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 shop can use you but you must first pass theshopName
as theFIRST
key for the initial crafting main menuYou can then define the
CATEGORIES
for that specific shop as theSECOND
keyFinally you can define the
ITEM NAMES
you wish to be craftable as theTHIRD
key
Config.Recipes = {
['Example Shop'] = { --this key name must be the same as the shop it relates to for the crafting event and cctv menu and the shopName must match above if in doubt keep everything named the same (widow, bestbuds etc etc)!
['Example Category 1'] = { -- this is the category name and this contains the list of craftable items
['gelato45_bud'] = { -- this is the item name
recipe = { -- this is a table of items required to make the item name above set remove to true if the item is to be removed, set to false if its just an item check! set remove to true if the item is to be removed
{ name = 'gelato45_crop', label = 'Gelato 45 Crop', amount = 1, remove = true, },
{ name = 'budtrimmers', label = 'Bud Trimmers', amount = 1, remove = false, },
},
progress = {
duration = 5000, -- this is multiplied by the amount the player chooses to process
label = 'Trimming crop..', -- 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 (set to nil if using scenario instead)
anim = 'base_female', -- name of anim used (set to nil if using scenario instead)
flag = 41, -- flag number
props = { -- prop settings
{
model = 'p_cs_scissors_s', -- name of prop model used (set to nil if using scenario instead)
bone = 18905, -- bone index used (set to nil if using scenario instead)
pos = vec3(0.14, -0.01, -0.01), -- vec3 value for prop position (set to nil if using scenario instead)
rot = vec3(-11.0, -136.0, -324.0), -- vec3 value for prop rotation (set to nil if using scenario instead)
},
{
model = 'bkr_prop_weed_bud_02a', -- name of prop model used (set to nil if using scenario instead)
bone = 57005, -- bone index used (set to nil if using scenario instead)
pos = vec3(0.11, -0.12, -0.07), -- vec3 value for prop position (set to nil if using scenario instead)
rot = vec3(-68.0, 2, -8.0), -- vec3 value for prop rotation (set to nil if using scenario instead)
},
},
},
},
},
['Example Category 2'] = { -- this is the category name and this contains the list of craftable items
['gelato45_joint'] = { -- this is the item name
recipe = { -- this is a table of items required to make the item name above set remove to true if the item is to be removed, set to false if its just an item check!
{ name = 'gelato45_bud', label = 'Gealto 45 Bud', amount = 1, remove = true, },
{ name = 'rollingpapers', label = 'Rolling Papers', amount = 1, remove = true, },
{ name = 'weedgrinder', label = 'Weed Grinder', amount = 1, remove = false, },
},
progress = {
duration = 5000, -- this is multiplied by the amount the player chooses to process
label = 'Rolling joint..', -- 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 (set to nil if using scenario instead)
anim = 'base_female', -- name of anim used (set to nil if using scenario instead)
flag = 41, -- flag number
props = { -- prop settings
{
model = 'p_cs_papers_02', -- name of prop model used (set to nil if using scenario instead)
bone = 57005, -- bone index used (set to nil if using scenario instead)
pos = vec3(0.14, 0.02, 0.0), -- vec3 value for prop position (set to nil if using scenario instead)
rot = vec3(185.0, 0.0, 60.0), -- vec3 value for prop rotation (set to nil if using scenario instead)
},
},
},
},
},
['Example Category 3'] = {-- these are spirits available to make at the spirit bottles
['gelato45_bag'] = { -- this is the item name
recipe = { -- this is a table of items required to make the item name above set remove to true if the item is to be removed, set to false if its just an item check!
{ name = 'gelato45_bud', label = 'Gelato 45 Bud', amount = 1, remove = true, },
{ name = 'emptybaggies', label = 'Empty Baggies', amount = 1, remove = true, },
{ name = 'scales', label = 'Scales', amount = 1, remove = false, },
},
progress = {
duration = 5000, -- this is multiplied by the amount the player chooses to process
label = 'Bagging up..', -- 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 (set to nil if using scenario instead)
anim = 'base_female', -- name of anim used (set to nil if using scenario instead)
flag = 41, -- flag number
props = { -- prop settings
{
model = nil, -- name of prop model used (set to nil if using scenario instead)
bone = nil, -- bone index used (set to nil if using scenario instead)
pos = nil, -- vec3 value for prop position (set to nil if using scenario instead)
rot = nil, -- vec3 value for prop rotation (set to nil if using scenario instead)
},
},
},
},
},
['Example Category 4'] = {
['gelato45_edibles'] = { -- this is the item name
recipe = { -- this is a table of items required to make the item name above set remove to true if the item is to be removed, set to false if its just an item check!
{ name = 'gelato45_bud', label = 'Gelato 45 Bud', amount = 1, remove = true, },
{ name = 'tincture', label = 'Cannabis Tincture', amount = 1, remove = true, },
{ name = 'syrup', label = 'Syrup', amount = 1, remove = true, },
{ name = 'gelatine', label = 'Gelatine', amount = 1, remove = true, },
{ name = 'ediblemould', label = 'Edible Mould', amount = 1, remove = false, },
},
progress = {
duration = 5000, -- this is multiplied by the amount the player chooses to process
label = 'Baking edible..', -- 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 (set to nil if using scenario instead)
anim = 'base_female', -- name of anim used (set to nil if using scenario instead)
flag = 41, -- flag number
props = { -- prop settings
{
model = nil, -- name of prop model used (set to nil if using scenario instead)
bone = nil, -- bone index used (set to nil if using scenario instead)
pos = nil, -- vec3 value for prop position (set to nil if using scenario instead)
rot = nil, -- vec3 value for prop rotation (set to nil if using scenario instead)
},
},
},
},
},
},
}
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