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 ownConfig.Export=function()if Framework =='ESX' then-- ESX-- insert your esx export herereturn exports['es_extended']:getSharedObject()--elseif Framework =='QB' then-- QB or QBX -- insert your qb or qbx export herereturn exports['qb-core']:GetCoreObject()--endend-- 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 Notifyelseif 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 Notifyendend-- 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 statusif Framework =='ESX' then-- ESX TRIGGER / EXPORTTriggerEvent('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 enabledelseif Framework =='QB' then-- QB/QBX TRIGGER / EXPORTTriggerServerEvent("consumables:server:addHunger", QBCore.Functions.GetPlayerData().metadata["hunger"] + data.Consume.Status)endend, ["DRINK"] =function(data) -- Trigger to increase thirst statusif Framework =='ESX' then-- ESX TRIGGER / EXPORTTriggerEvent('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 enabledelseif Framework =='QB' then-- QB/QBX TRIGGER / EXPORTTriggerServerEvent("consumables:server:addThirst", QBCore.Functions.GetPlayerData().metadata["thirst"] + data.Consume.Status)endend, ["STRESS"] =function(data) -- Trigger to increase stress statusif Framework =='ESX' then-- ESX TRIGGER / EXPORTTriggerEvent('esx_status:remove', 'stress', data.Consume.Stress)elseif Framework =='QB' then-- QB/QBX TRIGGER / EXPORTTriggerServerEvent('hud:server:RelieveStress', data.Consume.Stress)endend, ["ALCOHOL"] =function(data) -- function to increase Alcohol statussetAlcohol(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'},
},
},
}