🧾Config.lua

Config = {}
Config.Debug = true
Config.Framework = "qb-core"  -- Specify your framework, e.g., ESX or qb-core
Config.locales = "en"  -- Specify your language(en / pt / de)
Config.Notify = "okok" -- CHoos here your Notifysyste,(QBNotify / ESXNotify / QBoxNotify / okok / codem / ox-notify) 
Config.Inventory = "Old-QbInventory"  -- Choose your inventory system: New-QbInventory, Old-QbInventory, OX-Inventory, qs-inventory, or custom
Config.MoneyType = "bank"  -- Specify whether the seller receives money as bank or cash (for ESX, specify 'money' for cash if required)
Config.WaitTimeBeforePriceChange = 30  -- Wait time before price update in seconds (setting a low value can impact performance)
Config.InvDictionary = "qb-inventory/html/images/"  -- Directory for your items folder
Config.PicturesEnding  = ".png" -- Picture File Extensions: No changes to these are typically required.
Config.URL = "nui://" --File Format for Online Items: Use webp format for items that are available online.
Config.AdminMenueCommand = "ecoadmin"  -- Command for the Admin menu, uses the ace permission system ("Economi.AdminMenu")
Config.OpenNui = "eco"  -- Command to open the overlay
Config.EveryoneCanOpenNui = true --If you put this to false you need the ace permission ("Economi.OpenNui") to open the NUI.
Config.UseTimerBeforeCanSellAgain = true  -- Enable a timer before players can sell again at a shop (time can be specified for each shop in the shop config)
Config.BlackMoneyItem = "blackmoney" -- Your item if you want to use blackmoney as an item 
Config.SendMessageForPriceChanges = false --If you enable this, everyone on the server will receive a notification whenever the price of an item changes.
Config.Dispatch = "codem-dispatch"  --ps-dispatch, emergencydispatch, codem-dispatch, CAS-Dispatch  or qs-dispatch you can add you own dispatch system in client_function.lua

Config.Menu = "ox-menu"  -- Specify your menu system: qb-menu or ox-menu
Config.InputMenu = "ox-input"  -- Specify your input menu: qb-input or ox-input

Config.TextUI = "oxlib"  -- Choose your TextUI: okok, oxlib, qb-TextUI, or custom
Config.DrawMarkerDistance = 50  -- Render distance for the marker

Config.NPCSpawnDistance = 50  -- Distance at which NPCs spawn for the player
Config.Targetsystem = "qb-target"  -- Specify your target system: qb-target or ox-target (contact support for other targetsystems)

Config.Interaction = {
	system = "marker", --Choose if you want to use marker or NPC^s (npc or marker)
}

Config.NuiPriceShadows = false -- if you want to have on the prices a shadow you can enable this

Config.Reset = {
    useReset = true,
    time = '* */168 * * *'  -- Jeden Sonntag um 00:00 Uhr
}
----Discord Webhook----

Config.Webhook = {
	ServerName = "Atombude", -- Put here your Server name
	BotName = "PlexScripts", -- Put here the Bot's name
	IconURL = "https://i.imgur.com/PB4LO09.png",
	Titel = "Economic System", -- Title for the Webhook
	DateFormat = '%d/%m/%Y [%X]',

	Colors = {
		ItemSoldWebhook       = 16127, -- Correct color format
	},
}

--Your Discordweblink need to be placed in server/discord_weebhook.lua

Config.items = {  -- Config from the items, add as many items as needed

    ["metalscrap"] = {  -- Name of the item
        hash = "metalscrap",  -- Hash of the item, should match the name
        label = "Metalscrap",  -- Label of the item
        category = "Metals",  -- Category of the item (items with the same category will be grouped together)
        blackmoney = true, --if you want to add BlackMoney as an item put this to true. 
        standardprice = 30,  -- Initial start price of the item
        priceChangeChance = 0, --Here, you can add a probability for whether the price changes or not. This helps prevent players from predicting that the price will change after a certain number of sales. Set the value to 0 if you want the price to change every time it reaches the "salesbeforepricechange" threshold. You can also set a number between 0 and 10, where 10 makes the chance of the price changing very low, and 1 makes the chance very high.
        salesbeforepricechange = 30,  -- Number of items that must be sold before the price changes. For example, if player A sells 10, player B sells 15 (totaling 25), and player C sells 7, the price will change after reaching 30 sales. Each sale is saved in the database.
        maxitemspersell = 95,  -- Maximum number of items that can be sold at once (Set to 0 for unlimited.)
        maxincreaseprice = 100,  -- Maximum price the item can increase to
        maxdecreaseprice = 5,  -- Minimum price the item can decrease to
		resetprice = 45, --If its this price or under the price the price will reset to standardprice if you have enabled price reset
        increase = {  -- Items that will cause the price to increase after reaching the sales threshold
            [1] = { item = "gold",   amount = 1 },
            [2] = { item = "apple",  amount = 2 },
            [3] = { item = "banana", amount = 3 },
            -- Add as many items as needed (each item must be defined in Config.items)
        },
        decrease = {  -- Items that will cause the price to decrease after reaching the sales threshold
            [1] = { item = "metalscrap",   amount = 1 },
            [2] = { item = "copper", amount = 2 },
            -- Add as many items as needed (each item must be defined in Config.items)
        }
    },
    ["goldingot"] = {
        hash = "goldingot",
        label = "Goldingot",
        category = "Metals",
        blackmoney = false,
        standardprice = 500,
        priceChangeChance = 0,
        salesbeforepricechange = 1,
        maxitemspersell = 0,
        maxincreaseprice = 5211, 
        maxdecreaseprice = 125,
		resetprice = 2500,
        increase = {
            [1] = { item = "iron",       amount = 1 },
            [2] = { item = "metalscrap", amount = 5 },
        },
        decrease = {
            [1] = { item = "goldingot",   amount = 1 },
        }
    },

    ["apple"] = {
        hash = "apple",
        label = "Apple",
        category = "Fruits",
        blackmoney = false,
        standardprice = 12,
        priceChangeChance = 0,
        salesbeforepricechange = 10,
        maxitemspersell = 55,
        maxincreaseprice = 90, 
        maxdecreaseprice = 1,
		resetprice = 45,
        increase = {
            [1] = { item = "banana",       amount = 4 },
            [2] = { item = "ironingot", amount = 2 },
        },
        decrease = {
            [1] = { item = "apple",   amount = 3 },
            [2] = { item = "tinore", amount = 5 },
            [3] = { item = "copperore",   amount = 4 },
        }
    },

    
    ["banana"] = {
        hash = "banana",
        label = "banana",
        category = "Fruits",
        blackmoney = false,
        standardprice = 10,
        priceChangeChance = 0,
        salesbeforepricechange = 150,
        maxitemspersell = 12,
        maxincreaseprice = 95, 
        maxdecreaseprice = 2,
		resetprice = 5,
        increase = {
            [1] = { item = "apple",       amount = 1 },
            [2] = { item = "metalscrap", amount = 5 },
        },
        decrease = {
            [1] = { item = "banana",   amount = 1 },
            [2] = { item = "goldingot", amount = 2 },
        }
    },

    ["ironingot"] = {
        hash = "ironingot",
        label = "Ironingot",
        category = "Metals",
        blackmoney = false,
        standardprice = 24,
        priceChangeChance = 0,
        salesbeforepricechange = 35,
        maxitemspersell = 30,
        maxincreaseprice = 247, 
        maxdecreaseprice = 6,
		resetprice = 15,
        increase = {
            [1] = { item = "copperore",       amount = 15 },
            [2] = { item = "tinore", amount = 12 },
            [3] = { item = "banana", amount = 8 },
            [4] = { item = "goldingot", amount = 2 },
        },
        decrease = {
            [1] = { item = "ironingot",   amount = 10 },
            [2] = { item = "apple", amount = 4},
 
        }
    },

    ["copperore"] = {
        hash = "copper",
        label = "Copperore",
        category = "Ores",
        blackmoney = false,
        standardprice = 23,
        priceChangeChance = 0,
        salesbeforepricechange = 25,
        maxitemspersell = 50,
        maxincreaseprice = 125, 
        maxdecreaseprice = 5,
		resetprice = 35,
        increase = {
            [1] = { item = "apple",       amount = 1 },
        },
        decrease = {
            [1] = { item = "copperore",   amount = 1 },
        }
    },

    ["tinore"] = {
        hash = "tinore",
        label = "Tinore",
        category = "Ores",
        blackmoney = false,
        standardprice = 60,
        priceChangeChance = 0,
        salesbeforepricechange = 15,
        maxitemspersell = 100,
        maxincreaseprice = 985, 
        maxdecreaseprice = 15,
		resetprice = 35,
        increase = {
        },
        decrease = {
            [1] = { item = "tinore",   amount = 4 },
        }
    },
	
	    ["tinore1"] = {
        hash = "tinore",
        label = "Tinore",
        category = "Ores",
        blackmoney = false,
        standardprice = 60,
        priceChangeChance = 0,
        salesbeforepricechange = 15,
        maxitemspersell = 100,
        maxincreaseprice = 985, 
        maxdecreaseprice = 15,
		resetprice = 35,
        increase = {
        },
        decrease = {
            [1] = { item = "tinore",   amount = 4 },
        }
    },
	
	    ["tinore2"] = {
        hash = "tinore",
        label = "Tinore",
        category = "Ores",
        blackmoney = false,
        standardprice = 60,
        priceChangeChance = 0,
        salesbeforepricechange = 15,
        maxitemspersell = 100,
        maxincreaseprice = 985, 
        maxdecreaseprice = 15,
		resetprice = 35,
        increase = {
        },
        decrease = {
            [1] = { item = "tinore",   amount = 4 },
        }
    },
	
	    ["tinore3"] = {
        hash = "tinore",
        label = "Tinore",
        category = "Ores",
        blackmoney = false,
        standardprice = 60,
        priceChangeChance = 0,
        salesbeforepricechange = 15,
        maxitemspersell = 100,
        maxincreaseprice = 985, 
        maxdecreaseprice = 15,
		resetprice = 35,
        increase = {
        },
        decrease = {
            [1] = { item = "tinore",   amount = 4 },
        }
    },
	
    ["gold_ore"] = {
        hash = "gold_ore",
        label = "Golde ore",
        category = "Ores",
        blackmoney = false,
        standardprice = 60,
        priceChangeChance = 0,
        salesbeforepricechange = 15,
        maxitemspersell = 100,
        maxincreaseprice = 985, 
        maxdecreaseprice = 15,
		resetprice = 35,
        increase = {
        },
        decrease = {
            [1] = { item = "tinore",   amount = 4 },
        }
    },
	
	    ["gold_ore1"] = {
        hash = "gold_ore",
        label = "Golde ore",
        category = "Ores1",
        blackmoney = false,
        standardprice = 60,
        priceChangeChance = 0,
        salesbeforepricechange = 15,
        maxitemspersell = 100,
        maxincreaseprice = 985, 
        maxdecreaseprice = 15,
		resetprice = 35,
        increase = {
        },
        decrease = {
            [1] = { item = "tinore",   amount = 4 },
        }
    },



    ["gold_ore2"] = {
        hash = "gold_ore",
        label = "Golde ore",
        category = "Ores2",
        blackmoney = false,
        standardprice = 60,
        priceChangeChance = 0,
        salesbeforepricechange = 15,
        maxitemspersell = 100,
        maxincreaseprice = 985, 
        maxdecreaseprice = 15,
		resetprice = 35,
        increase = {
        },
        decrease = {
            [1] = { item = "tinore",   amount = 4 },
        }
    },


    ["gold_ore3"] = {
        hash = "gold_ore",
        label = "Golde ore",
        category = "Ores3",
        blackmoney = false,
        standardprice = 60,
        priceChangeChance = 0,
        salesbeforepricechange = 15,
        maxitemspersell = 100,
        maxincreaseprice = 985, 
        maxdecreaseprice = 15,
		resetprice = 35,
        increase = {
        },
        decrease = {
            [1] = { item = "tinore",   amount = 4 },
        }
    },
	
	    ["gold_ore4"] = {
        hash = "gold_ore",
        label = "Golde ore",
        category = "Ores4",
        blackmoney = false,
        standardprice = 60,
        priceChangeChance = 0,
        salesbeforepricechange = 15,
        maxitemspersell = 100,
        maxincreaseprice = 985, 
        maxdecreaseprice = 15,
		resetprice = 35,
        increase = {
        },
        decrease = {
            [1] = { item = "tinore",   amount = 4 },
        }
    },


    --add as many as needed
}

Config.SellPoints = { 

	{
		name = "Exporthändler", -- - Name of the shop, must be unique for every shop
		jobs = {mechanic = 5, landaum = 3}, -- Jobs that can open the shop if you write false everyone can accsess the Sellpoint
		currency = "bank", -- Specify whether the seller receives money as bank or cash (for ESX, specify 'money' for cash if required)
        TimerCanSellAgain = 30, --Cooldown duration before a player can sell again in seconds (requires Config.UseTimerBeforeCanSellAgain to be true)
		coords = vector3(1087.72, 2690.96, 38.83), -- Blip and marker position   
		radius = 1, -- Interaction radius for the markers
		blip = { show = true, blipId = 38, blipColor = 2, blipScale = 0.6, blipText = "Exporthändler" }, -- Blip informations https://docs.fivem.net/docs/game-references/blips/		
		marker = { id = 20, color = { r = 31, g = 94, b = 255, a = 90 }, size = { x = 0.5, y = 0.5, z = 0.5 }, bobUpAndDown = 0, faceCamera = 0, rotate = 1, drawOnEnts = 0 }, -- Marker information for the sellpoint https://docs.fivem.net/docs/game-references/markers/
		items = "tinore,copperore", --  Types of items that can be sold here; put the names of items to be displayed in the menu (must be defined in Config.items)
        callPoliceChance = 0, -- Set a number between 0 and 100 to determine the chance of the police being notified when someone sells something. A value of 0 means the police are never called, while 100 means they are called every time.
		MenueHeader = "Exporthändler", -- Title for the menu
		text = "Exportändler öffnen", -- Text for the target or if you use TextUI for the text UI
		NPCPosition = vector4(1087.72, 2690.96, 38.83, 257.46), -- Coordinates for NPC position (only needed if using NPCs to sell)
		PedModel = "a_f_o_soucent_02", -- NPC model (if using NPCs) https://docs.fivem.net/docs/game-references/ped-models/
	},


    { 
		name = "fruitbuyer", 
		currency = "bank", 
		jobs = {mechanic = 5, landaum = 3},
        TimerCanSellAgain = 30, 
		coords = vector3(1189.04, 2683.07, 37.86),     
		radius = 1, 
		blip = { show = false, blipId = 39, blipColor = 2, blipScale = 0.6, blipText = "Fruitsellpoint" }, 	
		marker = { id = 20, color = { r = 31, g = 94, b = 255, a = 90 }, size = { x = 0.5, y = 0.5, z = 0.5 }, bobUpAndDown = 0, faceCamera = 0, rotate = 1, drawOnEnts = 0 }, 
		items = "apple,banana", 
        callPoliceChance = 0,
        MenueHeader = "Fruitdealer",
        text = "open fruitdealer",
        NPCPosition = vector4(1189.04, 2683.07, 37.86, 91.89), 
        PedModel = "a_f_m_bevhills_02",
    },

     --add as many as needed

}




--[[ 
    ##########################################################
    # Simple Sellpoints (Non-Economy-Influencing Items)       #
    ##########################################################
    These sellpoints are simpler than the ones below. 
    - They do not impact the economy's items.
    - They are not displayed in the NUI.
    
    Use these sellpoints for less important items.
]]
Config.SimpleSellPoints = { 

    { 
		name = "pawnshop", 
		currency = "cash", 
		jobs = false, 
        TimerCanSellAgain = 60, 
		coords = vector3(1085.96, 2237.98, 44.85),     
		radius = 1, 
		blip = { show = true, blipId = 605, blipColor = 2, blipScale = 0.6, blipText = "Pawnshop" },	
		marker = { id = 20, color = { r = 31, g = 94, b = 255, a = 90 }, size = { x = 0.5, y = 0.5, z = 0.5 }, bobUpAndDown = 0, faceCamera = 0, rotate = 1, drawOnEnts = 0 }, 
        items = {
            { item = "phone", label = "Phone", sellprice = 750, maxitemspersell = 15 },
            { item = "radio", label = "Radio", sellprice = 25, maxitemspersell = 100},
            { item = "wheel", label = "Wheel", sellprice = 10, maxitemspersell = 25},
            -- Add as many items as needed
        },
        callPoliceChance = 0,
        MenueHeader = "Pawnshop",
        text = "open Pawnshop",
        NPCPosition = vector4(1085.96, 2237.98, 44.85, 281.2), 
        PedModel = "a_f_m_bevhills_02",
    },
}

Config.lua

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