config.lua
PlayerShop = {
Roles = {
BOSS = 100,
MANAGER = 50,
VETERINARY = 25,
CLERK = 0,
}
}
PublicSharedPetsConfig = {
-- If true, certain pet items will be limited to players who have active VIP status
-- in your server, for setting up VIP integration check the documentation for cdev_lib
UseVIPSystem = false,
-- If true, there will be a button for opening the pet shop in your Pet Bag
-- If false, you must integrate the pet shop by yourself, check docs for cdev_pets
WantPetShopButton = true,
-- When true, if the pet is loyal enough it will attack players you aim at, if you decide to keep this disabled use the export to trigger attacks from your own script ":Attack(ped)"
WantAttackWhenAiming = true,
-- Works the same as WantAttackWhenAiming, but if you disable WantAttackWhenAiming you can still enable this to allow K9s to attack when aiming
WantAttackWhenAimingIfK9 = true,
-- if true, pets can only attack players
-- if false, pets can attack any entity
EnablePetToOnlyAttackPlayers = true,
-- If true, will enable the new attack update with the police being the only that can use this feature and train the dog
-- If false, will reverse to old one
-- If This is true need EnablePetToOnlyAttackPlayers to be true
EnableAttackUpdate = true,
-- Configuration for opening a pet shop via Ped.
PedShop = {
-- If true, it will create a pet shop to use as a pet shop.
WantPedShop = false,
-- Coords to define where the ped will spawn
PedCoords = vector4(-1281.44, -1414.52, 3.35, 125.32),
-- Parameter to define the ped model.
PedModel = "a_m_m_beach_01",
},
PlayerShop = {
-- If true, it will use the drawtext system to show the pet shop
UseDrawtextForPetShopEntities = false,
UseDrawtextForManagment = false,
UseDrawTextForStoreStores = true,
DrawtextDistance = 1.5,
UseBankInsteadOfCash = false,
-- ⌨️ Default controls for the shop creator menu (see https://docs.fivem.net/docs/game-references/controls)
CreatorControls = {
CONFIRM_ANY_ACTION = 38, -- E
CANCEL_ANY_ACTION = 200, -- ESC
GENERAL_SAVE = 201, -- Enter
GENERAL_TOGGLE = 37, -- TAB
GENERAL_ALTERNATE = 19, -- L. ALT
INCREASE = 15, -- Scroll UP
DECREASE = 14, -- Scroll DOWN
},
VetControls = {
CANCEL_ANY_ACTION = 200, -- ESC
HEAL = 201, -- Enter
},
-- ⌨️ Default controls for drawtext shops if using any (see https://docs.fivem.net/docs/game-references/controls)
DrawtextShopControls = {
BROWSE_STOCK = 38, -- E
MANAGEMENT = 38, -- E
PETSHOP = 38, -- E
},
Job = {
RoleRequirements = {
OpenManagementMenu = PlayerShop.Roles.CLERK,
ManageStock = PlayerShop.Roles.CLERK,
ManageEmployees = PlayerShop.Roles.MANAGER,
ManageSettings = PlayerShop.Roles.MANAGER,
ManageVault = PlayerShop.Roles.MANAGER,
PlaceDogs = PlayerShop.Roles.MANAGER,
TreatDogs = PlayerShop.Roles.VETERINARY,
},
},
},
-- Range the Keybinds/Commands will work
Range = 5.0,
Keybinds = {
Enabled = true,
QuickAction_Bubbles = true,
-- Quick action for following/staying
QuickAction_Follow = "G",
-- Quick action for opening the menu
QuickAction_Menu = "E",
-- Quick action for cuddling
QuickAction_Cuddle = "F",
-- Quick action for standing up (leaving bed)
QuickAction_Stand = "G",
-- Cancel action
CancelAction = "X",
-- Keybind for opening your Pet Bag
PetsBag = "TAB",
},
Commands = {
Enabled = true,
-- Command for following/staying
petfollow = "petfollow",
-- Command for opening the menu
openpetmenu = "openpetmenu",
-- Command for cuddling
petcuddle = "petcuddle",
-- Command for cancelling action
petcancel = "petcancel",
-- Command for opening pet Bag
petbag = "petbag",
-- Command for standing up (leaving bed)
petstand = "petstand"
},
-- Interaction for getting pet into vehicle (if false you should trigger events from your own script, events in docs)
PetVehicleInteractionTarget = true,
BagIcon = "https://i.ibb.co/JzwLFNL/Ex4-ETAA-d.png",
Permissions = {
-- Permission for adding inventory items for a pet
PermPetInventoryAddItem = PERMISSION_HIGH,
PermPetAddPet = PERMISSION_HIGH,
PermPetDelPet = PERMISSION_HIGH,
PermCreatePetShop = PERMISSION_HIGH,
PermAddEmployees = PERMISSION_HIGH,
},
Inventory = {
-- Max slots for pet inventory by default
Slots = 40,
-- Max slots for pet inventory for VIP players (if VIP enabled)
VIPSlots = 120,
},
-- Settings related to pet tracker on map
Tracker = {
Enabled = true,
Sprite = 621,
Color = 5,
Scale = 1.0,
UpdateRateMS = 2 * 1000,
},
-- Settings related to pet shop
Shop = {
Icon = "https://i.ibb.co/JzwLFNL/Ex4-ETAA-d.png",
PetCategories = {
"pet_category_pets",
},
ApparelCategories = {
"apparel_category_collar",
"apparel_category_clothes",
"apparel_category_shoes",
"apparel_category_head",
"apparel_category_patch",
"apparel_category_glasses",
"apparel_category_mask",
--"apparel_category_fur",
},
AccessoriesCategories = {
"accessory_category_leash",
"accessory_category_bowl",
"accessory_category_bed",
"accessory_category_toys",
"accesorry_category_training"
},
CareCategories = {
"care_category_food",
"care_category_liquids",
"care_category_health",
},
},
-- Mood UI settings
Mood = {
-- How far away will pet mood be displayed
ShowRange = 20,
},
-- AI Related settings
AI = {
-- How frequently will AI tasks be processed on the server in seconds
-- Changing this may have severe effects, not recommended
TickFrequency = 60,
},
-- Pet stat related configuration
-- Stats range from 0-100, values are changed per tick (check TickFrequency)
Stats = {
-- Appetite lost per tick
AppetiteDecreasePerTick = 1,
-- Appetite lost while following per tick
AppetiteDecreaseFollowingPerTick = 3,
-- Appetite change stat notification frequency
AppetiteChangeNotify = 10,
-- Damage dealt per tick while starving
StarvationDamagePerTick = 15,
-- Appetite lost when fetching a toy
AppetiteDecreaseFromFetch = 1,
-- Appetitle lost when healed
ApettiteDecreaseWhenHealed = 3,
-- Appetite lost when attacking
AppetiteDecreaseWhenAttacking = 5,
-- Hydration lost per tick
HydrationDecreasePerTick = 1,
-- Hydration lost while following per tick
HydrationDecreaseFollowingPerTick = 3,
-- Hydration change stat notification frequency
HydrationChangeNotify = 10,
-- Damage dealt per tick while dehydrated
DehydrationDamagePerTick = 15,
-- Hydration lost when fetching a toy
HydrationDecreaseFromFetch = 3,
-- Hydration lost when healed
HydrationDecreaseWhenHealed = 3,
-- Hydration lost when attacking
HydrationDecreaseWhenAttacking = 5,
-- Stamina lost while following per tick
StaminaDecreaseFollowingPerTick = 4,
-- Stamina lost when fetching a toy
StaminaDecreaseFromFetch = 4,
-- Stamina gained when sleeping per tick
StaminaIncreaseWhileSleepingPerTick = 2,
-- Stamina change stat notification frequency when sleeping
StaminaChangeWhileSleepingNotify = 1,
-- Stamina lost when attacking
StaminaDecreaseWhenAttacking = 5,
-- Happiness gained from cuddling (limited to cuddle frequency setting)
HappinessBoostFromCuddle = 5,
-- Happiness gained from following (limited to follow frequency setting)
HappinessBoostFromFollow = 5,
-- How often in seconds will cuddling increase happiness
HappinessCuddleFrequency = 60 * 5,
-- How often in seconds will following increase happiness
HappinessFollowFrequency = 60 * 2.5,
-- Pet will get angry when happiness is under this amount
HappinessAngryThreshold = 30,
-- Happiness lost when attacked by owner
HappinessDecreaseWhenAttackedByOwner = 20,
-- Happiness gained when fetching a toy
HappinessBoostFromFetch = 5,
-- Loyalty will increase when happiness above
LoyaltyIncreaseWhenHappinessAbove = 80,
-- Loyalty gained per tick when pet is above happiness threshold
LoyaltyIncreasePerTickWhenHappy = 1,
-- Loyalty lost per tick when starving
LoyaltyDecreasePerTickWhenStarving = 1,
-- Loyalty lost when attacked by owner
LoyaltyDecreaseWhenAttackedByOwner = 5,
-- Loyalty gained when revived by owner
LoyaltyIncreaseWhenRevivedByOwner = 5,
-- Loyalty gained when healed by owner
LoyaltyIncreasedWhenHealedByOwner = 1,
-- Loyalty gained when attacking
LoyaltyIncreaseWhenAttacking = 1,
-- Loyalty needed to perform certain actions like attacking
LoyaltyLoyalThreshold = 80,
-- How far away will pet stat changes be displayed
NotifyShowRange = 20,
},
K9 = {
-- Whether or not K9s can sniff for illegal items
Skills = {
sniff = {
-- Level the k9 starts at
DefaultLevel = 20,
-- Minimum level the k9 can be at
-- if 0 then it will be impossible to sniff
MinimiumLevel = 1,
-- How much the sniff level increases per successful sniff
LevelIncrease = 5,
-- How much of the skill it will take out
TakeOut = 5,
},
attack = {
-- Level the k9 starts at
DefaultLevel = 20,
-- Minimum level the k9 can be at
-- if 0 then it will be impossible to attack
MinimiumLevel = 1,
-- How much the attack level increases per successful attack
LevelIncrease = 5,
-- How much time the player will be down
takedownTime = 10000,
-- How much of the skill it will take out
TakeOut = 5,
},
agility = {
-- Level the k9 starts at
DefaultLevel = 20,
-- Minimum level the k9 can be at
-- if 0 then it will be impossible to agility
MinimiumLevel = 1,
-- How much the attack level increases per successful attack
LevelIncrease = 5,
-- How much of the skill it will take out
TakeOut = 5,
},
resistance = {
-- Level the k9 starts at
DefaultLevel = 20,
-- Minimum level the k9 can be at
-- if 0 then it will be impossible to resistance
MinimiumLevel = 1,
-- How much the attack level increases per successful attack
LevelIncrease = 5,
-- How much of the skill it will take out
TakeOut = 5,
},
-- How often in seconds will the skill tick
TakeOutSkillTickFrequency = 720, -- in seconds
},
-- Whether or not K9s can sniff for illegal items
SearchEnabled = true,
-- Item ids that can be sniffed by K9s
DrugItems = {
"phone",
},
MoneyItems = {
"water_bottle",
},
WeaponItems = {
"sandwich",
},
},
-- For development and support feedback only, do not use.
Debug = true,
}Last updated