Features

π§° Features
πΏ Harvest System
πΉ Harvest from defined zones with cooldowns πΉ Configurable required tools per zone πΉ Per-zone item yield and animation πΉ Prevents spamming with one-player-at-a-time lock
βοΈ Processing System
πΉ Transform raw items into processed drugs πΉ Configurable crafting time per recipe πΉ Optional required tools (per recipe) πΉ Fully animated with immersive progress bar πΉ One player per process zone at a time πΉ Supports asynchronous processing: player can leave and return after completion πΉ Optional notification or status UI when done
π° Dynamic NPC Selling System
πΉ NPCs spawn randomly with configurable models and spawn points πΉ Configurable selling in-game schedule πΉ Chance-based interest per NPC and per item πΉ Configurable price ranges and item amounts πΉ NPC despawns and another is scheduled after each deal
π¨ Police-Aware Selling Restrictions
πΉ Requires minimum online police (or job) to allow sales πΉ Can True/False the online police function πΉ Player must meet all conditions: β’ Sale zone schedule β’ Have required items β’ Police/job online πΉ All conditions checked together with clear rejection messages
π Sale Alerts with Blip
πΉ Configurable chance of alerting job (e.g. sheriff) after sale πΉ Alert includes map blip at location πΉ Blip auto-removes after configurable time
π Immersive Interaction
πΉ NPC and player turn to face each other during deals πΉ Seamless transition between sales
βοΈ Fully Configurable
πΉ All zones, recipes, prices, timings, job conditions and NPC logic in config.lua πΉ Set in-game schedules, item chances, models, spawn delay ranges, and more πΉ Multiple process and sell zones supported independently
π Looped System with Randomized Logic
πΉ New NPC scheduled after each interaction πΉ Random time and model per NPC πΉ Keeps selling immersive and unpredictable
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