cfg = cfg or {} cfg.clothing = cfg.clothing or {} cfg.blipSettings = { ["electrical"] = { showBlip = true, blipSprite = 354, blipColor = 47, scale = 1.5, display = 6, }, ["workvehicle"] = { showBlip = true, sprite = 477, color = 9, scale = 0.9, display = 6, } } cfg.npcSettings = { ["electrical"] = { model = "s_m_m_dockwork_01", scene = "WORLD_HUMAN_CLIPBOARD", speech = { -- Find Unique Speeches Here: https://pastebin.com/Vk9609qj enableSpeech = true, speechName = "BLOCKED_GENERIC", speechParam = "SPEECH_PARAMS_FORCE_SHOUTED_CRITICAL", }, }, } cfg.targetSettings = { ["electrical"] = { icon = "fas fa-recycle", distance = 2.5, job = nil, -- Set to "electricaljob" to require that job to access menu }, } cfg.TrashVehicle = { vehicle = "trash", spawn_in_vehicle = false, } cfg.npcLocations = { { label = "Electrical Center", npcData = cfg.npcSettings["electrical"], blipData = cfg.blipSettings["electrical"], targetData = cfg.targetSettings["electrical"], menu = "electrical", coords = vector4(728.38, 148.1, 80.75, 148.46), rentalSpawn = { vector4(736.9, 127.14, 80.38, 239.79), vector4(744.96, 122.34, 79.04, 239.09), vector4(739.98, 130.19, 80.3, 239.37), vector4(748.43, 125.54, 78.81, 240.06), vector4(741.65, 133.77, 80.37, 241.08), vector4(750.64, 128.72, 78.8, 240.9), vector4(744.08, 137.52, 80.39, 240.97), vector4(752.5, 133.22, 78.99, 241.82), vector4(750.36, 110.76, 78.98, 147.53), vector4(744.53, 101.77, 79.76, 147.07), vector4(761.15, 91.99, 79.6, 325.03), vector4(767.97, 101.65, 78.9, 324.76), vector4(774.07, 111.33, 78.56, 329.08), vector4(779.12, 119.61, 78.77, 332.72), vector4(764.69, 135.21, 79.15, 153.57), }, }, } cfg.jobTypes = { { id = 1, label = "Maintenance Technician", description = "Perform basic electrical upkeep at Department of Water and Power City of Los Santos.", level = 1, groups = { min = 1, max = 1 }, graphic = "jobs_vec_01", }, { id = 2, label = "Installation Crew", description = "Install electrical systems and components for residential and commercial locations.", level = 3, groups = { min = 1, max = 2 }, graphic = "jobs_vec_02", }, { id = 3, label = "Field Repair Technician", description = "Respond to service calls across the city to fix broken electrical equipment.", level = 7, groups = { min = 1, max = 2 }, graphic = "jobs_vec_03", }, { id = 4, label = "City Infrastructure Repair", description = "Fix and maintain outdoor electrical infrastructure around the city.", level = 10, groups = { min = 1, max = 2 }, graphic = "jobs_vec_04", }, } cfg.DailyBonusChallenge = { can_earn_item = true, -- Can earn item on challenge completion amount_required = 5, -- Total Jobs Need to Complete to Earn Reward rewards = { money = 1000, -- Reward money given on challenge completion experience = 1250, -- Experience points given on challenge completion }, items = { { item = "Plastic", probability_weight = 50, min = 10, max = 20 }, { item = "Glass", probability_weight = 25, min = 10, max = 20 }, { item = "Copper", probability_weight = 15, min = 10, max = 20 }, }, } cfg.levels = { [1] = { experience = 0, buffs = { money_multiplier = 0, experience_multiplier = 0 } }, [2] = { experience = 300, buffs = { money_multiplier = 0, experience_multiplier = 5 } }, [3] = { experience = 800, buffs = { money_multiplier = 5, experience_multiplier = 10 } }, [4] = { experience = 1500, buffs = { money_multiplier = 5, experience_multiplier = 15 } }, [5] = { experience = 3000, buffs = { money_multiplier = 10, experience_multiplier = 25 } }, [6] = { experience = 8000, buffs = { money_multiplier = 10, experience_multiplier = 30 } }, [7] = { experience = 15000, buffs = { money_multiplier = 15, experience_multiplier = 35 } }, [8] = { experience = 25000, buffs = { money_multiplier = 15, experience_multiplier = 40 } }, [9] = { experience = 40000, buffs = { money_multiplier = 20, experience_multiplier = 45 } }, [10] = { experience = 80000, buffs = { money_multiplier = 25, experience_multiplier = 50 } }, [11] = { experience = 120000, buffs = { money_multiplier = 30, experience_multiplier = 60 } }, [12] = { experience = 180000, buffs = { money_multiplier = 35, experience_multiplier = 70 } }, [13] = { experience = 250000, buffs = { money_multiplier = 40, experience_multiplier = 80 } }, [14] = { experience = 350000, buffs = { money_multiplier = 45, experience_multiplier = 90 } }, [15] = { experience = 500000, buffs = { money_multiplier = 50, experience_multiplier = 100 } }, } cfg.clothing.settings = { enabled = true } cfg.clothing.outfit = { { -- Mens Clothing tshirt_1 = 59, torso_1 = 89, arms = 30, pants_1 = 124, decals_2 = 0, hair_color_2 = 0, helmet_2 = 0, torso_2 = 0, shoes_1 = 12, hair_1 = 0, skin = 0, pants_2 = 7, hair_2 = 0, decals_1 = 0, tshirt_2 = 1, helmet_1 = 139 }, { -- Womens Clothing tshirt_1 = 36, torso_1 = 0, arms = 69, pants_1 = 30, decals_2 = 0, helmet_2 = 0, torso_2 = 11, shoes_1 = 26, hair_1 = 5, pants_2 = 2, hair_2 = 0, decals_1 = 0, tshirt_2 = 0, helmet_1 = -1 } } -- IGNORE CODE BELOW -- IGNORE CODE BELOW -- IGNORE CODE BELOW while not lang or not lang.translations or not cfg or not cfg.electricalMaintainer or not cfg.electricalMaintainer.rewards or not cfg.installationCrew or not cfg.installationCrew.rewards or not cfg.repairTech or not cfg.repairTech.rewards or not cfg.cityInfrastructure or not cfg.cityInfrastructure.rewards do Wait(100) end cfg.jobTypes[1].rewards = cfg.electricalMaintainer.rewards cfg.jobTypes[2].rewards = cfg.installationCrew.rewards cfg.jobTypes[3].rewards = cfg.repairTech.rewards cfg.jobTypes[4].rewards = cfg.cityInfrastructure.rewards while true do local new_unlocks = {} if cfg and cfg.levels and cfg.challenges and cfg.jobTypes then for k, v in pairs(cfg.jobTypes) do new_unlocks[v.level] = new_unlocks[v.level] or {} local template = { id = #new_unlocks[v.level] + 1, icon = "fas fa-hard-hat", description = "Unlock Job: " .. v.label, } table.insert(new_unlocks[v.level], template) end for k, v in pairs(cfg.challenges) do new_unlocks[v.level] = new_unlocks[v.level] or {} local template = { id = #new_unlocks[v.level] + 1, icon = "fas fa-file-signature", description = "Unlock Challenge: " .. v.label, } table.insert(new_unlocks[v.level], template) end for k, v in pairs(cfg.levels) do if new_unlocks[k] then cfg.levels[k].new_unlocks = new_unlocks[k] end end break end Wait(1000) end