Configuration
This section includes all configurable files for the selected script. Most settings are configured automatically, but each config.lua file contains a header comment explaining the purpose and usage of every configuration type. Be sure to read the header of each file carefully to fully understand how to customize and adapt the system for QBCORE, ESX, or standalone environments, ensuring seamless integration with your server.
qs-minerjob/config/config.lua
---@generic T
---@param data {[string]: string}
---@return string | false
local function dependencyCheck(data)
for k, v in pairs(data) do
if GetResourceState(k):find('started') ~= nil then
return v
end
end
return false
end
Config = {}
--[[
Framework Detection System:
This script automatically detects if you're using 'es_extended' (ESX), 'qb-core' (QBCore),
or 'qbx_core' frameworks. It configures itself based on the detected framework.
If you've renamed your framework or are using a custom version, do NOT remove the value
from `Config.Framework`. Instead, follow these steps:
1. **Create a new framework file**:
- Add your custom framework logic by creating new files in the following directories:
- `client/custom/framework/`
- `server/custom/framework/`
2. **Modify the detection logic**:
- You can then adapt the framework detection and customization logic within those files
to match your specific framework setup.
Remember: This detection is automatic and should not be edited unless you are certain of the
changes you're making. Incorrect modifications could cause issues with the functionality.
]]
local frameworks = {
['es_extended'] = 'esx',
['qb-core'] = 'qb',
['qbx_core'] = 'qb'
}
Config.Framework = dependencyCheck(frameworks) or 'standalone'
--[[
Inventory System Integration:
This feature allows you to add a personalized stash for each property in the housing asset.
The system is designed to automatically detect which inventory system your server uses.
Supported inventory systems include popular frameworks such as ESX, QBCore, and others.
If your inventory system is not on the supported list, don't worry! You can manually configure
your inventory by editing the files located in:
`client/custom/inventory/*.lua`
If you need further assistance or run into issues, feel free to contact the seller of the asset
for guidance and support.
]]
local inventories = {
['qs-inventory'] = 'qs-inventory',
['qb-inventory'] = 'qb-inventory',
['ps-inventory'] = 'ps-inventory',
['ox_inventory'] = 'ox_inventory',
['core_inventory'] = 'core_inventory',
['codem-inventory'] = 'codem-inventory',
['inventory'] = 'inventory',
['origen_inventory'] = 'origen_inventory',
['tgiann-inventory'] = 'tgiann-inventory',
}
Config.Inventory = dependencyCheck(inventories) or 'default'
--[[
Dispatch System Integration:
This feature allows you to customize how calls and alerts are managed for each supported
dispatch resource within this asset. The system is designed to automatically detect which
dispatch system is currently in use on your server.
Supported dispatch systems include popular frameworks. The detection is done automatically
based on the resource state.
If your dispatch system is not listed or automatically detected, you can manually configure it
by editing the files located in:
`client/custom/dispatch/*.lua`
For any questions or concerns, please contact the seller of the asset for further assistance.
]]
local dispatch = {
['qs-dispatch'] = 'qs-dispatch'
}
Config.Dispatch = dependencyCheck(dispatch) or 'default'
--[[
Phone System Integration:
This feature allows us to manage phone-related functions for the asset's sale board,
ensuring smooth communication and interaction with players. The system is designed
to automatically detect which phone system is currently in use.
Popular phone systems are automatically detected based on your server configuration.
If your phone system is not listed or detected, you can manually configure it by editing
the necessary files located in:
`server/custom/phone/*.lua`
For any questions or support, feel free to contact the seller of this asset for further assistance.
]]
local phones = {
['qs-smartphone-pro'] = 'qs-smartphone-pro',
['qs-smartphone'] = 'qs-smartphone',
['lb-phone'] = 'lb-phone',
['gksphone'] = 'gksphone',
['okokPhone'] = 'okokPhone',
['roadphone'] = 'roadphone',
['codem-phone'] = 'codem-phone'
}
Config.Phone = dependencyCheck(phones) or 'default'
--[[
Wardrobe System Integration:
This function is responsible for the automated configuration of the wardrobe system,
detecting which wardrobe system is currently in use on your server and setting it
automatically for this asset.
If your wardrobe system is not detected or listed here, you can manually configure it
by editing the relevant files located in:
`client/custom/wardrobe/*.lua`
If you have any questions or need assistance, please contact the seller of your asset for support.
]]
local wardrobes = {
['qs-appearance'] = 'qs-appearance',
['qb-clothing'] = 'qb-clothing',
['codem-appearance'] = 'codem-appearance',
['ak47_clothing'] = 'ak47_clothing',
['fivem-appearance'] = 'fivem-appearance',
['illenium-appearance'] = 'illenium-appearance',
['raid_clothes'] = 'raid_clothes',
['rcore_clothes'] = 'rcore_clothes',
['rcore_clothing'] = 'rcore_clothing',
['sleek-clothestore'] = 'sleek-clothestore',
['tgiann-clothing'] = 'tgiann-clothing',
['p_appearance'] = 'p_appearance'
}
Config.Wardrobe = dependencyCheck(wardrobes) or 'default'
--[[
Garage System Configuration:
This function handles the automatic configuration of the garage system on the server.
If your server does not use a compatible garage system, or if you haven't created
a compatible custom garage system in the server files, the option to use garages
will automatically be disabled.
To enable garages, you can create or configure a compatible system by editing the files located in:
`server/custom/garage/*.lua`
If you have any questions or need help configuring your garage system, contact the seller
of your asset for further assistance.
]]
local garages = {
['qb-garages'] = 'qb-garages',
['qs-advancedgarages'] = 'qs-advancedgarages',
['jg-advancedgarages'] = 'jg-advancedgarages',
['cd_garage'] = 'cd_garage',
['okokGarage'] = 'okokGarage',
['loaf_garage'] = 'loaf_garage',
['rcore_garage'] = 'rcore_garage',
['zerio-garage'] = 'zerio-garage',
['codem-garage'] = 'codem-garage',
['ak47_garage'] = 'ak47_garage',
['ak47_qb_garage'] = 'ak47_qb_garage',
['vms_garagesv2'] = 'vms_garagesv2',
['cs-garages'] = 'cs-garages',
['msk_garage'] = 'msk_garage',
['RxGarages'] = 'RxGarages'
}
Config.Garage = dependencyCheck(garages) or 'standalone'
Config.RequireJob = false -- true if you want it to require a job, false to not require any job
Config.MinerJob = { -- List of jobs that can interact with the mining job. Set to true to enable interaction. Multiple jobs can be included, but they must be set to true to function.
['miner'] = true,
--['jobname'] = true,
}
Config.Target = false -- if you want to use target script or press a key when nearby
Config.TargetScript = "ox" -- "ox" or "qb"
Config.DefaultNotifications = true -- false if you have a custom notify system
Config.EnableMarker = true -- Set to true to display a 3D marker at interaction locations to guide the player
Config.MarkerColor = "green" -- At the moment only "green" and "red" are available
Config.RespawnTime = 5000 -- time in miliseconds
Config.K4MB1Cave = false -- Enable only if you have the K4MB1 Cave asset
Config.DrawOutline = false -- False if you want to remove the color outline from the ores
Config.InventoryPickaxe = false -- True if your inventory can handle durability for the pickaxe (only ox inventory, we will add more inventorys in the future)
Config.QuasarInventory = false
Config.InventoryPickaxeScript = "ox" -- Only "ox" at the moment
Config.Clothing = false -- True if you use clothing system
Config.Drawtext = false
-- You can check all the keys in https://docs.fivem.net/docs/game-references/controls/
Config.Keys = {
TogglePickaxe = 20, -- "Z"
InteractKey = 38, -- "E"
MineStone = 38, -- "E"
OpenStatsMenu = "n" -- Key to open stats menu
}
Config.Locations = {
miningZone = {
-- From here you can change the blips, find them at https://docs.fivem.net/docs/game-references/blips/
public = true, -- Set to true if you want all players to be able to see the blip
coords = { x = 2943.91, y = 2747.42, z = 43.33 },
details = { name = 'Mining Zone', sprite = 762, size = 1.0, color = 10, display = 2 },
---@Use this if you have Config.K4MB1Cave enabled
-- public = true, -- Set to true if you want all players to be able to see the blip
-- coords = { x = -594.52, y = 2127.86, z = 44.50 },
-- details = { name = 'Mining Zone', sprite = 762, size = 1.0, color = 6, display = 2 },
},
pedManager = {
model = "s_m_m_dockwork_01",
pos = vec4(2943.91, 2747.42, 43.33, 277.795288),
marker = vec3(2943.91, 2747.42, 44.50),
---@Use this if you have Config.K4MB1Cave enabled
-- model = "s_m_m_dockwork_01",
-- pos = vec4(-594.52, 2127.86, 128.55, 76.53),
-- marker = vec3(-594.52, 2127.86, 128.55),
},
pedSeller = {
model = "s_m_m_dockwork_01",
pos = vec4(2951.063, 2746.15, 43.43, 19.84),
details = { name = 'Sell minerals', sprite = 431, size = 1.0, color = 10, display = 2 },
coords = { x = 2951.063, y = 2746.15, z = 43.43 }
---@Use this if you have Config.K4MB1Cave enabled
-- model = "s_m_m_dockwork_01",
-- pos = vec4(-590.52, 2123.86, 128.55, 76.53),
},
pedQuest = {
model = "s_m_m_dockwork_01",
pos = vec4(2948.84, 2751.30, 43.34, 195.59),
details = { name = 'Miners quest', sprite = 306, size = 1.3, color = 10, display = 2 },
coords = { x = 2948.84, y = 2751.30, z = 43.34 }
---@Use this if you have Config.K4MB1Cave enabled
-- model = "s_m_m_dockwork_01",
-- pos = vec4(-590.52, 2123.86, 128.55, 76.53),
},
pedLeaderboard = {
model = "s_m_m_dockwork_01",
pos = vec4(2956.73, 2745.66, 43.51, 5.66),
details = { name = 'Miners leaderboard', sprite = 439, size = 1.0, color = 10, display = 2 },
coords = { x = 2956.73, y = 2745.66, z = 43.51 },
---@Use this if you have Config.K4MB1Cave enabled
-- model = "s_m_m_dockwork_01",
-- pos = vec4(-590.52, 2123.86, 128.55, 76.53),
},
pickaxeBox = {
marker = vec3(2945.56, 2745.92, 43.80) -- MODIFY BOX LOCATION IN PROPS.LUA !!!
---@Use this if you have Config.K4MB1Cave enabled
-- marker = vec3(-591.69, 2132.88, 128.08)
},
conveyor = {
marker = vec3(2954.04, 2794.23, 41.23)
},
}
Config.MinesLevels = {
[1] = {
levelRequired = 1, -- Minimum level required to collect minerals at this tier
chances = { coal = 80, gold = 15, emerald = 5 }, -- Chance for minerals to spawn, The sum of all chances must be exactly 100 for the system to function correctly.
coords = {
vec3(2936.808838, 2780.795654, 39.305542),
vec3(2941.780273, 2774.043945, 39.255005),
vec3(2947.898926, 2775.666016, 39.187500),
vec3(2946.738525, 2783.287842, 39.777344),
vec3(2939.261475, 2786.597900, 39.861572),
vec3(2945.604492, 2789.986816, 40.333374),
vec3(2941.529785, 2779.344971, 39.339233)
---@Locations for K4MB1, use only if you have Config.K4MB1Cave enabled
-- vec3(-579.138489, 1912.246094, 120.100342),
-- vec3(-589.780212, 1892.371460, 121.027100),
-- vec3(-587.670349, 1866.685669, 123.032227),
-- vec3(-553.476929, 1899.375854, 118.420171),
-- vec3(-567.903320, 1903.951660, 120.319458),
-- vec3(-577.701111, 1914.553833, 120.201416),
-- vec3(-580.562622, 1885.714233, 120.572144)
}
},
[2] = {
levelRequired = 3, -- Minimum level required to collect minerals at this tier
chances = { gold = 60, emerald = 30, ruby = 10 }, -- Chance for minerals to spawn, The sum of all chances must be exactly 100 for the system to function correctly.
coords = {
vec3(2929.595703, 2803.938477, 41.816162),
vec3(2932.720947, 2810.914307, 43.147217),
vec3(2942.188965, 2809.635254, 41.950928),
vec3(2941.859375, 2816.413086, 42.894531),
vec3(2948.004395, 2816.940674, 42.372192),
vec3(2951.393311, 2813.076904, 41.934082),
vec3(2936.663818, 2805.731934, 41.765625)
---@Locations for K4MB1, use only if you have Config.K4MB1Cave enabled
-- vec3(-567.560425, 1865.894531, 122.139160),
-- vec3(-563.881348, 1856.571411, 120.403687),
-- vec3(-551.406616, 1871.683472, 118.294141),
-- vec3(-516.118652, 1880.793457, 119.662231),
-- vec3(-506.123077, 1877.854980, 119.628540),
-- vec3(-487.107697, 1868.083496, 119.055664),
-- vec3(-460.575836, 1859.063721, 117.471802)
}
},
[3] = {
levelRequired = 6, -- Minimum level required to collect minerals at this tier
chances = { ruby = 70, amethyst = 27, diamond = 3 }, -- Chance for minerals to spawn, The sum of all chances must be exactly 100 for the system to function correctly.
coords = {
vec3(2973.982422, 2780.531982, 38.749512),
vec3(2977.582520, 2785.714355, 39.642456),
vec3(2974.958252, 2790.685791, 40.333374),
vec3(2966.070312, 2783.644043, 39.288696),
vec3(2965.661621, 2791.041748, 40.131104),
vec3(2968.694580, 2796.672607, 40.939941),
vec3(2969.854980, 2786.347168, 39.440308)
---@Locations for K4MB1, use only if you have Config.K4MB1Cave enabled
-- vec3(-464.795593, 2125.635254, 115.365601),
-- vec3(-449.367035, 2069.063721, 121.347290),
-- vec3(-399.850555, 2062.602295, 119.926392),
-- vec3(-400.074707, 2059.371338, 120.487915),
-- vec3(-432.580200, 2079.283447, 120.588989),
-- vec3(-394.127472, 2069.578125, 119.915039),
-- vec3(-408.092316, 2057.947266, 121.953857)
}
},
}
Config.Minerals = {
["coal"] = {
model = "prop_dynasty_coal",
items = {
{ "coal_ore", "Coal Ore", 100, 4, 5 }, --- item name, item ingame label, probability, max drop, sell price
{ "flint", "Flint", 20, 3, 7 }, --- item name, item ingame label, probability, max drop, sell price
{ "sulfur_chunk", "Sulfur Chunk", 10, 2, 9 } --- item name, item ingame label, probability, max drop, sell price
},
experience = 75, -- Experience gained for collecting this mineral
totalhits = 3, -- Number of hits required with the pickaxe to collect this mineral
durabilitypenalty = 1, -- How much durability is reduced on the pickaxe per hit
},
["gold"] = {
model = "prop_dynasty_gold",
items = {
{ "gold_nugget", "Gold Nugget", 100, 3, 15 }, --- item name, item ingame label, probability, max drop, sell price
{ "gold_dust", "Gold Dust", 30, 2, 10 }, --- item name, item ingame label, probability, max drop, sell price
{ "quartz_crystal", "Quartz Crystal", 10, 1, 8 } --- item name, item ingame label, probability, max drop, sell price
},
experience = 150, -- Experience gained for collecting this mineral
totalhits = 4, -- Number of hits required with the pickaxe to collect this mineral
durabilitypenalty = 1, -- How much durability is reduced on the pickaxe per hit
},
["emerald"] = {
model = "prop_dynasty_emerald",
items = {
{ "emerald_crystal", "Emerald Crystal", 100, 3, 25 }, --- item name, item ingame label, probability, max drop, sell price
{ "beryl_chunk", "Beryl Chunk", 25, 2, 18 }, --- item name, item ingame label, probability, max drop, sell price
{ "green_garnet", "Green Garnet", 10, 1, 12 } --- item name, item ingame label, probability, max drop, sell price
},
experience = 220, -- Experience gained for collecting this mineral
totalhits = 5, -- Number of hits required with the pickaxe to collect this mineral
durabilitypenalty = 1, -- How much durability is reduced on the pickaxe per hit
},
["ruby"] = {
model = "prop_dynasty_ruby",
items = {
{ "ruby_crystal", "Ruby Crystal", 100, 3, 30 }, --- item name, item ingame label, probability, max drop, sell price
{ "corundum_chunk", "Corundum Chunk", 25, 2, 20 }, --- item name, item ingame label, probability, max drop, sell price
{ "pink_sapphire", "Pink Sapphire", 10, 1, 15 } --- item name, item ingame label, probability, max drop, sell price
},
experience = 280, -- Experience gained for collecting this mineral
totalhits = 6, -- Number of hits required with the pickaxe to collect this mineral
durabilitypenalty = 1, -- How much durability is reduced on the pickaxe per hit
},
["amethyst"] = {
model = "prop_dynasty_amethyst",
items = {
{ "amethyst_geode", "Amethyst Geode", 100, 3, 35 }, --- item name, item ingame label, probability, max drop, sell price
{ "purple_quartz", "Purple Quartz", 30, 2, 22 }, --- item name, item ingame label, probability, max drop, sell price
{ "clear_crystal", "Clear Crystal", 10, 1, 18 } --- item name, item ingame label, probability, max drop, sell price
},
experience = 310, -- Experience gained for collecting this mineral
totalhits = 7, -- Number of hits required with the pickaxe to collect this mineral
durabilitypenalty = 1, -- How much durability is reduced on the pickaxe per hit
},
["diamond"] = {
model = "prop_dynasty_diamond",
items = {
{ "diamond_crystal", "Diamond Crystal", 100, 2, 50 }, --- item name, item ingame label, probability, max drop, sell price
{ "graphite_chunk", "Graphite Chunk", 20, 1, 25 }, --- item name, item ingame label, probability, max drop, sell price
{ "blue_diamond", "Blue Diamond", 10, 1, 40 } --- item name, item ingame label, probability, max drop, sell price
},
experience = 450, -- Experience gained for collecting this mineral
totalhits = 8, -- Number of hits required with the pickaxe to collect this mineral
durabilitypenalty = 1, -- How much durability is reduced on the pickaxe per hit
},
}
Config.LevelExperience = {
LevelBonusMultiplier = 0.5, -- Percentage increase in item drop rate per player level (e.g., 0.5% more chance per level)
BaseExperience = 3500, -- Base experience required for level 1
GrowthFactor = 1.1, -- How much the experience required increases with each level, allowing for infinite leveling
}
Config.NewCoords = vec3(2954.345947, 2791.996094, 38.96) -- Do not touch
--Customize your notification system here.
function SendTextMessage(msg, type)
if type == 'info' then
-- VANILLA NOTIFY
-- SetNotificationTextEntry('STRING')
-- AddTextComponentString(msg)
-- DrawNotification(0, 1)
-- CUSTOM NOTIFY
-- exports["Notify"]:Alert(msg, type)
end
if type == 'error' then
-- VANILLA NOTIFY
-- SetNotificationTextEntry('STRING')
-- AddTextComponentString(msg)
-- DrawNotification(0, 1)
-- CUSTOM NOTIFY
-- exports["Notify"]:Alert(msg, type)
end
if type == 'success' then
-- VANILLA NOTIFY
-- SetNotificationTextEntry('STRING')
-- AddTextComponentString(msg)
-- DrawNotification(0, 1)
-- CUSTOM NOTIFY
-- exports["Notify"]:Alert(msg, type)
end
end
Config.Quests = {
["Daily quest"] = { -- This quest can only be done ONCE PER DAY
amount = { 1 }, -- Quantity required for each mineral in the same order as listed in mineralRequireds
requiredLevel = 1, -- Minimum level required to undertake this quest
payment = 500, -- Payment received upon completing the quest
experience = 100, -- Experience gained upon completing the quest
mineralRequireds = { "coal" }, -- Minerals required for the quest, quantity defined in amount in the same order
isDaily = true -- States if this quest can only be done once per day
},
["Beginner's Bounty"] = {
amount = { 1 }, -- Quantity required for each mineral in the same order as listed in mineralRequireds
requiredLevel = 1, -- Minimum level required to undertake this quest
payment = 130, -- Payment received upon completing the quest
experience = 100, -- Experience gained upon completing the quest
mineralRequireds = { "coal" }, -- Minerals required for the quest, quantity defined in amount in the same order
isDaily = false
},
["Novice's Quest"] = {
amount = { 1, 1 }, -- Quantity required for each mineral in the same order as listed in mineralRequireds
requiredLevel = 1, -- Minimum level required to undertake this quest
payment = 200, -- Payment received upon completing the quest
experience = 2500, -- Experience gained upon completing the quest
mineralRequireds = { "coal", "gold" }, -- Minerals required for the quest, quantity defined in amount in the same order
isDaily = false
},
["Apprentice's Challenge"] = {
amount = { 15 }, -- Quantity required for each mineral in the same order as listed in mineralRequireds
requiredLevel = 2, -- Minimum level required to undertake this quest
payment = 340, -- Payment received upon completing the quest
experience = 300, -- Experience gained upon completing the quest
mineralRequireds = { "gold" }, -- Minerals required for the quest, quantity defined in amount in the same order
isDaily = false
},
["Journeyman's Task"] = {
amount = { 20, 10, 5, 1 }, -- Quantity required for each mineral in the same order as listed in mineralRequireds
requiredLevel = 2, -- Minimum level required to undertake this quest
payment = 490, -- Payment received upon completing the quest
experience = 400, -- Experience gained upon completing the quest
mineralRequireds = { "gold", "emerald", "ruby" }, -- Minerals required for the quest, quantity defined in amount in the same order
isDaily = false
},
["Master's Trial"] = {
amount = { 30, 30 }, -- Quantity required for each mineral in the same order as listed in mineralRequireds
requiredLevel = 4, -- Minimum level required to undertake this quest
payment = 700, -- Payment received upon completing the quest
experience = 500, -- Experience gained upon completing the quest
mineralRequireds = { "ruby", "amethyst" }, -- Minerals required for the quest, quantity defined in amount in the same order
isDaily = false
},
["Grandmaster's Quest"] = {
amount = { 30, 20, 10 }, -- Quantity required for each mineral in the same order as listed in mineralRequireds
requiredLevel = 5, -- Minimum level required to undertake this quest
payment = 1500, -- Payment received upon completing the quest
experience = 600, -- Experience gained upon completing the quest
mineralRequireds = { "ruby", "amethyst", "diamond" }, -- Minerals required for the quest, quantity defined in amount in the same order
isDaily = false
}
}
Config.GroupQuests = {
["Beginner's Expedition"] = {
amount = { 1, 1 }, -- Quantity required for each mineral in the same order as listed in mineralRequireds
requiredLevel = 1, -- Minimum level required to undertake this quest
payment = 400, -- Payment received upon completing the quest
experience = 300, -- Experience gained upon completing the quest
mineralRequireds = { "coal", "gold" }, -- Minerals required for the quest, quantity defined in amount in the same order
recommendedPlayers = 2 -- Recommended number of players for this quest
},
["Novice's Expedition"] = {
amount = { 1, 1 }, -- Quantity required for each mineral in the same order as listed in mineralRequireds
requiredLevel = 2, -- Minimum level required to undertake this quest
payment = 600, -- Payment received upon completing the quest
experience = 500, -- Experience gained upon completing the quest
mineralRequireds = { "coal", "gold" }, -- Minerals required for the quest, quantity defined in amount in the same order
recommendedPlayers = 3 -- Recommended number of players for this quest
},
["Apprentice's Expedition"] = {
amount = { 20, 10, 5 }, -- Quantity required for each mineral in the same order as listed in mineralRequireds
requiredLevel = 3, -- Minimum level required to undertake this quest
payment = 1000, -- Payment received upon completing the quest
experience = 800, -- Experience gained upon completing the quest
mineralRequireds = { "gold", "emerald", "coal" }, -- Minerals required for the quest, quantity defined in amount in the same order
recommendedPlayers = 4 -- Recommended number of players for this quest
},
["Journeyman's Expedition"] = {
amount = { 30, 15, 10 }, -- Quantity required for each mineral in the same order as listed in mineralRequireds
requiredLevel = 4, -- Minimum level required to undertake this quest
payment = 1500, -- Payment received upon completing the quest
experience = 1200, -- Experience gained upon completing the quest
mineralRequireds = { "gold", "emerald", "ruby" }, -- Minerals required for the quest, quantity defined in amount in the same order
recommendedPlayers = 5 -- Recommended number of players for this quest
},
["Master's Expedition"] = {
amount = { 50, 30, 20 }, -- Quantity required for each mineral in the same order as listed in mineralRequireds
requiredLevel = 25, -- Minimum level required to undertake this quest
payment = 2500, -- Payment received upon completing the quest
experience = 2000, -- Experience gained upon completing the quest
mineralRequireds = { "ruby", "amethyst", "diamond" }, -- Minerals required for the quest, quantity defined in amount in the same order
recommendedPlayers = 6 -- Recommended number of players for this quest
}
}
Config.PickaxeLevel = {
["pickaxe_rusty"] = {
label = 'Rusty Pickaxe',
durability = 100, -- The lifespan of the pickaxe, i.e., the number of times you can use it before it breaks
price = 50, -- The cost to purchase the pickaxe
levelRequired = 1, -- Minimum level required to purchase this pickaxe
itemAcquisitionBonus = 0 -- Extra percentage chance to acquire items when using this pickaxe
},
["pickaxe_stone"] = {
label = 'Stone-Crafted Pickaxe',
durability = 200, -- The lifespan of the pickaxe, i.e., the number of times you can use it before it breaks
price = 150, -- The cost to purchase the pickaxe
levelRequired = 2, -- Minimum level required to purchase this pickaxe
itemAcquisitionBonus = 5 -- Extra percentage chance to acquire items when using this pickaxe
},
["pickaxe_iron"] = {
label = 'Iron-Edged Pickaxe',
durability = 300, -- The lifespan of the pickaxe, i.e., the number of times you can use it before it breaks
price = 300, -- The cost to purchase the pickaxe
levelRequired = 3, -- Minimum level required to purchase this pickaxe
itemAcquisitionBonus = 10 -- Extra percentage chance to acquire items when using this pickaxe
},
["pickaxe_steel"] = {
label = 'Steel Pickaxe',
durability = 500, -- The lifespan of the pickaxe, i.e., the number of times you can use it before it breaks
price = 600, -- The cost to purchase the pickaxe
levelRequired = 4, -- Minimum level required to purchase this pickaxe
itemAcquisitionBonus = 15 -- Extra percentage chance to acquire items when using this pickaxe
},
["pickaxe_diamond"] = {
label = 'Diamond-Encrusted Pickaxe',
durability = 800, -- The lifespan of the pickaxe, i.e., the number of times you can use it before it breaks
price = 1200, -- The cost to purchase the pickaxe
levelRequired = 5, -- Minimum level required to purchase this pickaxe
itemAcquisitionBonus = 20 -- Extra percentage chance to acquire items when using this pickaxe
},
["pickaxe_mythical"] = {
label = 'Mythical Pickaxe',
durability = 1200, -- The lifespan of the pickaxe, i.e., the number of times you can use it before it breaks
price = 2000, -- The cost to purchase the pickaxe
levelRequired = 6, -- Minimum level required to purchase this pickaxe
itemAcquisitionBonus = 25 -- Extra percentage chance to acquire items when using this pickaxe
}
}
Config.UpdateLeaderboard = 1 -- Minutes between next leaderboard update
Config.LeaderBoardRewards = { -- Leaderboard rewards
Daily = { -- Resets at 00:00 server hour
[1] = 5215, --1st Place
[2] = 350, --2nd Place
[3] = 200 --3rd Place
},
Season = { -- Resets at 00:00 server hour the first day of every month
[1] = 5000,
[2] = 3500,
[3] = 2000
}
}