shared.lua
Documentation for shared.lua Configuration
1. General Configuration
Shared.CalculateNeedXP(level)
Defines the XP required to reach a specific level using a scaling formula.
Formula:
100 * (level ^ 1.5)
(rounded down to the nearest integer).
Example:
Shared.Economy
Controls economy-related settings.
xp
: Base XP reward per task.money
: Base monetary reward per task.multiplierPerLevel
: Percentage increase in rewards per player level.
Example:
2. Herb Collection
Shared.HerbsTypePerTask
0
: Determines the types of herbs required per task.If
0
, the script uses half of all available herb types.Any other number specifies the exact number of types per task.
Example:
Shared.Herbs
Defines each herb's properties, location, and collection behavior.
Structure:
name
: Internal name of the herb.label
: Display name of the herb.Blip
: Map marker settings.sprite
: Icon used for the map blip.color
: Color of the blip.scale
: Size of the blip.coords
: Location of the herb spawn area.
amountOnMap
: Maximum number of herb instances on the map.chanceToDrop
: Percentage chance of a successful herb collection.maxInQuest
: Maximum number of this herb type required in a quest.props
: List of prop models used to represent the herb in the game world.coords
: Array of locations where the herb spawns.
Example:
3. Skill Tree Integration
Shared.SkillTreeEnabled
true
: Enables the skill tree system (requiresdh_skillTree
).false
: Disables skill tree functionality.
Example:
4. Quest System
Shared.QuestsEnabled
true
: Enables quests for the Herbal Alchemist job.false
: Disables quests.
Example:
5. Language Strings
Shared.Lang
Defines the text displayed to players in various parts of the script.
Example:
Last updated