Features


🧰 Features

🌿 Harvest System

πŸ”Ή Harvest from defined zones with cooldowns πŸ”Ή Configurable required tools per zone πŸ”Ή Per-zone item yield and animation πŸ”Ή Prevents spamming with one-player-at-a-time lock

βš—οΈ Processing System

πŸ”Ή Transform raw items into processed drugs πŸ”Ή Configurable crafting time per recipe πŸ”Ή Optional required tools (per recipe) πŸ”Ή Fully animated with immersive progress bar πŸ”Ή One player per process zone at a time πŸ”Ή Supports asynchronous processing: player can leave and return after completion πŸ”Ή Optional notification or status UI when done

πŸ’° Dynamic NPC Selling System

πŸ”Ή NPCs spawn randomly with configurable models and spawn points πŸ”Ή Configurable selling in-game schedule πŸ”Ή Chance-based interest per NPC and per item πŸ”Ή Configurable price ranges and item amounts πŸ”Ή NPC despawns and another is scheduled after each deal

🚨 Police-Aware Selling Restrictions

πŸ”Ή Requires minimum online police (or job) to allow sales πŸ”Ή Can True/False the online police function πŸ”Ή Player must meet all conditions: β€’ Sale zone schedule β€’ Have required items β€’ Police/job online πŸ”Ή All conditions checked together with clear rejection messages

πŸ“ Sale Alerts with Blip

πŸ”Ή Configurable chance of alerting job (e.g. sheriff) after sale πŸ”Ή Alert includes map blip at location πŸ”Ή Blip auto-removes after configurable time

🎭 Immersive Interaction

πŸ”Ή NPC and player turn to face each other during deals πŸ”Ή Seamless transition between sales

βš™οΈ Fully Configurable

πŸ”Ή All zones, recipes, prices, timings, job conditions and NPC logic in config.lua πŸ”Ή Set in-game schedules, item chances, models, spawn delay ranges, and more πŸ”Ή Multiple process and sell zones supported independently

πŸ” Looped System with Randomized Logic

πŸ”Ή New NPC scheduled after each interaction πŸ”Ή Random time and model per NPC πŸ”Ή Keeps selling immersive and unpredictable

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