Features


๐Ÿงฐ Features

๐ŸŒฟ Harvest System

๐Ÿ”น Harvest from defined zones with cooldowns ๐Ÿ”น Configurable required tools per zone ๐Ÿ”น Per-zone item yield and animation ๐Ÿ”น Prevents spamming with one-player-at-a-time lock

โš—๏ธ Processing System

๐Ÿ”น Transform raw items into processed drugs ๐Ÿ”น Configurable crafting time per recipe ๐Ÿ”น Optional required tools (per recipe) ๐Ÿ”น Fully animated with immersive progress bar ๐Ÿ”น One player per process zone at a time ๐Ÿ”น Supports asynchronous processing: player can leave and return after completion ๐Ÿ”น Optional notification or status UI when done

๐Ÿ’ฐ Dynamic NPC Selling System

๐Ÿ”น NPCs spawn randomly with configurable models and spawn points ๐Ÿ”น Configurable selling in-game schedule ๐Ÿ”น Chance-based interest per NPC and per item ๐Ÿ”น Configurable price ranges and item amounts ๐Ÿ”น NPC despawns and another is scheduled after each deal

๐Ÿšจ Police-Aware Selling Restrictions

๐Ÿ”น Requires minimum online police (or job) to allow sales ๐Ÿ”น Can True/False the online police function ๐Ÿ”น Player must meet all conditions: โ€ข Sale zone schedule โ€ข Have required items โ€ข Police/job online ๐Ÿ”น All conditions checked together with clear rejection messages

๐Ÿ“ Sale Alerts with Blip

๐Ÿ”น Configurable chance of alerting job (e.g. sheriff) after sale ๐Ÿ”น Alert includes map blip at location ๐Ÿ”น Blip auto-removes after configurable time

๐ŸŽญ Immersive Interaction

๐Ÿ”น NPC and player turn to face each other during deals ๐Ÿ”น Seamless transition between sales

โš™๏ธ Fully Configurable

๐Ÿ”น All zones, recipes, prices, timings, job conditions and NPC logic in config.lua ๐Ÿ”น Set in-game schedules, item chances, models, spawn delay ranges, and more ๐Ÿ”น Multiple process and sell zones supported independently

๐Ÿ” Looped System with Randomized Logic

๐Ÿ”น New NPC scheduled after each interaction ๐Ÿ”น Random time and model per NPC ๐Ÿ”น Keeps selling immersive and unpredictable

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