đ ī¸Configuration
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Last updated
Config.MenuCommand = "skill" -- Command to open menu (string or false)
Config.Keybind = "F7" -- Keybind to open menu (string or false)
Config.Item = false -- Item required to open menu (string or false)
--client event | devhub_skillTree:client:openSkillTree
Config.XpBoost = 1.0 -- XP multiplier
Config.BaseXp = 100 -- Base XP required per level
Config.LevelBasedXp = 50 -- Additional XP per level
Config.PointsPerLevel = 1 -- Skill points awarded per level
Config.CloseUiOnDeath = true -- Close UI on player death
Config.HpRegenerationTimeout = 5000 -- HP regen cooldown (ms)
Config.EnableGenerator = true -- Enable skill tree generator (Exclusive only)
Config.EarnXpTick = 1000 -- XP earn check interval (ms)
Config.DisableXpEarnWhileDead = false -- Disable XP earning while dead
Config.EarnXp = {
['running'] = {
xp = 5, -- XP awarded
timeout = 10000, -- Cooldown before next award
addTo = { -- Which skill trees receive XP
['personal'] = true
}
},
-- Similar settings for: swimming, melee, shooting, driving
}
Config.SkillReset = {
Enabled = false, -- Enable skill reset feature
PaymentType = false, -- Payment method (cash/item/false)
Cash = 1000, -- Reset cost if using cash
Item = {
Name = "cash", -- Required item name
Amount = 1000 -- Required item amount
}
}
Config.MaxLevel = {
['personal'] = 7, -- Max level per skill tree
}
Config.SkillLoadingOrder = {
-- Control order of skill loading
['skillName'] = 1,
}
Config.MeleeWeapons = {
-- List of weapons affected by melee damage skills
["weapon_hammer"] = true,
-- ...other melee weapons
}
Config.SkillDefaultValues = {
['moreStamina'] = 100.0,
['moreMaxHp'] = 200,
['timeUnderwater'] = 10.0,
}
Config.DisableDefaultSkillEffects = {
['runFaster'] = false,
['swimFaster'] = false,
['moreStamina'] = false,
['timeUnderwater'] = false,
['moreMaxHp'] = false,
}
Config.DisableRefreshOnPedOrPidChanged = false
Config.XpCacheLimit = 20 -- int | Used for xp virtualization in all categories from Config.EarnXp, how many ticks should be cached before sending to server
-- How it works? When player earns xp, it is cached in client side and sent to server only when player has enough ticks to send
Config.UnlockHandlerForSkills = {
['CATEGORY_UID'] = { -- skill category uid
['SKILL_UID'] = {
unlockRequirementMessage = 'You need to have energy drink to unlock this skill', -- string | Message shown when unlock fail and when they inspect skill in ui
handler = function(source)
-- this is triggered server side
-- return false to prevent unlocking the skill
-- to use your core in here set it up in /configs/s.main.lua
return false
end
},
['SKILL_UID_1,SKILL_UID_2'] = { -- multiple skills in one handler, separated by comma ","
unlockRequirementMessage = 'You need to have energy drink to unlock this skill', -- string | Message shown when unlock fail and when they inspect skill in ui
handler = function(source)
-- this is triggered server side
-- return false to prevent unlocking the skill
-- to use your core in here set it up in /configs/s.main.lua
return false
end
},
},
}
The language file contains all text strings used in the UI. Each string can be customized:
Config.Lang = {
['skill_already_unlocked'] = "Skill already unlocked",
['not_enough_points'] = "You don't have enough points",
-- ...more translations
}
Config.CategoryVisibilityHandler = {
['personal'] = function(source)
-- Return false to hide category
return true
end,
}
Config.Logs = {
['addXp'] = "webhook_url", -- Log XP additions
['addPoints'] = "webhook_url", -- Log point additions
['removePoints'] = "webhook_url", -- Log point removals
['removeXp'] = "webhook_url", -- Log XP removals
['levelUp'] = "webhook_url", -- Log level ups
['unlockSkill'] = "webhook_url", -- Log skill unlocks
['skillReset'] = "webhook_url", -- Log skill resets
-- Security logs
['suspiciousActivityLowPriority'] = "webhook_url", -- Logs for potential cheating might also be issues (lag/connection)
['suspiciousActivityHighPriority'] = "webhook_url" -- Logs for most likely cheating attempts
}
It is highly advised to keep this option enabled and transition scripts to utilize server-side exports only.
Config.DisableSensitiveClientExports = true -- Disable client-side sensitive exports
Config.SuspiciousActivity = function(source, privateReason, priority)
-- Called when suspicious activity is detected
-- priority:
-- 'high' (likely cheating)
-- 'low' (cheater or possible connection issues)
}
Config.TurnOnUnlockSkillExport = false -- bool
Turn on export for unlocking skills, this will allow you to unlock skills from other scripts, it will skip all requirements. Use it with caution! It might be used in a malicious way or cause script to not work properly if you are not careful. Try unlocking only skills that have active connection to other unlocked skills.
The skills configuration defines all available skills and their properties. Each skill is defined with:
uid
: Unique identifier
title
: Display name
icon
: FontAwesome icon or image URL
effect
: Numerical effect value
description
: Skill description
points
: Points required to unlock
img
: Preview image/gif URL
lines
: Connection lines to other skills
index
: Position in skill grid (171 total slots in 9x19 grid)
Example skill entry:
{
description = "Increases running speed by 3%",
icon = "fa-solid fa-person-running-fast",
points = 1,
uid = "runFaster_1",
img = "https://example.com/run.gif",
lines = { top = false, leftTop = false },
title = "Speed Boost I",
index = 139,
effect = 1,
}
window.config = {
numberFormatting: [/\B(?=(\d{3})+(?!\d))/g, " "],
soundVolume: 0.25,
};
-- In this file you can add your anti-cheat exports or switch used native to an export that is used in your other scripts.
NATIVES = {
SetRunSprintMultiplierForPlayer = function(player, multiplier)
SetRunSprintMultiplierForPlayer(player, multiplier)
-- debug
debugPrint('SetRunSprintMultiplierForPlayer called with multiplier:', multiplier)
end,
SetSwimMultiplierForPlayer = function(player, multiplier)
SetSwimMultiplierForPlayer(player, multiplier)
-- debug
debugPrint('SetSwimMultiplierForPlayer called with multiplier:', multiplier)
end,
SetPlayerMaxStamina = function(player, maxStamina)
SetPlayerMaxStamina(player, maxStamina)
-- debug
debugPrint('SetPlayerMaxStamina called with maxStamina:', maxStamina)
end,
SetPedMaxTimeUnderwater = function(ped, maxTimeUnderwater)
SetPedMaxTimeUnderwater(ped, maxTimeUnderwater)
-- debug
debugPrint('SetPedMaxTimeUnderwater called with maxTimeUnderwater:', maxTimeUnderwater)
end,
SetPedMaxHealth = function(ped, maxHealth)
SetPedMaxHealth(ped, maxHealth)
-- debug
debugPrint('SetPedMaxHealth called with maxHealth:', maxHealth, GetPedMaxHealth(ped))
end,
SetWeaponDamageModifier = function(weapon, damageModifier)
SetWeaponDamageModifier(weapon, damageModifier)
-- debug
debugPrint('SetWeaponDamageModifier called with weapon:', weapon, 'and damageModifier:', damageModifier)
end,
SetPlayerStamina = function(player, stamina)
SetPlayerStamina(player, stamina)
-- debug
debugPrint('SetPlayerStamina called with stamina:', stamina)
end,
SetEntityHealth = function(entity, health)
SetEntityHealth(entity, health)
-- debug
debugPrint('SetEntityHealth called with health:', health)
end,
SetWeaponRecoilShakeAmplitude = function(weapon, recoilShakeAmplitude)
SetWeaponRecoilShakeAmplitude(weapon, recoilShakeAmplitude)
-- debug
debugPrint('SetWeaponRecoilShakeAmplitude called with weapon:', weapon, 'and recoilShakeAmplitude:', recoilShakeAmplitude)
end,
SetFeastDamageMultiplier = function(ped, feastDamageMultiplier)
SetWeaponDamageModifier('WEAPON_UNARMED', feastDamageMultiplier)
-- debug
debugPrint('SetFeastDamageMultiplier called with ped:', ped, 'and feastDamageMultiplier:', feastDamageMultiplier)
end,
}