# 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
```

***

### 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

```lua
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
}
```

***

### 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 = 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

```

### **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>

### 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>

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:

```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,
}
```

***

## <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: 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:

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

The question should be specific, self-contained, and written in natural language.
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.
