🧾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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