Recipes
Adding More CATEGORIES
and RECIPES
Adding more
Recipes
andCategories
is very simple via theconfig.lua
fileTo add more
CATEGORIES
to the crafting menu that a bar can use you but you must first pass thebarName
as theFIRST
key for the initial crafting main menuYou can then define the
CATEGORIES
for that specific bar as theSECOND
key (for example taps for drinks like beers, spirits for drinks like a glass of vodka and cocktails for drinks like a mojito)Finally you can define the
ITEM NAMES
you wish to be craftable as theTHIRD
key for example beer and then customize the values to suit your needs (these must be in your items.lua)
Config.Recipes = {
['Example Bar'] = {--this key name must be the same as the bar it relates to for the crafting event and cctv menu and the barName must match above if in doubt keep everything named the same (bahama, vanilla, tequila etc)!
['Example Category 1'] = { -- this is the category name and this contains the list of craftable items
['exampleitem1'] = { -- this is the item name
recipe = { -- this is a table of items required to make the item name above
{ name = 'pintglass', label = 'Pint Glass', amount = 1, },
},
progress = {
duration = 5000, -- this is multiplied by the amount the player chooses to process
label = 'Pouring lager..', -- label for progressCircle
},
skillCheck = { -- skillCheck settings once progressCircle is complete to determine if the player was successful pouring the drink
--{'easy', 'easy', {areaSize = 60, speedMultiplier = 2}, 'hard'}, {'w', 'a', 's', 'd'}, -- this is abit more difficult than the default one if you wish to use this instead
{'easy', 'easy', 'easy'}, {'e'},
},
anim = {
dict = 'amb@prop_human_parking_meter@female@base', -- name of anim dict used
anim = 'idle', -- name of anim used
flag = 41, -- flag number
props = { -- prop settings
{
model = nil, -- name of prop model used
bone = nil, -- bone index used
pos = nil, -- vec3 value for prop position
rot = nil, -- vec3 value for prop rotation
},
},
},
},
},
['Example Category 2'] = {-- these are spirits available to make at the spirit bottles
['exampleitem2'] = { -- this is the item name
recipe = { -- this is a table of items required to make the item name above
{ name = 'tumblerglass', label = 'Tumbler Glass', amount = 1, },
{ name = 'bottle_vodka', label = 'Bottle of Vodka', amount = 1, },
},
progress = {
duration = 5000, -- this is multiplied by the amount the player chooses to process
label = 'Pouring vodka..', -- label for progressCircle
},
skillCheck = { -- skillCheck settings once progressCircle is complete to determine if the player was successful pouring the drink
--{'easy', 'easy', {areaSize = 60, speedMultiplier = 2}, 'hard'}, {'w', 'a', 's', 'd'}, -- this is abit more difficult than the default one if you wish to use this instead
{'easy', 'easy', 'easy'}, {'e'},
},
anim = {
dict = 'amb@prop_human_parking_meter@female@base', -- name of anim dict used
anim = 'idle', -- name of anim used
flag = 41, -- flag number
props = { -- prop settings
{
model = nil, -- name of prop model used
bone = nil, -- bone index used
pos = nil, -- vec3 value for prop position
rot = nil, -- vec3 value for prop rotation
},
},
},
},
},
['Example Category 3'] = {
['exampleitem3'] = { -- this is the item name
recipe = { -- this is a table of items required to make the item name above
{ name = 'tumblerglass', label = 'Tumbler Glass', amount = 1, },
{ name = 'bottle_gin', label = 'Bottle of Gin', amount = 1, },
{ name = 'tonicwater', label = 'Tonic Water', amount = 1, },
},
progress = {
duration = 5000, -- this is multiplied by the amount the player chooses to process
label = 'Pouring Gin & Tonic', -- label for progressCircle
},
skillCheck = { -- skillCheck settings once progressCircle is complete to determine if the player was successful pouring the drink
--{'easy', 'easy', {areaSize = 60, speedMultiplier = 2}, 'hard'}, {'w', 'a', 's', 'd'}, -- this is abit more difficult than the default one if you wish to use this instead
{'easy', 'easy', 'easy'}, {'e'},
},
anim = {
dict = 'amb@prop_human_parking_meter@female@base', -- name of anim dict used
anim = 'idle', -- name of anim used
flag = 41, -- flag number
props = { -- prop settings
{
model = nil, -- name of prop model used
bone = nil, -- bone index used
pos = nil, -- vec3 value for prop position
rot = nil, -- vec3 value for prop rotation
},
},
},
},
},
},
}
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