Pre-made skills

Pre-made skills

The following skills are available in the personal category:

  1. Run Faster

  2. Swim Faster

  3. More Stamina Regeneration

  4. More Stamina

  5. Time Underwater

  6. Reduce Stamina On Bike

  7. More Max HP

  8. HP Regeneration

  9. Melee Damage Multiplier

  10. Damage Reducer

  11. Ignore Taser

  12. Feast Damage Multiplier

  13. Better Accuracy

  14. Faster Reload

  15. Low HP Weapon Damage Multiplier


Configuring Skill Effects

To modify the final effect of any skill in the personal category:

Use the skill generator UI to modify effect values or use configs/skills.lua.

Note: The effect values directly influence the calculations shown below. Increasing or decreasing these values will proportionally change the final outcome of each skill.


Skill Calculations

Run Faster

  • Base: runSprintMultiplier = 1.0

  • Effect Calculation: runSprintMultiplier = base + (0.03 * effect)

  • Example: Level 3 = 1.0 + (0.03 × 3) = 1.09 (9% faster)

  • Native: SetRunSprintMultiplierForPlayer

Swim Faster

  • Base: swimMultiplier = 1.0

  • Effect Calculation: swimMultiplier = base + (0.15 * effect)

  • Example: Level 2 = 1.0 + (0.15 × 2) = 1.3 (30% faster)

  • Native: SetSwimMultiplierForPlayer

More Stamina Regeneration

  • Base: staminaRegenMultiplier = 0.00

  • Effect Calculation: staminaRegenMultiplier = base + math.floor(effect)

  • Example: Level 3 = 0 + floor(3) = 3 points per tick

  • Native: SetPlayerStamina

More Stamina

  • Base: maxStamina = Config.SkillDefaultValues['moreStamina'] or 100.0

  • Effect Calculation: maxStamina = base + math.floor(maxStamina * effect / 100)

  • Example: 10% effect = 100 + floor(100 × 10 / 100) = 110

  • Native: SetPlayerMaxStamina

Time Underwater

  • Base: timeUnderwater = Config.SkillDefaultValues['timeUnderwater'] or 10.0

  • Effect Calculation: timeUnderwater = base + (5 * effect)

  • Example: Level 2 = 10 + (5 × 2) = 20 seconds

  • Native: SetPedMaxTimeUnderwater

More Max HP

  • Base: moreMaxHp = Config.SkillDefaultValues['moreMaxHp'] or 200

  • Effect Calculation: moreMaxHp = base + math.floor(moreMaxHp * effect / 100)

  • Example: 5% effect = 200 + floor(200 × 5 / 100) = 210

  • Native: SetPedMaxHealth

HP Regeneration

  • Base: hpRegeneration = 0

  • Effect Calculation: hpRegeneration = base + math.floor(1 * effect)

  • Example: Level 3 = 0 + floor(1 × 3) = 3 HP per tick

  • Native: SetEntityHealth

Melee Damage Multiplier

  • Base: meleeDamageMultiplier = 1.0

  • Effect Calculation: meleeDamageMultiplier = base + (effect / 100)

  • Example: 25% effect = 1.0 + (25/100) = 1.25 (25% more damage)

  • Native: SetWeaponDamageModifier

Damage Reducer

  • Base: damageReducer = 0

  • Effect Calculation: Direct percentage reduction

  • Example: 15% effect reduces damage by 15%

  • Native: SetEntityHealth

Better Accuracy

  • Base: betterAccuracy = 1.0

  • Effect Calculation: betterAccuracy = base - (0.1 * effect)

  • Example: Level 3 = 1.0 - (0.1 × 3) = 0.7 (30% less recoil)

  • Native: SetWeaponRecoilShakeAmplitude

Faster Reload

  • Base: fasterReload = 0.0

  • Effect Calculation: fasterReload = base + effect

  • Animation Cutoff: 138 - fasterReload

  • Example: Level 20 cuts animation at frame 118

Low HP Weapon Damage

  • Base: lowHpWeaponDamageMultiplier = 1.0

  • Effect Calculation: lowHpWeaponDamageMultiplier = base + (effect / 100)

  • Activates Below: 15% HP

  • Example: 50% effect = 1.0 + (50/100) = 1.5 (50% more damage)

  • Native: SetWeaponDamageModifier

Reduce Stamina Usage On Bike

  • Effect: Binary (true/false)

  • Condition: Activates if effect > 0

  • Result: Adds 1 stamina point when active

  • Native: SetPlayerStamina

Ignore Taser

  • Effect Calculation: Direct percentage chance

  • Example: 25% effect gives 25% chance to resist taser

Skills using SetWeaponDamageModifier might be overwriten by your build in scripts

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