Config.Locale = 'en' -- Language you want to use (defined in locales folder) [cs/en/es]
Config.MaxPlantedWeedPlants = -1 -- Maximal number of weed plants that a user can plant, set to -1 to give him unlimited plants
Config.SavePlantsCommand = "savePlants" -- Name of command that will save plantedEntities
Config.SaveCommandAllowedGroups = {
-- You can add more groups that will be able to save plants using command to save plants
Config.MenuAlign = "right" -- ESX.Menu item align
PlantOnEveryMaterial = false, -- If true, player will be able to plant everywhere (even on roads, etc. ...)
Allowed = { -- Player will be only allowed to plant on those materials if the option above is false
[1333033863] = true, -- Grass
[-1286696947] = true, -- Grass short
[-461750719] = true, -- Grass long
[-1833527165] = true, -- Hay
[1109728704] = true, -- Field
Config.customEvents = { -- Change events bellow to fit your event names
["mythic_progbar:client:progress"] = "mythic_progbar:client:progress",
["esx:playerLoaded"] = "esx:playerLoaded",
["esx:playerDropped"] = "esx:playerDropped",
["esx:setJob"] = "esx:setJob"
Config.PoliceJobs = { -- Define which jobs are counted as police jobs, to count active cops
-- Bellow you can add as much as you want to
Config.TimeToDeleteOldPlants = 604800 -- Time in seconds to delete the plant if is old
CycleTime = 1.2 * 60 * 60 * 1000, -- The time that the loop which checks the status of the plants run (now it is 1.2 hour - so every 1.2 it cheks and updates the status of the plant) (The plant should grow UP in 24 hours)
Position = vector3(2852.8599,4631.1924,48.9308),
CanPlantAnyWhereInArea = true, -- If true, player can plant the defined item anyhwere in the area (especially for fields). If false, player can not plant anywhere, he must stay near ant of prop defined in the table bellow (and he will plant into that prop)
AllowedPropsToPlantIn = {
[GetHashKey("prop_table_03b")] = 0.4 -- List of props that you need to stay in front of them to plant in them, the number after "=" is x offset that the entity will be planted with (to prevent bugging in prop)
-- Here you can add other
AnimName = "base", -- The animation name that is used when planting a plant
Duration = 4000, -- Set to 0 to disable animations
MythicProggbarLabel = "Planting Weed"
AnimName = "fixing_a_ped",
Duration = 4000, -- Set to 0 to disable animations
MythicProggbarLabel = "PickingUP Weed"
StatusAddNumber = 5, -- A number that is added to the plant Status on every cycle
WaterRemoveOnCycle = 50, -- The number of water is remove on every cycle (if the plant has lower number of WaterStatus, then the value is decreased by IfNotMoreThenWaterRemoveOnCycle)
IfNotMoreThenWaterRemoveOnCycle = 20, -- The number of water is removed when the plant WaterStatus is lower then "WaterRemoveOnCycle" (line above).
-- Also it is a value that the plant must have to pass the loop to fertilizer (if the plantWater is lower then the value above, the plant won't get any quality aldo it has a fertilizer)
MinimalFertilizerStatus = 90, -- The plant fertilizer value that a plant must have to be affected by this value
SetFertilizerStatusTo = 60, -- The value that the fertilizer status is set to.
QualityPointsAdd = 5, -- The quality points that are added to the Plant Status
MinimalFertilizerStatus = 70, -- The plant fertilizer value that a plant must have to be affected by this value
SetFertilizerStatusTo = 40, -- The value that the fertilizer status is set to.
QualityPointsAdd = 4, -- The quality points that are added to the Plant Status
MinimalFertilizerStatus = 50, -- The plant fertilizer value that a plant must have to be affected by this value
SetFertilizerStatusTo = 10, -- The value that the fertilizer status is set to.
QualityPointsAdd = 3, -- The quality points that are added to the Plant Status
MinimalFertilizerStatus = 30, -- The plant fertilizer value that a plant must have to be affected by this value
SetFertilizerStatusTo = 10, -- The value that the fertilizer status is set to.
QualityPointsAdd = 2, -- The quality points that are added to the Plant Status
PlantItemName = "weed_seed", -- Item need to plant a weed in current zone
PlantWaterItem = "water", -- Item need to water a weed in current zone
PlantFertilizeItem = "fertilizer", -- Item needed to fertilize a weed in current zone
RewardItemName = "weed", -- The name of a item you will get after harvesting a weed plant
RewardItemCount = 200, -- The Number of item a player will get after harvesting a plant with 100% status and 100% Quality
RequiredItemsPlant = { -- Bellow will be listed items a player will need for planting this drug
{itemName = "water", count = 1, removeItem = false} -- itemName is the name from database, removeItem will remove the item from player inventory while planting
RequiredItemsHarvest = { -- Bellow will be listed items a player will need for harvesting this drug
{itemName = "water", count = 1, removeItem = false} -- itemName is the name from database, removeItem will remove the item from player inventory while harvesting
SmallProp = "prop_weed_02", -- The obejct name of the plant that will be crated after a plant is planted
BigProp = "prop_weed_01", -- The object name of the plant that the first (SmalProp) will be replaced for after it reaches the ChangePropsAfterStatus
ChangePropsAfterStatus = 50 -- The amount of status points from 100% that if a plant reaches then the plant prop (SmallProp) will be replaced to BigProp (Set it to -1 to never replace a prop for this location)
FertilizerAddAmount = 10.0, -- The number of fertilizer points that will be added on every cycle
WaterAddAmount = 10.0 -- The number of water points that will be added on every cycle
Position = vector3(2040.8593,4908.0039,41.2919),
CanPlantAnyWhereInArea = true, -- If true, player can plant the defined item anyhwere in the area (especially for fields). If false, player can not plant anywhere, he must stay near ant of prop defined in the table bellow (and he will plant into that prop)
AllowedPropsToPlantIn = {
[GetHashKey("prop_table_03b")] = 0.4 -- List of props that you need to stay in front of them to plant in them, the number after "=" is x offset that the entity will be planted with (to prevent bugging in prop)
-- Here you can add other
Duration = 4000, -- Set to 0 to disable animations
MythicProggbarLabel = "Planting Weed"
AnimName = "fixing_a_ped",
Duration = 4000, -- Set to 0 to disable animations
MythicProggbarLabel = "PickingUP Weed"
StatusAddNumber = 5, -- A number that is added to the plant Status on every cycle
WaterRemoveOnCycle = 50, -- The number of water is remove on every cycle (if the plant has lower number of WaterStatus, then the value is decreased by IfNotMoreThenWaterRemoveOnCycle)
IfNotMoreThenWaterRemoveOnCycle = 20, -- The number of water is removed when the plant WaterStatus is lower then "WaterRemoveOnCycle" (line above).
-- Also it is a value that the plant must have to pass the loop to fertilizer (if the plantWater is lower then the value above, the plant won't get any quality aldo it has a fertilizer)
MinimalFertilizerStatus = 90, -- The plant fertilizer value that a plant must have to be affected by this value
SetFertilizerStatusTo = 60, -- The value that the fertilizer status is set to.
QualityPointsAdd = 5, -- The quality points that are added to the Plant Status
MinimalFertilizerStatus = 70, -- The plant fertilizer value that a plant must have to be affected by this value
SetFertilizerStatusTo = 40, -- The value that the fertilizer status is set to.
QualityPointsAdd = 4, -- The quality points that are added to the Plant Status
MinimalFertilizerStatus = 50, -- The plant fertilizer value that a plant must have to be affected by this value
SetFertilizerStatusTo = 10, -- The value that the fertilizer status is set to.
QualityPointsAdd = 3, -- The quality points that are added to the Plant Status
MinimalFertilizerStatus = 30, -- The plant fertilizer value that a plant must have to be affected by this value
SetFertilizerStatusTo = 10, -- The value that the fertilizer status is set to.
QualityPointsAdd = 2, -- The quality points that are added to the Plant Status
PlantItemName = "weed_seed", -- Item need to plant a weed in current zone
PlantWaterItem = "water", -- Item need to water a weed in current zone
PlantFertilizeItem = "fertilizer", -- Item needed to fertilize a weed in current zone
RewardItemName = "coke", -- The name of a item you will get after harvesting a weed plant
RewardItemCount = 200, -- The Number of item a player will get after harvesting a plant with 100% status and 100% Quality
RequiredItemsPlant = { -- Bellow will be listed items a player will need for planting this drug
{itemName = "water", count = 1, removeItem = true} -- itemName is the name from database, removeItem will remove the item from player inventory while planting
RequiredItemsHarvest = { -- Bellow will be listed items a player will need for harvesting this drug
{itemName = "water", count = 1, removeItem = false} -- itemName is the name from database, removeItem will remove the item from player inventory while harvesting
SmallProp = "prop_weed_02", -- The obejct name of the plant that will be crated after a plant is planted
BigProp = "prop_weed_01", -- The object name of the plant that the first (SmalProp) will be replaced for after it reaches the ChangePropsAfterStatus
ChangePropsAfterStatus = 50 -- The amount of status points from 100% that if a plant reaches then the plant prop (SmallProp) will be replaced to BigProp (Set it to -1 to never replace a prop for this location)
FertilizerAddAmount = 10.0, -- The number of fertilizer points that will be added on every cycle
WaterAddAmount = 10.0 -- The number of water points that will be added on every cycle
-- Bellow you can add more location, the index must be pervious index + 1
Config.DrawMarkerDistance = 5.0 -- The distance, from which you will see the markers (for performance reasons it is good to keep it bigger then 3DTextDistance)
Config.Draw3DTextDistance = 2.0
Config.HelpStringForPickup = "~INPUT_PICKUP~ Pickup"
Config.HelpStringForProcess = "~INPUT_PICKUP~ Process"
Config.Drugs.joint = { -- Make sure that the drug name is in lower, otherwise it will not work
Location = vector3(1534.2247,3696.3442,34.5528), -- The location of pickup point
Size = {x = 1.0, y = 1.0, z = 1.0}, -- Size of the marker
Color = {r = 255, g = 255, b = 0}, -- Color of the marker
MotionText = "[E] Pickup", -- Text that will be show when coming near in the DrawText3D section (if Draw3DText Enabled)
Action = "Collect", -- Just for collecting leave it
Marker = 22, -- Marker Id
UseInovativeMarkers = false, -- If the help text should look "different", image in the forum
DrawInovativeMarkersRadius = 5.0 -- The distance a player can see the marker from
Location = vector3(1534.2247,3696.3442,40.5528), -- The location for pickup points
Size = {x = 1.0, y = 1.0, z = 1.0}, -- Size of the marker
Color = {r = 255, g = 255, b = 0}, -- Color of the marker
MotionText = "[E] Process", -- The text name that will be drawn on the screen if Drwa3D Text enabled
Action = "Process", -- For Processing just leave it as it is
Marker = 22, -- The marker ID
UseInovativeMarkers = false, -- If the help text should look "different", image in the forum
DrawInovativeMarkersRadius = 5.0 -- The distance a player can see the marker from
MinCops = 1, -- The minimal count of cops that must be online to player can be able to collect a item
RequiredItems = { -- Bellow will be listed items a player will need for Collecting
{itemName = "water", count = 1, removeItem = false} -- itemName is the name from database, removeItem will remove the item from player inventory after fininished collecting
GiveItem = "weed", -- The item a player should get when he is done
GiveItemCount = 1, -- The count of a item a player should get when he is done
Animations = { -- Animation properties are listed bellow
AnimName = "fixing_a_ped", -- The animation name for Collectiong anitamtion
Duration = 4000, -- Set to 0 to disable animations
MythicProggbarLabel = "Harvesting Drug" -- The label which will be shown in the mythic progres bar
MinCops = 1, -- Minimal cops from processing
RequiredItems = { -- Bellow you can list items a player will need for a processing
{itemName = "ocb", count = 1, removeItem = true} -- itemName is a name of the item in database and the removeItem is if a player should get remove this item
-- Also supports item called "money" and will use xPlayer.removeMoney, xPlayer.getMoney functions
GiveItem = "joint", -- The item a player should get
GiveItemCount = 1, -- The amount of the item a player should get after finishing Proccesing
Animations = { -- Bellow there will be listed animations
AnimName = "fixing_a_ped", -- Animation name from processing
Duration = 4000, -- Set to 0 to disable animations
MythicProggbarLabel = "Processing Drug" -- The label which should be displayed when processing
Effects = { -- Effects that current "drugs" should give
GiveHP = 1, -- Set to 0.0 to give no additinal HP
GiveArmour = 10, -- Set to 0.0 to not give armour
SetInfiniteStamina = true, -- If a player should get unlimited stamina when using current drug
SpeedMultiplier = 2.0, -- The speed multiplier that should be given to player when using this drug
OnUseScenario = "WORLD_HUMAN_SMOKING_POT", -- The screnario played after using a item (the scenarios can be found there: https://pastebin.com/6mrYTdQv)
MoveClipset = "[email protected]@VERYDRUNK", -- The MoveClipset that will be aplied to player after using a item https://docs.fivem.net/natives/?_0xAF8A94EDE7712BEF MotionBlur = true, -- If a player should get a MotionBlur
SetPedDrunk = true, -- If a player should be set as a drunk
ClearTimeCycleModifier = true, -- IF the TimeCycleModifier should be reseted after the ResetAfter timeout is after
TimeCycleModifier = "spectator5", -- The TimeCycleModifier that will be used https://pastebin.com/kVPwMemE
ResetAfter = 5 -- Time in SECONDS when the stats should be reset
RemoveAfterUse = true -- Should be the drug removed on its use?