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:
1This 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:
0No 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:
$5000Experience Points (XP):
1000Online Job Bonus: Additional rewards for completing online tasks.
Extra Money Per Clothing Item:
$100per additional crafted piece. Set to0if 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:
3Columns:
3Height:
2
Box Offsets:
T-Shirt:
xOffset: -0.02,yOffset: -0.02Sweater:
xOffset: 0.1,yOffset: 0.07
Job Tasks
Task Types
The region features several tasks:
T-Shirt Crafting
Job Name:
"tshirtcraft"Materials Required:
Wool:2 unitsDye:3 units
Output: Colored T-shirts
Task Count:
Min:
1Max:
3
Available Colors: Randomly selected from 5 options.
Sweater Crafting
Job Name:
"sweatercraft"Materials Required:
Wool:3 unitsDye:4 units
Output: Sweaters
Task Count:
Min:
1Max:
3
Box Loading
Job Name:
"boxloading"Task: Load completed clothes into boxes.
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:
vector3(618.94, 2786.04, 43.48)Radius:
8.0Region Type:
"poor"
vector3(1190.36, 2722.58, 38.62)Radius:
8.0Region Type:
"poor"
vector3(-849.71, -1089.77, 9.17)Radius:
8.0Region Type:
"mid"
vector3(-699.01, -146.49, 37.85)Radius:
8.0Region 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_oneHeader: 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
50tasks.Rewards:
Experience Points (XP):
2500Money:
$1000
Mission 2: Job Task Two
Name:
jobtask_twoHeader: 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
10tasks.Rewards:
Experience Points (XP):
1000Money:
$3000
Mission 3: Job Task Three
Name:
jobtask_threeHeader: 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
10,000tasks.Rewards:
Experience Points (XP):
2000Money:
$3000
Mission 4: Job Task Four
Name:
jobtask_fourHeader: 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
20tasks.Rewards:
Experience Points (XP):
2000Money:
$3000
Configuration Highlights
Dynamic Localization:
Headers and labels for missions are dynamically retrieved from the configured locale (
Locales[Config.Locale]), ensuring multi-language support.
Scalable Objectives:
Each mission's
countdetermines the total tasks required for completion, allowing flexibility in mission difficulty.
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:
woolA raw material required for crafting clothing items.
darkbluedyeA dye used for coloring items in dark blue.
purpledyeA dye used for coloring items in purple.
blackdyeA dye used for coloring items in black.
whitedyeA dye used for coloring items in white.
bluedyeA dye used for coloring items in blue.
Configuration Highlights
Customizable List:
Developers can easily expand or modify the
allowedItemslist to include additional materials or dyes as needed.
Security:
By restricting inventory access to only specified items, the system prevents the use of unauthorized or unintended items.
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
Visual Representation: Each item has a corresponding image (
imageattribute) that enhances user experience by providing a visual reference in the in-game market.Balanced Economy: The prices (
priceattribute) are set to reflect the value of each item, balancing the in-game economy.Inventory Management: The weight (
weightattribute) ensures that players must strategically manage their inventory capacity when purchasing or carrying items.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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