Configuration

Region Information

General Details

The TW-Fashion script features a unique region for Fashion tasks, allowing players to craft clothes, load them into boxes, and deliver them to various locations.

  • Region Key: 1

    • This is a unique identifier for the region.

  • Region Title: "Fashion Region"

    • The name of the job region.

  • Region Details: Localized text to describe the job.

  • Region Image: "region.png"

    • Displays the region's image.

  • Minimum Level Required: 0

    • No level restrictions are set for participating in this region's tasks.


Vehicle Configuration

Job Vehicle

Defines the primary vehicle used for the tailoring tasks.

  • Vehicle Model: "burrito4"

    • This is the delivery van players use.

  • Vehicle Bone Name: "chassis_dummy"

    • Used to attach elements like objects or trailers.

  • Spawn Locations: Vehicles spawn at the following coordinates:

    • vector4(711.66, -980.29, 23.93, 225.27)

    • vector4(707.41, -980.64, 23.94, 225.21)

    • vector4(703.99, -981.66, 23.94, 225.64)

    • vector4(699.12, -982.74, 23.90, 223.45)


Rewards Configuration

Region Awards

Players earn rewards upon completing tasks successfully.

  • Monetary Reward: $5000

  • Experience Points (XP): 1000

  • Online Job Bonus: Additional rewards for completing online tasks.

  • Extra Money Per Clothing Item: $100 per additional crafted piece. Set to 0 if disabled.


Machine Configuration

Crafting Machine

The crafting machine is used to process materials into clothing items.

  • Machine Coordinates: vector4(711.67, -973.96, 30.81, 91.26)

  • Steps to Complete Task: Players interact with the machine at specific points:

    • vector3(711.03, -973.47, 30.41)

    • vector3(711.04, -973.08, 30.45)

    • vector3(711.04, -972.7, 30.45)


Table and Box Configuration

Fashion Table

The Fashion table serves as the workspace for crafting and packaging clothing.

  • Draw Text Coordinates: vector3(712.2, -969.18, 30.4)

    • Location for interaction prompts.

  • Table Position: vector3(711.17, -969.17, 29.89)

    • The physical position of the tailoring table.

  • Box Details:

    • Box Model: "shirtbox"

    • Closed Box Model: "shirtbox_closed"

    • Waiting Area: vector3(715.4, -973.63, 30.4)

    • Clothing Capacity Per Box: 2

  • Box Placement Grid:

    • Rows: 3

    • Columns: 3

    • Height: 2

  • Box Offsets:

    • T-Shirt: xOffset: -0.02, yOffset: -0.02

    • Sweater: xOffset: 0.1, yOffset: 0.07


Job Tasks

Task Types

The region features several tasks:

  1. T-Shirt Crafting

    • Job Name: "tshirtcraft"

    • Materials Required:

      • Wool: 2 units

      • Dye: 3 units

    • Output: Colored T-shirts

    • Task Count:

      • Min: 1

      • Max: 3

    • Available Colors: Randomly selected from 5 options.

  2. Sweater Crafting

    • Job Name: "sweatercraft"

    • Materials Required:

      • Wool: 3 units

      • Dye: 4 units

    • Output: Sweaters

    • Task Count:

      • Min: 1

      • Max: 3

  3. Box Loading

    • Job Name: "boxloading"

    • Task: Load completed clothes into boxes.

  4. Box Delivery

    • Job Name: "boxdelivery"

    • Task: Deliver the loaded boxes to assigned locations.


Delivery Points

Box Delivery

Players deliver the completed boxes to various zones.

  • Delivery Areas:

    1. vector3(618.94, 2786.04, 43.48)

      • Radius: 8.0

      • Region Type: "poor"

    2. vector3(1190.36, 2722.58, 38.62)

      • Radius: 8.0

      • Region Type: "poor"

    3. vector3(-849.71, -1089.77, 9.17)

      • Radius: 8.0

      • Region Type: "mid"

    4. vector3(-699.01, -146.49, 37.85)

      • Radius: 8.0

      • Region Type: "rich"

  • Delivery Count: Randomly selected between 2 and 3 locations per session.


Here’s the GitBook-style documentation for the provided dailyMission configuration:


Daily Missions Documentation

Overview

The dailyMission configuration defines daily tasks that players can complete to earn rewards such as experience points (XP) and money. Each mission includes a unique name, header, label, and specific objectives.


Mission Details

Mission 1: Job Task One

  • Name: jobtask_one

  • Header: Localized string for "Job Task 1".

    • Retrieved from: Locales[Config.Locale]['jobtask'] .. " 1"

  • Label: Localized label for daily job one.

    • Retrieved from: Locales[Config.Locale]['dailyjobone']

  • Objective: Complete 50 tasks.

  • Rewards:

    • Experience Points (XP): 2500

    • Money: $1000


Mission 2: Job Task Two

  • Name: jobtask_two

  • Header: Localized string for "Job Task 2".

    • Retrieved from: Locales[Config.Locale]['jobtask'] .. " 2"

  • Label: Localized label for daily job two.

    • Retrieved from: Locales[Config.Locale]['dailyjobtwo']

  • Objective: Complete 10 tasks.

  • Rewards:

    • Experience Points (XP): 1000

    • Money: $3000


Mission 3: Job Task Three

  • Name: jobtask_three

  • Header: Localized string for "Job Task 3".

    • Retrieved from: Locales[Config.Locale]['jobtask'] .. " 3"

  • Label: Localized label for daily job three.

    • Retrieved from: Locales[Config.Locale]['dailyjobthree']

  • Objective: Complete 10,000 tasks.

  • Rewards:

    • Experience Points (XP): 2000

    • Money: $3000


Mission 4: Job Task Four

  • Name: jobtask_four

  • Header: Localized string for "Job Task 4".

    • Retrieved from: Locales[Config.Locale]['jobtask'] .. " 4"

  • Label: Localized label for daily job four.

    • Retrieved from: Locales[Config.Locale]['dailyjobfour']

  • Objective: Complete 20 tasks.

  • Rewards:

    • Experience Points (XP): 2000

    • Money: $3000


Configuration Highlights

  1. Dynamic Localization:

    • Headers and labels for missions are dynamically retrieved from the configured locale (Locales[Config.Locale]), ensuring multi-language support.

  2. Scalable Objectives:

    • Each mission's count determines the total tasks required for completion, allowing flexibility in mission difficulty.

  3. Balanced Rewards:

    • XP and money rewards vary based on the mission's difficulty, providing fair incentives for players.


Here’s the GitBook-style documentation for the Config.InventoryAccess configuration:


Inventory Access Documentation

Overview

The InventoryAccess configuration determines which items are allowed to be used, stored, or accessed within the inventory system of the TW-Fashion script. This ensures that only specified materials can be utilized during crafting or other processes.


Allowed Items

List of Permitted Items

The following items are defined as allowed in the inventory system:

  1. wool

    • A raw material required for crafting clothing items.

  2. darkbluedye

    • A dye used for coloring items in dark blue.

  3. purpledye

    • A dye used for coloring items in purple.

  4. blackdye

    • A dye used for coloring items in black.

  5. whitedye

    • A dye used for coloring items in white.

  6. bluedye

    • A dye used for coloring items in blue.


Configuration Highlights

  1. Customizable List:

    • Developers can easily expand or modify the allowedItems list to include additional materials or dyes as needed.

  2. Security:

    • By restricting inventory access to only specified items, the system prevents the use of unauthorized or unintended items.

  3. Integration:

    • This configuration directly integrates with crafting systems, ensuring only valid materials are used for tasks such as tailoring and dyeing.


Here's the GitBook-style documentation for the Config.MarketItems configuration:


Market Items Documentation

Overview

The MarketItems configuration defines a list of items available in the in-game market. Each item has specific attributes such as its name, label, associated image, price, and weight. These items are essential for crafting and other gameplay mechanics in the TW-Fashion script.



Configuration Highlights

  1. Visual Representation: Each item has a corresponding image (image attribute) that enhances user experience by providing a visual reference in the in-game market.

  2. Balanced Economy: The prices (price attribute) are set to reflect the value of each item, balancing the in-game economy.

  3. Inventory Management: The weight (weight attribute) ensures that players must strategically manage their inventory capacity when purchasing or carrying items.

  4. Crafting Integration: All items in the market are directly linked to crafting mechanics, such as creating dyed clothes or other tailored items.


Default Logo Configuration

Overview

The DefaultLogo configuration stores URLs of images used as default logos or visual assets in the system. These images can be displayed in various parts of the script, such as user interfaces or informational overlays.

Tutorial List Configuration

Overview

The TutorialList configuration defines a structured list of tutorials to guide players through various aspects of the script. Each tutorial contains a unique ID, a localized title, a description, and an internal name for easy identification.

End Job Function Documentation

Overview

The endJobFunction is a customizable callback that executes after a job is completed. This function provides flexibility for developers to add specific actions, events, or rewards for players upon job completion.

Other Nui Close Function Documentation

Overview

The OtherNuiClose function is a dynamic utility designed to handle the closure of different NUI (Next User Interface) elements, such as inventories and phones, based on the script's configuration. It ensures that all related UI elements are properly closed, preventing conflicts or interruptions during gameplay.

Implementation Details

1. Check Player State

When the player is near or interacting with the table, the function will:

  • Close Open Inventories: If the inventory is open, it will be automatically closed.

  • Disable Inventory Access: Inventory cannot be opened while interacting with the table.

  • Disable Phone Access: Prevents players from opening or using the phone interface.

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