[81] = { weight = 60000, slots = 0 },
[82] = { weight = 80000, slots = 0 },
[85] = { weight = 150000, slots = 0 },
[86] = { weight = 100000, slots = 0 },
}
}
Config.openTrunkDistance = {
default = 1.5, -- Default open distance
models = { -- if the vehicle is too big and you have difficulty opening the trunk, you can increase the distance by adding models here
[`tug`] = 5.0
}
}
Config.antiSwimingItems = { -- Added items are deleted when you enter the water and their broken state is added to the inventory
["phone"] = "broken_phone",
["phone2"] = "broken_phone",
}
Config.disableWeaponAnimation = false
Config.weaponAnimation = {
police = { -- Job name
add = { -- Animation of grabbing the weapon in hand and duration (in ms)
animDictionary = "rcmjosh4",
animationName = "josh_leadout_cop2",
time = 300
},
remove = { -- Animation of putting the weapon back from hand and duration (in ms)
animDictionary = "reaction@intimidation@cop@unarmed",
animationName = "intro",
time = 250
},
},
otherJobs = { -- OTHER JOBS than the ones above ^
add = { -- Animation of grabbing the weapon in hand and duration (in ms)
animDictionary = "reaction@intimidation@1h",
animationName = "intro",
time = 1200
},
remove = { -- Animation of putting the weapon back from hand and duration (in ms)
animDictionary = "reaction@intimidation@1h",
animationName = "outro",
time = 1200
},
}
}
Config.disableStunGunAmmo = false
Config.ammo = {
{
ammoType = "AMMO_STUNGUN",
item = "stungun_ammo",
ammo = 2,
maxAmmoInWeapon = 2,
isStunGun = true,
},
{
ammoType = "AMMO_PISTOL",
item = "pistol_ammo",
ammo = 120,
maxAmmoInWeapon = 250
},
{
ammoType = "AMMO_SMG",
item = "smg_ammo",
ammo = 120,
maxAmmoInWeapon = 250
},
{
ammoType = "AMMO_SHOTGUN",
item = "shotgun_ammo",
ammo = 30,
maxAmmoInWeapon = 250
},
{
ammoType = "AMMO_RIFLE",
item = "rifle_ammo",
ammo = 120,
maxAmmoInWeapon = 250
},
{
ammoType = "AMMO_SNIPER",
item = "snp_ammo",
ammo = 4,
maxAmmoInWeapon = 250
},
{
ammoType = "AMMO_MG",
item = "mg_ammo",
ammo = 120,
maxAmmoInWeapon = 250
},
-- POLICE
{
ammoType = "AMMO_STUNGUN",
item = "police_stungun_ammo",
ammo = 2,
maxAmmoInWeapon = 2,
isStunGun = true,
},
{
ammoType = "AMMO_POLICE_PISTOL",
item = "police_pistol_ammo",
ammo = 120,
maxAmmoInWeapon = 250
},
{
ammoType = "AMMO_POLICE_SMG",
item = "police_smg_ammo",
ammo = 120,
maxAmmoInWeapon = 250
},
{
ammoType = "AMMO_POLICE_SHOTGUN",
item = "police_shotgun_ammo",
ammo = 30,
maxAmmoInWeapon = 250
},
{
ammoType = "AMMO_POLICE_RIFLE",
item = "police_rifle_ammo",
ammo = 120,
maxAmmoInWeapon = 250
},
}
-- rareName="weaponPlus",
Config.rare = {
weaponPlus = {
color = { r = 255, g = 235, b = 59 },
label = "Plus Weapon"
},
weaponPolice = {
color = { r = 40, g = 217, b = 241 },
label = "Police Weapon"
},
weaponPoliceAmmo = {
color = { r = 40, g = 217, b = 241 },
label = "Police Ammo"
}
}
Config.topHeaderIcons = {
{
icon = "main", -- u can edit and add new icons from ui/icon folder
click = "headerClickMainFunction", -- u can edit this function from topHeader.lua
style = { -- css style
fill = "#ffffff7f" -- icon color
}
},
{
icon = "craft", -- u can edit and add new icons from ui/icon folder
click = "headerClickCraftFunction", -- u can edit this function from topHeader.lua
style = { -- css style
width = "2.3vh",
height = "2.3vh",
fill = "#36FF9F" -- icon color
}
},
{
icon = "shop", -- u can edit and add new icons from ui/icon folder
webpage = "https://tgiann.tebex.io", -- u can edit this function from topHeader.lua
style = { -- css style
fill = "#fce93dd9" -- icon color
}
},
--[[
{ -- for tgiann-coinshop https://tgiann.tebex.io/package/6001460
icon = "shop", -- u can edit and add new icons from ui/icon folder
click = "headerClickShopFunction", -- u can edit this function from topHeader.lua
style = { -- css style
fill = "#ffffff7f" -- icon color
}
},
]]
}
Config.blurBg = true
Config.dropWhenDie = {
weapons = true, -- when you die, the gun in your hand falls to the ground
money = true, -- when you die, your money falls to the ground
}
Config.dropMinMoney = 100 -- if the player's money is above this value, it drop to the ground
Config.dropMaxMoney = 25000 -- if the player's money is above this value, the max drops by this value
-- Drop slots and weight
Config.dropSlots = 40
Config.dropMaxWeight = 1000000
-- These values will be active if maxweight and slots data is not sent in the stash event
Config.defaultSlots = 100
Config.defaultMaxWeight = 100000 -- Max weight a player can carry (default 100kg, written in grams)
-- These values will be active if maxweight and slots data is not sent in the glovebox event
Config.gloveboxSlots = 5
Config.gloveboxMaxWeight = 1000
-- These values will be active if maxweight and slots data is not sent in the trunk event
Config.trunkSlots = 25
Config.trunkMaxWeight = 100000
Config.BackEngineVehicles = {
[`ninef`] = 4,
[`adder`] = 4,
[`vagner`] = 5,
[`t20`] = 5,
[`infernus`] = 4,
[`zentorno`] = 4,
[`reaper`] = 4,
[`comet2`] = 4,
[`comet3`] = 5,
[`jester`] = 4,
[`jester2`] = 4,
[`cheetah`] = 5,
[`cheetah2`] = 5,
[`prototipo`] = 5,
[`turismor`] = 5,
[`pfister811`] = 5,
[`ardent`] = 5,
[`nero`] = 4,
[`nero2`] = 4,
[`tempesta`] = 5,
[`vacca`] = 4,
[`bullet`] = 4,
[`osiris`] = 5,
[`entityxf`] = 4,
[`turismo2`] = 5,
[`fmj`] = 4,
[`re7b`] = 4,
[`tyrus`] = 5,
[`italigtb`] = 4,
[`penetrator`] = 4,
[`monroe`] = 4,
[`ninef2`] = 4,
[`stingergt`] = 5,
[`gp1`] = 5,
[`autarch`] = 5,
[`tyrant`] = 4
}
-- Weapon Durabilty values
local weaponList = {
-- Handguns
weapon_stungun = 100,
weapon_pistol = 500,
weapon_pistol_mk2 = 500,
weapon_combatpistol = 500,
weapon_appistol = 500,
weapon_pistol50 = 500,
weapon_snspistol = 500,
weapon_heavypistol = 500,
weapon_vintagepistol = 500,
weapon_flaregun = 500,
weapon_marksmanpistol = 500,
weapon_revolver = 500,
weapon_revolver_mk2 = 500,
weapon_doubleaction = 500,
weapon_snspistol_mk2 = 500,
weapon_raypistol = 500,
weapon_ceramicpistol = 500,
weapon_navyrevolver = 500,
weapon_gadgetpistol = 500,
weapon_pistolxm3 = 500,
-- Submachine Guns
weapon_microsmg = 1000,
weapon_smg = 1000,
weapon_smg_mk2 = 1000,
weapon_assaultsmg = 1000,
weapon_combatpdw = 1000,
weapon_machinepistol = 1000,
weapon_minismg = 1000,
weapon_raycarbine = 1000,
-- Shotguns
weapon_pumpshotgun = 150,
weapon_sawnoffshotgun = 150,
weapon_assaultshotgun = 150,
weapon_bullpupshotgun = 150,
weapon_musket = 150,
weapon_heavyshotgun = 150,
weapon_dbshotgun = 150,
weapon_autoshotgun = 150,
weapon_pumpshotgun_mk2 = 150,
weapon_combatshotgun = 150,
-- Assault Rifles
weapon_assaultrifle = 2000,
weapon_assaultrifle_mk2 = 2000,
weapon_carbinerifle = 2000,
weapon_carbinerifle_mk2 = 2000,
weapon_advancedrifle = 2000,
weapon_specialcarbine = 2000,
weapon_bullpuprifle = 2000,
weapon_compactrifle = 2000,
weapon_specialcarbine_mk2 = 2000,
weapon_bullpuprifle_mk2 = 2000,
weapon_militaryrifle = 2000,
-- Light Machine Guns
weapon_mg = 3000,
weapon_combatmg = 3000,
weapon_gusenberg = 3000,
weapon_combatmg_mk2 = 3000,
-- Sniper Rifles
weapon_sniperrifle = 50,
weapon_heavysniper = 50,
weapon_marksmanrifle = 50,
weapon_remotesniper = 50,
weapon_heavysniper_mk2 = 50,
weapon_marksmanrifle_mk2 = 50,
-- Heavy Weapons
weapon_rpg = 10,
weapon_grenadelauncher = 10,
weapon_grenadelauncher_smoke = 10,
weapon_minigun = 10,
weapon_firework = 10,
weapon_railgun = 10,
weapon_railgunxm3 = 10,
weapon_hominglauncher = 10,
weapon_compactlauncher = 10,
weapon_rayminigun = 10,
}
Config.weaponBreakAmount = {}
for weapon, int in pairs(weaponList) do
Config.weaponBreakAmount[weapon] = int
Config.weaponBreakAmount[weapon:gsub("weapon_", "weapon_police_")] = int
end
Config.langs = {} -- don't change
Config.strengthDivision = 200 -- for my server :(
Last updated