⚙️Configuration
Configuration guide of Busker System System.
Config.lua
STG = {}
STG.Framework = "auto" -- Determines which framework to use: auto, esx, or qb
STG.MoneyType = "$"
STG.Locales = {}
STG.Language = "en" -- en, de, fr, es, pt, it, nl, pl, sv, ar, jp, zh
STG.DonateModel = "qua_guitar_case"
STG.Distance = 20 -- maximum distance limit from the guitar, if exceeded, the guitar will be deleted
STG.songDistance = 20.0 -- distance at which the music can be heard
STG.DisableMinigame = true -- disable the minigame and disable leveling system
STG.Notify = function(message)
lib.notify({
title = getMessage('notify_title'),
description = message,
type = "info"
})
end
STG.HelpNotify = function(message)
lib.showTextUI(message, {
position = "right-center",
icon = 'guitar',
style = {
borderRadius = 1,
whiteSpace = 'pre-line'
}
})
end
STG.HideHelpNotify = function()
lib.hideTextUI()
end
STG.Multiple = {
[1] = {
x = 1,
nextMultiple = 20, -- how many notes to press to move to the next multiplier
maxMiss = 10, -- how many notes you miss determines how many you fail.
loopSpeed = 1000 -- determines the reproduction rate of the notes (milli second 1000 = 1 second)
},
[2] = {
x = 2,
maxMiss = 13, -- how many notes you miss determines how many you fail.
nextMultiple = 25, -- how many notes to press to move to the next multiplier
loopSpeed = 800 -- determines the reproduction rate of the notes (milli second 1000 = 1 second)
},
[3] = {
x = 3,
maxMiss = 16, -- how many notes you miss determines how many you fail.
nextMultiple = 30, -- how many notes to press to move to the next multiplier
loopSpeed = 700 -- determines the reproduction rate of the notes (milli second 1000 = 1 second)
},
[4] = {
x = 4,
maxMiss = 18, -- how many notes you miss determines how many you fail.
nextMultiple = 35, -- how many notes to press to move to the next multiplier
loopSpeed = 600 -- determines the reproduction rate of the notes (milli second 1000 = 1 second)
},
[5] = {
x = 5,
maxMiss = 20, -- how many notes you miss determines how many you fail.
loopSpeed = 500 -- determines the reproduction rate of the notes (milli second 1000 = 1 second)
},
}
STG.XP = {
[1] = {
level = 1,
xp = 250,
earnXP = 4
},
[2] = {
level = 2,
xp = 750,
earnXP = 7
},
[3] = {
level = 3,
xp = 1200,
earnXP = 12
},
[4] = {
level = 4,
xp = 2000,
earnXP = 17
},
[5] = {
level = 5,
}
}
STG.MusicLibrary = {
[1] = {
label = "Undertale - Memories",
src = "undertale.mp3",
level = 1
},
[2] = {
label = "Ramin Djawadi - Game of Thrones",
src = "ramin.mp3",
level = 2
},
[3] = {
label = "Nirvana - Smells Like Teen Spirit",
src = "nirvana.mp3",
level = 3
},
[4] = {
label = "The Animals - House Of The Rising Sun",
src = "animals.mp3",
level = 4
},
[5] = {
label = "Simon and Garfunkel - The Sound of Silence",
src = "simon.mp3",
level = 5
}
}
function getFramework()
if STG.Framework == "esx" then
return exports['es_extended']:getSharedObject(), "esx"
elseif STG.Framework == "qb" then
return exports["qb-core"]:GetCoreObject(), "qb"
elseif STG.Framework == "auto" then
if GetResourceState('qb-core') == 'started' then
return exports["qb-core"]:GetCoreObject(), "qb"
elseif GetResourceState('es_extended') == 'started' then
return exports['es_extended']:getSharedObject(), "esx"
end
end
endLast updated