DEVCORE SCRIPTS
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    • REALISTIC SMOKING
      • Installation
      • Configs
    • REALISTIC NEEDS
      • Installation
      • Exports
        • GetAlcoholValue
      • Configs
    • MILEAGE METER
      • Installation
      • Config
    • WATER-GUN
      • Installation
      • Config
    • MULTIJOB
      • Installation
      • Config
    • NPC DRUG SALES
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  1. Resources
  2. REALISTIC NEEDS

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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Last updated 1 month ago