> For the complete documentation index, see [llms.txt](https://docs.devhub.gg/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.devhub.gg/skill-tree/configuration.md).

# Configuration

### <mark style="color:yellow;">Main Configuration (sh.main.lua)</mark>

#### Basic Settings

```lua
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
```

***

#### Theme

Sets the visual theme used by the UI.

```lua
Config.Theme = "modern" -- string | "legacy" | "modern" | "zombie" | "fantasy"
```

***

#### XP Settings

```lua
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

function xpAlgorithm(level)
    return Config.BaseXp + (Config.LevelBasedXp * level)
end
```

***

#### System Settings

```lua
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
```

***

#### XP Earning Activities

{% hint style="warning" %}
**Format changed in v3.** The amount of XP is now defined directly in `addTo` as the value. The old top-level `xp` field is no longer read. If you keep the v2 format (`addTo = {['personal'] = true}`), the script will silently fall back to **5 XP** per tick.
{% endhint %}

```lua
Config.EarnXpTick = 1000 -- int | Tick interval in ms (keep >= 1000)

Config.EarnXp = {
    ['running']      = { timeout = 10000, addTo = { ['personal'] = 5 } },
    ['swimming']     = { timeout = 10000, addTo = { ['personal'] = 5 } },
    ['melee']        = { timeout = 10000, addTo = { ['personal'] = 5 } },
    ['shooting']     = { timeout = 10000, addTo = { ['personal'] = 5 } },
    ['driving']      = { timeout = 10000, addTo = { ['personal'] = 5 } },
    -- new in v3
    ['climbing']     = { timeout = 10000, addTo = { ['personal'] = 5 } },
    ['parachuting']  = { timeout = 15000, addTo = { ['personal'] = 5 } },
    ['flying']       = { timeout = 10000, addTo = { ['personal'] = 5 } },
    ['boating']      = { timeout = 10000, addTo = { ['personal'] = 5 } },
    ['reloading']    = { timeout = 10000, addTo = { ['personal'] = 5 } },
    ['takingDamage'] = { timeout = 15000, addTo = { ['personal'] = 5 } },
}
```

To disable an activity, simply remove it from the table.

***

#### Daily XP Limit

Caps how much XP a player can earn per day in each category. Resets at the configured hour in server-local time. Set `Config.DailyXpLimit = nil` (or remove the block) to disable entirely.

```lua
Config.DailyXpLimit = {
    ResetHour = 0,         -- int (0-23) | Hour when the daily XP resets (0 = midnight)
    Limits = {
        -- ['personal'] = 5000,
    },
    DefaultLimit = 0,      -- int | Default limit for categories not listed above (0 = unlimited)
}
```

***

#### Skill Degradation

Optional per-skill mechanic. When enabled on a skill, the player must continuously earn XP in that category to keep the skill effect active. Set `Config.SkillDegradation = nil` to disable the system entirely.

```lua
Config.SkillDegradation = {
    CycleInterval   = 1,   -- float | Cycle interval in days (1 = every 24h)
    MaxMissedCycles = 30,  -- int   | Max cycles applied at once when reconnecting after offline time
    Categories      = {},  -- per-category overrides
}
```

***

#### Premium Currency

Optional global secondary currency for unlocking skills. Each skill in the generator can specify a `premiumCurrency` amount.

* `type = "optional"` → if the player pays the premium currency, `points` and `UnlockHandlerForSkills` checks are skipped
* `type = "required"` → premium currency is an additional requirement on top of points / unlock handlers

```lua
Config.PremiumCurrency = {
    type = "optional",   -- "optional" or "required"
    label = "PC",
    icon = "fas fa-coin",
    handler = function(amount, categoryUid, skillUid, source)
        -- Check if player has enough currency, deduct it, return true on success
        if not Helpers.HasEnoughMoney(source, amount) then return false end
        Helpers.RemoveMoney(source, amount)
        return true
    end,
}
```

{% hint style="info" %}
The handler runs **server-side** and receives `(amount, categoryUid, skillUid, source)`. It MUST return `true` on success or `false` on failure.
{% endhint %}

Set `Config.PremiumCurrency = nil` to disable the system.

***

#### Trigger Events On Skill Unlock

Automatically fire your own events whenever a player unlocks a specific skill — no listener boilerplate required.

```lua
Config.TriggerOnSkillUnlock = {
    ['personal'] = {
        ['runFaster_1'] = {
            client = 'myResource:client:onRunFasterUnlock',
            server = 'myResource:server:onRunFasterUnlock',
        },
    },
}
```

* **client** event is triggered with `(category, skillUid, effect)`
* **server** event is triggered with `(source, category, skillUid, effect)`

Both `client` and `server` are optional — set only the one you need.

***

#### Disabled Listeners

Disable specific listener events for optimization. If no other resource listens to a given event, you can disable it to reduce network traffic.

```lua
Config.DisabledListeners = {
    newXp                  = { client = true },
    levelUp                = { client = false },
    skillUnlocked          = { client = false, server = false },
    skillReset             = { server = false }, -- client listener always stays enabled
    skillDegraded          = { client = false, server = false },
    skillDegradedRecovered = { client = false, server = false },
    -- Legacy event names (dh_skillTree:* prefix)
    oldSkillUnlocked       = { client = true },
    oldSkillReset          = { client = true },
}
```

***

#### Config Backup System

{% hint style="info" %}
This setting only has effect in the <mark style="color:green;">**exclusive version**</mark> because backups are tied to generator saves.
{% endhint %}

```lua
Config.MaxBackups = 5 -- int | Maximum number of config backups to keep (0 = unlimited)
```

Automatic backups are created before each generator save. Manual backups can also be created from the admin panel. When the limit is reached, the oldest backup is removed automatically.

***

#### Reset System

```lua
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
    },
    type = 'reset', -- string | "reset" or "clear" , reset = reset skills but points , clear = clear skills, points, xp, level
}
```

***

#### Level & Skills Configuration

```lua
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 = 15 -- 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

```

#### **Custom Skill Unlock Requirements**

```lua
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
        },
    },
}
```

***

### <mark style="color:yellow;">Language Configuration (sh.lang.lua)</mark>

The language file contains all text strings used in the UI. Each string can be customized:

```lua
Config.Lang = {
    ['skill_already_unlocked'] = "Skill already unlocked",
    ['not_enough_points'] = "You don't have enough points",
    -- ...more translations
}
```

***

### <mark style="color:yellow;">Server Configuration (s.main.lua)</mark>

#### Admin Commands

{% hint style="info" %}
Enabled by default in v3 (commented out in v2). Permission is checked via `Core.IsPlayerAdmin(source)` from `devhub_lib`.
{% endhint %}

```lua
-- /addXp <playerId> <categoryUid> <amount>
-- /addPoints <playerId> <categoryUid> <amount>
```

You can also use the in-game admin panel for a UI-driven workflow.

#### Category visibility

```lua
Config.CategoryVisibilityHandler = {
    ['personal'] = function(source)
        -- Return false to hide category
        return true
    end,
}

```

#### Logging Configuration

```lua
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
}
```

#### Security Settings

{% hint style="warning" %}
It is highly advised to keep this option enabled and transition scripts to utilize server-side exports only.
{% endhint %}

```lua
Config.DisableSensitiveClientExports = true  -- Disable client-side sensitive exports
```

**Suspicious Activity Handler**

```lua
Config.SuspiciousActivity = function(source, privateReason, priority)
    -- Called when suspicious activity is detected
    -- priority: 
        -- 'high' (likely cheating)
        -- 'low' (cheater or possible connection issues)
} 
```

#### Enable Unclock Skill Export

```lua
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.

***

### <mark style="color:yellow;">Skills Configuration (sh.skills.lua)</mark>

#### Categories

```lua
Config.SkillsCategory = {
    { skill = 'personal', title = 'Personal', group = nil, icon = nil },
    -- { skill = 'police',  title = 'Police',   group = 'Jobs', icon = 'fas fa-shield' },
}
```

* `skill` (string): category UID
* `title` (string): display name
* `group` (string | nil): ***v3*** — categories sharing the same `group` string are visually grouped under one tab in the menubar
* `icon` (string | nil): ***v3*** — optional FontAwesome icon class displayed next to the category name

#### Skills

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 (19 columns, rows are dynamic — minimum 9, auto-expands)
* `degradation` *(v3, optional)*: per-skill degradation overrides — see Skill Degradation

Example skill entry:

```lua
{
    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,
    -- optional v3 degradation override
    -- degradation = {
    --     maxDegradationXp = 1000,      -- Maximum degradation XP (starts full on unlock)
    --     removePerCycle = 100,         -- XP removed each cycle
    --     reactivationThreshold = 500,  -- XP needed to reactivate after depletion
    -- },
}
```

***

### <mark style="color:yellow;">Helpers (s.helpers.lua)</mark>

{% hint style="info" %}
New in v3. Server-side global utility functions available inside `Config.UnlockHandlerForSkills`, `Config.CategoryVisibilityHandler`, `Config.PremiumCurrency.handler`, and any other server-side hook.
{% endhint %}

```lua
Helpers.CheckJob(source, job, grade)            -- bool : has job (and optional minimum grade)
Helpers.HasItem(source, item, amount)           -- bool : has at least `amount` of item (defaults to 1)
Helpers.CheckIdentifier(source, identifier)     -- bool : player identifier matches
Helpers.IsAdmin(source)                         -- bool : admin permission
Helpers.HasEnoughMoney(source, amount)          -- bool : has enough cash
Helpers.CheckUnlockedSkill(source, cat, skill)  -- bool : skill already unlocked
Helpers.RemoveItem(source, item, amount)        -- void : removes item (defaults to 1)
Helpers.RemoveMoney(source, amount)             -- void : removes cash
```

Example — using helpers in an unlock handler:

```lua
Config.UnlockHandlerForSkills = {
    ['personal'] = {
        ['runFaster_1'] = {
            unlockRequirementMessage = 'You need to be a police officer and have an energy drink.',
            handler = function(source)
                if not Helpers.CheckJob(source, 'police', 2) then return false end
                if not Helpers.HasItem(source, 'energy_drink', 1) then return false end
                Helpers.RemoveItem(source, 'energy_drink', 1)
                return true
            end,
        },
    },
}
```

***

### <mark style="color:yellow;">Ui Configuration (config.js)</mark>

{% hint style="info" %}
W**here to find:** html/config.js
{% endhint %}

```javascript
window.config = {
    numberFormatting: [/\B(?=(\d{3})+(?!\d))/g, " "],
    soundVolume: 0.25,
};
```

***

### <mark style="color:yellow;">Used Natives (c.natives.lua)</mark>

```lua
-- 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,
}
```


---

# Agent Instructions
This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com.

## Querying This Documentation
If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question.

Perform an HTTP GET request on the current page URL with the `ask` query parameter, and the optional `goal` query parameter:

```
GET https://docs.devhub.gg/skill-tree/configuration.md?ask=<question>&goal=<endgoal>
```

`ask` is the immediate question: it should be specific, self-contained, and written in natural language.
`goal` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal.

The response will contain a direct answer to the question and relevant excerpts and sources from the documentation.

Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
