Configs
Config = {}
-- DISCORD : https://discord.gg/zcG9KQj3sa
-- STORE : https://store.devcore.cz/
Config.PlaceItems = {} -- DONT TOUCH --
-- Framework is automatically detected here you have the option to replace the default exports with your own
Config.Export = function()
if Framework == 'ESX' then -- ESX
-- insert your esx export here
return exports['es_extended']:getSharedObject()
--
elseif Framework == 'QB' then -- QB or QBX
-- insert your qb or qbx export here
return exports['qb-core']:GetCoreObject()
--
end
end
-- MAIN --
Config.Settings = {
SaveDB = true, -- Storing placed items in the database (after restarting the server/script the items remain on the ground)
PlaceDistance = 2.0, -- Maximum distance for placing the item on the ground
OptionsMenuPosition = 'top-right',
DisableCombatButtons = true, -- Deactivate combat buttons when consuming
AutoTake = { -- only for ox_inventory
enable = false, -- true if the set items are to be used automatically if they are found in the inventory.
items = { -- The listed items are automatically placed in your hand if they are in inventory and the item is not returned when you press the x button.
'cola',
'coffe',
'sprunk',
'burger',
'taco',
'hotdog',
},
},
}
-- BUTTONS --
Config.Buttons = {
Use = 38, -- Button for consumption
Place = 38, -- Button to place an item on the ground
Hide = 105, -- Button to cancel consumption
Accept = 38, -- Button to confirm that the item will be placed on the ground, Button to confirm the give of the item to the player
Take = 38, -- Button to pick up an item from the ground
Pour = 176, -- Button for pouring drinks into glasses
Options = 310, -- Button for open options menu
TestYourself = 310, --Button for testing yourself with alcohol tester
Back = 105 -- Button to return from the menu to place the item on the ground and give the item to the player
}
Config.Menu = {
['MAIN'] = { -- MAIN DRAW MENU
TextFont = 4,
TextColor = {255, 255, 255},
Scale = 0.4,
Position = {x = 0.50, y = 0.95},
Background = {
enable = true,
color = { r = 35, g = 35, b = 35, alpha = 200 },
},
},
['STATUS'] = { -- STATUS DRAW MENU
TextFont = 4,
TextColor = {255, 255, 255},
Scale = 0.4,
Position = {x = 0.984, y = 0.90},
Background = {
enable = true,
color = { r = 35, g = 35, b = 35, alpha = 200 },
},
},
['OPTIONS'] = { -- OPTIONS DRAW MENU
TextFont = 4,
TextColor = {255, 255, 255},
Scale = 0.4,
Position = {x = 0.972, y = 0.94},
Background = {
enable = true,
color = { r = 35, g = 35, b = 35, alpha = 200 },
},
},
}
-- NOTIFY FUNCTION --
Config.Notify = function(message, type)
if Framework == 'ESX' then
-- For your notify remove ESX.ShowNotification(message, 2000, type) and put your export or trigger
ESX.ShowNotification(message, 2000, type) -- Default ESX Notify
elseif Framework == 'QB' then
-- For your notify remove QBCore.Functions.Notify(message, type) and put your export or trigger
QBCore.Functions.Notify(message, type) -- Default QB Notify
end
end
-- MENU FUNCTION --
Config.CustomMenu = function(text, menuid) -- menuid is only for Realistic needs default menu
Draw2DNeedsMenu(text, menuid)
end
-- STATUS --
Config.Status = { --Settings for adding food, drink, alcohol and removing stress
["FOOD"] = function(data) -- Trigger to increase hunger status
if Framework == 'ESX' then -- ESX TRIGGER / EXPORT
TriggerEvent('esx_status:add', 'hunger', data.Consume.Status) -- Default triggers work only for esx_basicneeds and esx_status so for proper functioning don't forget to have the scripts enabled
elseif Framework == 'QB' then -- QB/QBX TRIGGER / EXPORT
TriggerServerEvent("consumables:server:addHunger", QBCore.Functions.GetPlayerData().metadata["hunger"] + data.Consume.Status)
end
end,
["DRINK"] = function(data) -- Trigger to increase thirst status
if Framework == 'ESX' then-- ESX TRIGGER / EXPORT
TriggerEvent('esx_status:add', 'thirst', data.Consume.Status) -- Default triggers work only for esx_basicneeds and esx_status so for proper functioning don't forget to have the scripts enabled
elseif Framework == 'QB' then -- QB/QBX TRIGGER / EXPORT
TriggerServerEvent("consumables:server:addThirst", QBCore.Functions.GetPlayerData().metadata["thirst"] + data.Consume.Status)
end
end,
["STRESS"] = function(data) -- Trigger to increase stress status
if Framework == 'ESX' then -- ESX TRIGGER / EXPORT
TriggerEvent('esx_status:remove', 'stress', data.Consume.Stress)
elseif Framework == 'QB' then -- QB/QBX TRIGGER / EXPORT
TriggerServerEvent('hud:server:RelieveStress', data.Consume.Stress)
end
end,
["ALCOHOL"] = function(data) -- function to increase Alcohol status
setAlcohol(data.Consume.Alcohol)
end,
}
-- DRUNK SYSTEM --
Config.DrunkSystem = {
TesterItem = 'alcotester', -- Item name for breath test
ResultTime = 3, -- Duration per breath test result in seconds
Driving = true, -- Difficult driving under the influence of alcohol
DisableSprint = true, -- No sprinting while drunk walking
Ragdoll = true, --true if you want a drunk player to occasionally fall to the ground while walking.
MaxDrunk = 2.3, -- blood alcohol limit
Time = 15, -- Effect update time in seconds
Remove = 0.04, -- Removal of alcohol from the blood after updating the effect
ShakeCamWhileAiming = true, -- Cam vibration during aiming at Alcohol value above 1.0
Effect = "spectator5", -- Effect of drunkenness
VeryDrunkEffect = 'Dax_TripFreefall', -- Effect that appears when the alcohol value is higher than 1.0
RemoveEffect = 'DrugsDrivingOut', -- The name of the effect that is executed when the drunk effect is above 1.0, each time the effect is reduced, false for disable. https://forge.plebmasters.de/animpostfx
ShakeCamEffect = true, -- Shake Cam effect after each addition of alcohol.
DarkEffectIntensity = 100, -- Intensity for slow dark screen effect when drinking alcoholic beverage / false for disable
DrunkMovement = {
enable = true,
Phase = { -- phase for setting the player's movement animation according to the alcohol level
[1] = {NeedAlcoholValue = 0.4, anim = 'move_m@drunk@slightlydrunk'},
[2] = {NeedAlcoholValue = 0.7, anim = 'move_m@drunk@a'},
[3] = {NeedAlcoholValue = 1.0, anim = 'move_m@drunk@verydrunk'},
}
},
MovementTime = 3, -- -- the lower the time you give the harder it will be for the drunk driver to drive the vehicle
RandomVehicleInteraction = { -- Drunk driving interactions
{interaction = 10, time = 300}, --turn left and restore wheel pos
{interaction = 11, time = 300}, --turn right and restore wheel pos
{interaction = 10, time = 500}, --turn left and restore wheel pos
{interaction = 11, time = 500}, --turn right and restore wheel pos
},
}
-- MENU AND TEXT --
Translations = {
['MENU'] = {
['USE'] = {tag = '~g~[E]~w~', label = 'USE'},
['OPTIONS'] = {tag = '~g~[R]~w~', label = 'OPTIONS'},
['TEST_YOURSELF'] = {tag = '~g~[R]~w~', label = 'TEST ON YOURSELF'},
['PLACE'] = {tag = '~g~[E]~w~', label = 'PLACE'},
['HIDE'] = {tag = '~g~[X]~w~', label = 'HIDE'},
['THROW'] = {tag = '~g~[X]~w~', label = 'THROW'},
['BACK'] = {tag = '~g~[X]~w~', label = 'BACK'},
['ACCEPT'] = {tag = '~g~[E]~w~', label = 'ACCEPT'},
['POUR'] = {tag = '~g~[M1]~w~', label = 'POUR'},
['TAKE'] = {tag = '~g~[E]~w~', label = 'TAKE'},
},
['TEXT'] = {
['already'] = 'You already have something in your hand',
['player_already'] = 'The player is already consuming something',
['max_drunk'] = 'Im drunk enough',
['add_content'] = 'How much add ml into ',
['large_number'] = 'Its not possible to pour more into a glass than will fit',
['dont_have_ml'] = 'Thats how many ml you dont have in the bottle',
['item_cannot_be_poured'] = 'This item cannot be poured into a glass',
['item_in_glass'] = 'There is a different type of drink in the glass than the one you want to pour',
['no_near_you'] = 'Theres no one near you',
['too_far_away'] = 'You cant put an item this far out',
['result'] = 'Result: ',
['request_rejected'] = 'The person refused the request for a breath test',
['request_text'] = 'Request for breath test',
['pour_menu_title'] = 'Choose what you want to pour into the ',
['waiting'] = ' Waiting..',
['hidden_menu'] = 'You have a hidden menu',
['options_menu_title'] = 'Options',
['options_autouse_label'] = 'Auto use',
['options_place_label'] = 'Place',
['options_give_label'] = 'Give',
['options_hide_menu_label'] = 'Menu show/hide',
['options_hide_label'] = 'Hide',
['options_filled_label'] = 'Filled',
['options_show_label'] = 'Show',
},
}
--------------CONSUME ITEMS---------------
-- PROPS = https://forge.plebmasters.de/
-- BONES INDEX = LEFT HAND : 18905 , RIGHT HAND : 28422
--[[
--------------------- LEFT HAND HOLD ANIM
Hold = {
dict = "amb@code_human_wander_drinking@male@base",
anim = "static",
params = {8.0, -8, -1, 49, 0}
},
-------------------- RIGHT HAND HOLD ANIM
Hold = {
dict = "anim@heists@humane_labs@finale@keycards",
anim = "ped_a_enter_loop",
params = {8.0, -8, -1, 49, 0}
},
]]
Config.ConsumeItems = {-- It is possible to add custom items
---FOOD--
["burger"] = {-- item name
Size = 220, -- Item size
Type = 'FOOD', -- Item type 'DRINK' , 'FOOD' , 'GLASS'
Prop = { -- Prop spawn data for idle & usage.
Main = {
Model = 'prop_cs_burger_01',
BoneID = 18905,
Offset = vector3(0.13, 0.05, 0.02),
Rot = vector3(-180.0, 0.0, 0.0),
},
--[[Second = { --https://forum.cfx.re/t/free-animation-eat-with-fork/5068991
Model = 'alcaprop_fork',
BoneID = 57005,
Offset = vector3(0.14, 0.02, 0.01),
Rot = vector3(-118.0, 192.0, 24.0),
}]]
},
Anim = {
Hold = nil,
Use = {
dict = "mp_player_inteat@burger",
anim = "mp_player_int_eat_burger_fp",
params = {nil, nil, 1200, 49}
}
},
Consume = {
Bite = {min = 15, max = 25}, -- Set how many ml or g are removed from the item after each drink / bite into food
Status = 50000, -- set how much food or drink you want to add
Stress = nil, -- How much stress do you want to remove after using the item if you don't want to use the stress system leave nil
Alcohol = nil -- Set the amount of alcohol the item should add after each drink.
},
},
["chaser"] = {-- item name
Size = 70,
Type = 'FOOD', -- Item type 'DRINK' , 'FOOD' , 'GLASS'
Prop = { -- Prop spawn data for idle & usage.
Main = {
Model = 'prop_choc_ego',
BoneID = 18905,
Offset = vector3(0.13, 0.04, 0.0),
Rot = vector3(48.0, 18.0, -133.0),
},
--[[Second = { --https://forum.cfx.re/t/free-animation-eat-with-fork/5068991
Model = 'alcaprop_fork',
BoneID = 57005,
Offset = vector3(0.14, 0.02, 0.01),
Rot = vector3(-118.0, 192.0, 24.0),
}]]
},
Anim = {
Hold = nil,
Use = {
dict = "mp_player_inteat@burger",
anim = "mp_player_int_eat_burger_fp",
params = {nil, nil, 1200, 49}
}
},
Consume = {
Bite = {min = 15, max = 25}, -- Set how many ml or g are removed from the item after each drink / bite into food
Status = 60000, -- set how much food or drink you want to add
Stress = nil, -- How much stress do you want to remove after using the item if you don't want to use the stress system leave nil
Alcohol = nil -- Set the amount of alcohol the item should add after each drink.
},
},
["meteorite"] = {-- item name
Size = 80,
Type = 'FOOD', -- Item type 'DRINK' , 'FOOD' , 'GLASS'
Prop = { -- Prop spawn data for idle & usage.
Main = {
Model = 'prop_choc_meto',
BoneID = 18905,
Offset = vector3(0.13, 0.05, 0.02),
Rot = vector3(50.0, 30.0, 260.0),
},
--[[Second = { --https://forum.cfx.re/t/free-animation-eat-with-fork/5068991
Model = 'alcaprop_fork',
BoneID = 57005,
Offset = vector3(0.14, 0.02, 0.01),
Rot = vector3(-118.0, 192.0, 24.0),
}]]
},
Anim = {
Hold = nil,
Use = {
dict = "mp_player_inteat@burger",
anim = "mp_player_int_eat_burger_fp",
params = {nil, nil, 1200, 49}
}
},
Consume = {
Bite = {min = 15, max = 25}, -- Set how many ml or g are removed from the item after each drink / bite into food
Status = 60000, -- set how much food or drink you want to add
Stress = nil, -- How much stress do you want to remove after using the item if you don't want to use the stress system leave nil
Alcohol = nil -- Set the amount of alcohol the item should add after each drink.
},
},
["hotdog"] = {-- item name
Size = 120,
Type = 'FOOD', -- Item type 'DRINK' , 'FOOD' , 'GLASS'
Prop = { -- Prop spawn data for idle & usage.
Main = {
Model = 'prop_cs_hotdog_01',
BoneID = 18905,
Offset = vector3(0.13, 0.05, 0.02),
Rot = vector3(0.0, -140.0, -140.0),
},
--[[Second = { --https://forum.cfx.re/t/free-animation-eat-with-fork/5068991
Model = 'alcaprop_fork',
BoneID = 57005,
Offset = vector3(0.14, 0.02, 0.01),
Rot = vector3(-118.0, 192.0, 24.0),
}]]
},
Anim = {
Hold = nil,
Use = {
dict = "mp_player_inteat@burger",
anim = "mp_player_int_eat_burger_fp",
params = {nil, nil, 1200, 49}
}
},
Consume = {
Bite = {min = 15, max = 25}, -- Set how many ml or g are removed from the item after each drink / bite into food
Status = 60000, -- set how much food or drink you want to add
Stress = nil, -- How much stress do you want to remove after using the item if you don't want to use the stress system leave nil
Alcohol = nil -- Set the amount of alcohol the item should add after each drink.
},
},
["taco"] = {-- item name
Size = 100,
Type = 'FOOD', -- Item type 'DRINK' , 'FOOD' , 'GLASS'
Prop = { -- Prop spawn data for idle & usage.
Main = {
Model = 'prop_taco_01',
BoneID = 18905,
Offset = vector3(0.13, 0.05, 0.02),
Rot = vector3(0.0, -140.0, -140.0),
},
--[[Second = { --https://forum.cfx.re/t/free-animation-eat-with-fork/5068991
Model = 'alcaprop_fork',
BoneID = 57005,
Offset = vector3(0.14, 0.02, 0.01),
Rot = vector3(-118.0, 192.0, 24.0),
}]]
},
Anim = {
Hold = nil,
Use = {
dict = "mp_player_inteat@burger",
anim = "mp_player_int_eat_burger_fp",
params = {nil, nil, 1200, 49}
}
},
Consume = {
Bite = {min = 15, max = 25}, -- Set how many ml or g are removed from the item after each drink / bite into food
Status = 60000, -- set how much food or drink you want to add
Stress = nil, -- How much stress do you want to remove after using the item if you don't want to use the stress system leave nil
Alcohol = nil -- Set the amount of alcohol the item should add after each drink.
},
},
--DRINK
["raine"] = {-- item name
Size = 500,
Type = 'DRINK', -- Item type 'DRINK' , 'FOOD' , 'GLASS'
Prop = { -- Prop spawn data for idle & usage.
Main = {
Model = 'ba_prop_club_water_bottle',
BoneID = 18905,
Offset = vector3(0.14, -0.08, 0.05),
Rot = vector3(251.0, -14.0, 11.0),
}
},
Anim = {
Hold = nil,
Use = {
dict = "mp_player_intdrink",
anim = "loop_bottle",
params = {nil, nil, 2000, 49}
}
},
Consume = {
Bite = {min = 30, max = 50}, -- Set how many ml or g are removed from the item after each drink / bite into food
Status = 60000, -- set how much food or drink you want to add
Stress = nil, -- How much stress do you want to remove after using the item if you don't want to use the stress system leave nil
Alcohol = nil -- Set the amount of alcohol the item should add after each drink.
},
},
["energy_drink"] = {-- item name
Size = 500,
Type = 'DRINK', -- Item type 'DRINK' , 'FOOD' , 'GLASS'
Prop = { -- Prop spawn data for idle & usage.
Main = {
Model = 'prop_energy_drink',
BoneID = 18905,
Offset = vector3(0.14, -0.08, 0.05),
Rot = vector3(251.0, -14.0, 11.0),
}
},
Anim = {
Hold = nil,
Use = {
dict = "mp_player_intdrink",
anim = "loop_bottle",
params = {nil, nil, 2000, 49}
}
},
Consume = {
Bite = {min = 30, max = 50}, -- Set how many ml or g are removed from the item after each drink / bite into food
Status = 50000, -- set how much food or drink you want to add
Stress = nil, -- How much stress do you want to remove after using the item if you don't want to use the stress system leave nil
Alcohol = nil -- Set the amount of alcohol the item should add after each drink.
},
},
["sprunk"] = {-- item name
Size = 330,
Type = 'DRINK', -- Item type 'DRINK' , 'FOOD' , 'GLASS'
Prop = { -- Prop spawn data for idle & usage.
Main = {
Model = 'prop_ld_can_01',
BoneID = 28422,
Offset = vector3(0.0, -0.01, -0.02),
Rot = vector3(05.0, -10.0, 0.0),
}
},
Anim = {
Hold = {
dict = "amb@code_human_wander_drinking@male@base",
anim = "static",
params = {8.0, -8, -1, 49, 0}
},
Use = {
dict = "amb@code_human_wander_drinking_fat@male@idle_a",
anim = "idle_c",
params = {nil, nil, 2000, 49}
}
},
Consume = {
Bite = {min = 30, max = 50}, -- Set how many ml or g are removed from the item after each drink / bite into food
Status = 50000, -- set how much food or drink you want to add
Stress = nil, -- How much stress do you want to remove after using the item if you don't want to use the stress system leave nil
Alcohol = nil -- Set the amount of alcohol the item should add after each drink.
},
},
["coffe"] = {-- item name
Size = 330,
Type = 'DRINK', -- Item type 'DRINK' , 'FOOD' , 'GLASS'
Prop = { -- Prop spawn data for idle & usage.
Main = {
Model = 'prop_fib_coffee',
BoneID = 28422,
Offset = vector3(0.0, -0.01, -0.02),
Rot = vector3(05.0, -10.0, 0.0),
}
},
Anim = {
Hold = {
dict = "amb@code_human_wander_drinking@male@base",
anim = "static",
params = {8.0, -8, -1, 49, 0}
},
Use = {
dict = "amb@code_human_wander_drinking_fat@male@idle_a",
anim = "idle_c",
params = {nil, nil, 2000, 49}
}
},
Consume = {
Bite = {min = 30, max = 50}, -- Set how many ml or g are removed from the item after each drink / bite into food
Status = 40000, -- set how much food or drink you want to add
Stress = nil, -- How much stress do you want to remove after using the item if you don't want to use the stress system leave nil
Alcohol = nil -- Set the amount of alcohol the item should add after each drink.
},
},
["cola"] = {-- item name
Size = 330,
Type = 'DRINK', -- Item type 'DRINK' , 'FOOD' , 'GLASS'
Prop = { -- Prop spawn data for idle & usage.
Main = {
Model = 'prop_ecola_can',
BoneID = 28422,
Offset = vector3(0.0, -0.01, -0.02),
Rot = vector3(05.0, -10.0, 0.0),
}
},
Anim = {
Hold = {
dict = "amb@code_human_wander_drinking@male@base",
anim = "static",
params = {8.0, -8, -1, 49, 0}
},
Use = {
dict = "amb@code_human_wander_drinking_fat@male@idle_a",
anim = "idle_c",
params = {nil, nil, 2000, 49}
}
},
Consume = {
Bite = {min = 30, max = 50}, -- Set how many ml or g are removed from the item after each drink / bite into food
Status = 50000, -- set how much food or drink you want to add
Stress = nil, -- How much stress do you want to remove after using the item if you don't want to use the stress system leave nil
Alcohol = nil -- Set the amount of alcohol the item should add after each drink.
},
},
["piswasser"] = {-- item name
Size = 500,
Type = 'DRINK', -- Item type 'DRINK' , 'FOOD' , 'GLASS'
Prop = { -- Prop spawn data for idle & usage.
Main = {
Model = 'prop_amb_beer_bottle',
BoneID = 18905,
Offset = vector3(0.14, -0.08, 0.05),
Rot = vector3(251.0, -14.0, 11.0),
}
},
Anim = {
Hold = nil,
Use = {
dict = "mp_player_intdrink",
anim = "loop_bottle",
params = {nil, nil, 2000, 49}
}
},
Consume = {
Bite = {min = 30, max = 50}, -- Set how many ml or g are removed from the item after each drink / bite into food
Status = 40000, -- set how much food or drink you want to add
Stress = nil, -- How much stress do you want to remove after using the item if you don't want to use the stress system leave nil
Alcohol = 0.5, -- Set the amount of alcohol the item should add after each drink.
},
},
["mount_whiskey"] = {-- Item spawn name
Size = 700, --
Type = 'DRINK', -- Item type 'DRINK' , 'FOOD' , 'GLASS'
Prop = { -- Prop spawn data for idle & usage.
Main = {
Model = 'prop_whiskey_bottle',
BoneID = 18905,
Offset = vector3(0.18, -0.19, 0.13),
Rot = vector3(-120.0, 12.0, 6.0),
}
},
Anim = {
Hold = nil,
Use = {
dict = "mp_player_intdrink",
anim = "loop_bottle",
params = {nil, nil, 2000, 49}
}
},
Consume = {
Bite = {min = 30, max = 50}, -- Set how many ml or g are removed from the item after each drink / bite into food
Status = 40000, -- set how much food or drink you want to add
Stress = nil, -- How much stress do you want to remove after using the item if you don't want to use the stress system leave nil
Alcohol = 3, -- Set the amount of alcohol the item should add after each drink.
},
},
["tequila"] = {-- Item spawn name
Size = 700, --
Type = 'DRINK', -- Item type 'DRINK' , 'FOOD' , 'GLASS'
Prop = { -- Prop spawn data for idle & usage.
Main = {
Model = 'prop_tequila_bottle',
BoneID = 18905,
Offset = vector3(0.14, -0.28, 0.1),
Rot = vector3(-74.0, 190.0, 0.0),
}
},
Anim = {
Hold = nil,
Use = {
dict = "mp_player_intdrink",
anim = "loop_bottle",
params = {nil, nil, 2000, 49}
}
},
Consume = {
Bite = {min = 30, max = 50}, -- Set how many ml or g are removed from the item after each drink / bite into food
Status = 40000, -- set how much food or drink you want to add
Stress = nil, -- How much stress do you want to remove after using the item if you don't want to use the stress system leave nil
Alcohol = 4, -- Set the amount of alcohol the item should add after each drink.
},
},
["nogo_vodka"] = {-- Item spawn name
Size = 700, --
Type = 'DRINK', -- Item type 'DRINK' , 'FOOD' , 'GLASS'
Prop = { -- Prop spawn data for idle & usage.
Main = {
Model = 'prop_vodka_bottle',
BoneID = 18905,
Offset = vector3(0.12, -0.28, 0.19),
Rot = vector3(-120.0, .0, 0.0),
}
},
Anim = {
Hold = nil,
Use = {
dict = "mp_player_intdrink",
anim = "loop_bottle",
params = {nil, nil, 2000, 49}
}
},
Consume = {
Bite = {min = 30, max = 50}, -- Set how many ml or g are removed from the item after each drink / bite into food
Status = 40000, -- set how much food or drink you want to add
Stress = nil, -- How much stress do you want to remove after using the item if you don't want to use the stress system leave nil
Alcohol = 3, -- Set the amount of alcohol the item should add after each drink.
},
},
["costa_del_perro"] = {-- Item spawn name
Size = 500, --
Type = 'DRINK', -- Item type 'DRINK' , 'FOOD' , 'GLASS'
Prop = { -- Prop spawn data for idle & usage.
Main = {
Model = 'prop_wine_bot_01',
BoneID = 18905,
Offset = vector3(0.14, -0.32, 0.1),
Rot = vector3(-74.0, 190.0, 0.0),
}
},
Anim = {
Hold = nil,
Use = {
dict = "mp_player_intdrink",
anim = "loop_bottle",
params = {nil, nil, 2000, 49}
}
},
Consume = {
Bite = {min = 30, max = 50}, -- Set how many ml or g are removed from the item after each drink / bite into food
Status = 40000, -- set how much food or drink you want to add
Stress = nil, -- How much stress do you want to remove after using the item if you don't want to use the stress system leave nil
Alcohol = 2 -- Set the amount of alcohol the item should add after each drink.
},
},
["rockford_hill"] = {-- Item spawn name
Size = 500, --
Type = 'DRINK', -- Item type 'DRINK' , 'FOOD' , 'GLASS'
Prop = { -- Prop spawn data for idle & usage.
Main = {
Model = 'prop_wine_bot_02',
BoneID = 18905,
Offset = vector3(0.14, -0.32, 0.1),
Rot = vector3(-74.0, 190.0, 0.0),
}
},
Anim = {
Hold = nil,
Use = {
dict = "mp_player_intdrink",
anim = "loop_bottle",
params = {nil, nil, 2000, 49}
}
},
Consume = {
Bite = {min = 30, max = 50}, -- Set how many ml or g are removed from the item after each drink / bite into food
Status = 40000, -- set how much food or drink you want to add
Stress = nil, -- How much stress do you want to remove after using the item if you don't want to use the stress system leave nil
Alcohol = 2 -- Set the amount of alcohol the item should add after each drink.
},
},
["vinewood_red"] = {-- Item spawn name
Size = 500, --
Type = 'DRINK', -- Item type 'DRINK' , 'FOOD' , 'GLASS'
Prop = { -- Prop spawn data for idle & usage.
Main = {
Model = 'prop_wine_rose',
BoneID = 18905,
Offset = vector3(0.14, -0.32, 0.1),
Rot = vector3(-74.0, 190.0, 0.0),
}
},
Anim = {
Hold = nil,
Use = {
dict = "mp_player_intdrink",
anim = "loop_bottle",
params = {nil, nil, 2000, 49}
}
},
Consume = {
Bite = {min = 30, max = 50}, -- Set how many ml or g are removed from the item after each drink / bite into food
Status = 40000, -- set how much food or drink you want to add
Stress = nil, -- How much stress do you want to remove after using the item if you don't want to use the stress system leave nil
Alcohol = 2 -- Set the amount of alcohol the item should add after each drink.
},
},
["vinewood_blanc"] = {-- Item spawn name
Size = 500, --
Type = 'DRINK', -- Item type 'DRINK' , 'FOOD' , 'GLASS'
Prop = { -- Prop spawn data for idle & usage.
Main = {
Model = 'prop_wine_white',
BoneID = 18905,
Offset = vector3(0.14, -0.32, 0.1),
Rot = vector3(-74.0, 190.0, 0.0),
}
},
Anim = {
Hold = nil,
Use = {
dict = "mp_player_intdrink",
anim = "loop_bottle",
params = {nil, nil, 2000, 49}
}
},
Consume = {
Bite = {min = 30, max = 50}, -- Set how many ml or g are removed from the item after each drink / bite into food
Status = 40000, -- set how much food or drink you want to add
Stress = nil, -- How much stress do you want to remove after using the item if you don't want to use the stress system leave nil
Alcohol = 2 -- Set the amount of alcohol the item should add after each drink.
},
},
["bleuterd"] = { -- Item spawn name
Size = 700, --
Type = 'DRINK', -- Item type 'DRINK' , 'FOOD' , 'GLASS'
Prop = { -- Prop spawn data for idle & usage.
Main = {
Model = 'prop_champ_jer_01a',
BoneID = 18905,
Offset = vector3(0.14, -0.32, 0.1),
Rot = vector3(-74.0, 190.0, 0.0),
}
},
Anim = {
Hold = nil,
Use = {
dict = "mp_player_intdrink",
anim = "loop_bottle",
params = {nil, nil, 2000, 49}
}
},
Consume = {
Bite = {min = 30, max = 50}, -- Set how many ml or g are removed from the item after each drink / bite into food
Status = 40000, -- set how much food or drink you want to add
Stress = nil, -- How much stress do you want to remove after using the item if you don't want to use the stress system leave nil
Alcohol = 2 -- Set the amount of alcohol the item should add after each drink.
},
},
---GLASSES
['whiskey_glass'] = {
Size = 250,
Type = 'GLASS', -- Item type 'DRINK' , 'FOOD' , 'GLASS'
Prop = { -- Prop spawn data for idle & usage.
Main = {
Model = {full = 'prop_drink_whisky', null = 'prop_whiskey_01'}, -- Prop model null = prop of empty glass, full = prop of full glass
BoneID = 28422, -- Id of the bone to which the prop is to be attached
Offset = vector3(0.0, -0.01, -0.02),
Rot = vector3(05.0, -10.0, 0.0),
}
},
Anim = {
Hold = {
dict = "amb@code_human_wander_drinking@male@base",
anim = "static",
params = {8.0, -8, -1, 49, 0}
},
Use = {
dict = "amb@code_human_wander_drinking@male@idle_a",
anim = "idle_c",
params = {nil, nil, 3000, 49}
},
Pour = { -- only for glasses
dict = "devcore_fox@pour",
anim = "foxyando_pour_clip",
params = {4.0, 4.0, 10000, 16, 0}
}
},
Consume = { -- For glasses, there is no need to indicate alcohol, status, or stress because this information is taken from the beverage that is poured into the glass.
Bite = {min = 30, max = 40}, -- Set how many ml or g are removed from the item after each drink / bite into food
},
AllowedItems = { -- Items that can be poured into the glass
['tequila'] = {label = 'Tequilya'},
['mount_whiskey'] = {label = 'Mount Whiskey'},
},
},
['flute_glass'] = {
Size = 250,
Type = 'GLASS', -- Item type 'DRINK' , 'FOOD' , 'GLASS'
Prop = { -- Prop spawn data for idle & usage.
Main = {
Model = {full = 'prop_cs_champ_flute', null = 'prop_champ_flute'}, -- Prop model null = prop of empty glass, full = prop of full glass
BoneID = 28422, -- Id of the bone to which the prop is to be attached
Offset = vector3(0.06, 0.0, -0.18),
Rot = vector3(05.0, -10.0, 0.0),
}
},
Anim = {
Hold = {
dict = "amb@code_human_wander_drinking@male@base",
anim = "static",
params = {8.0, -8, -1, 49, 0}
},
Use = {
dict = "amb@code_human_wander_drinking@male@idle_a",
anim = "idle_c",
params = {nil, nil, 3000, 49}
},
Pour = { -- only for glasses
dict = "devcore_fox@pour",
anim = "foxyando_pour_clip",
params = {4.0, 4.0, 4000, 16, 0}
}
},
Consume = { -- For glasses, there is no need to indicate alcohol, status, or stress because this information is taken from the beverage that is poured into the glass.
Bite = {min = 25, max = 40}, -- Set how many ml or g are removed from the item after each drink / bite into food
},
AllowedItems = { -- Items that can be poured into the glass
['costa_del_perro'] = {label = 'Costa Del Perro'},
['vinewood_blanc'] = {label = 'Vinewood Sauvignon Blanc'},
['vinewood_red'] = {label = 'Vinewood Red Zinfadel'},
['rockford_hill'] = {label = 'Rockford Hill Reserve'},
['bleuterd'] = {label = 'Bleuterd Champagne'},
},
},
['wine_glass'] = {
Size = 250, --
Type = 'GLASS', -- Item type 'DRINK' , 'FOOD' , 'GLASS'
Prop = { -- Prop spawn data for idle & usage.
Main = {
Model = {full = 'prop_drink_redwine', null = 'prop_sh_wine_glass'}, -- -- Prop model null = prop of empty glass, full = prop of full glass
BoneID = 28422, -- Id of the bone to which the prop is to be attached
Offset = vector3(0.01, 0.01, -0.1),
Rot = vector3(05.0, -10.0, 0.0),
}
},
Anim = {
Hold = {
dict = "amb@code_human_wander_drinking@male@base",
anim = "static",
params = {8.0, -8, -1, 49, 0}
},
Use = {
dict = "amb@code_human_wander_drinking@male@idle_a",
anim = "idle_c",
params = {nil, nil, 3000, 49}
},
Pour = { -- only for glasses
dict = "devcore_fox@pour",
anim = "foxyando_pour_clip",
params = {4.0, 4.0, 4000, 16, 0}
},
},
Consume = { -- For glasses, there is no need to indicate alcohol, status, or stress because this information is taken from the beverage that is poured into the glass.
Bite = {min = 30, max = 40}, -- Set how many ml or g are removed from the item after each drink / bite into food
},
AllowedItems = { -- Items that can be poured into the glass
['costa_del_perro'] = {label = 'Costa Del Perro'},
['vinewood_blanc'] = {label = 'Vinewood Sauvignon Blanc'},
['vinewood_red'] = {label = 'Vinewood Red Zinfadel'},
['rockford_hill'] = {label = 'Rockford Hill Reserve'},
},
},
['shot_glass'] = {
Size = 50,
Type = 'GLASS', -- Item type 'DRINK' , 'FOOD' , 'GLASS'
Prop = { -- Prop spawn data for idle & usage.
Main = {
Model = {full = 'p_cs_shot_glass_2_s', null = 'prop_sh_shot_glass'}, -- -- Prop model null = prop of empty glass, full = prop of full glass
BoneID = 18905, -- Id of the bone to which the prop is to be attached
Offset = vector3(0.11, 0.01, 0.03),
Rot = vector3(-101.0, -91.0, 11.0),
}
},
Anim = {
Hold = {
dict = "anim@heists@humane_labs@finale@keycards",
anim = "ped_a_enter_loop",
params = {8.0, -8, -1, 49, 0}
},
Use = {
dict = "mp_player_intdrink",
anim = "loop_bottle",
params = {nil, nil, 2000, 49}
},
Pour = { -- only for glasses
dict = "devcore_fox@pour",
anim = "foxyando_pour_clip",
params = {4.0, 4.0, 4000, 16, 0}
}
},
Consume = { -- For glasses, there is no need to indicate alcohol, status, or stress because this information is taken from the beverage that is poured into the glass.
Bite = {min = 50, max = 50}, -- Set how many ml or g are removed from the item after each drink / bite into food
},
AllowedItems = { -- Items that can be poured into the glass
['nogo_vodka'] = {label = 'Nogo Vodka'},
['tequila'] = {label = 'Tequilya'},
['mount_whiskey'] = {label = 'Mount Whiskey'},
},
},
}
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