# Configuration

***

<mark style="color:$success;">server\_config.lua</mark>

```lua
ServerConfig = {}

ServerConfig.Tebex = {
    Enabled = true,
    Secret = "SECRET_KEY",
    PackageId = 0000000
}
```

<mark style="color:$success;">config.lua</mark>

```lua
Config = {}

Config.MaxCharacters = 4
Config.FreeSlotAmount = 2

Config.Debug = false
Config.Language = 'en' -- en, de, fr, es, pt, it, nl, pl, sv, ar, jp, zh, he
Config.Locales = {}
Config.Theme = "light" -- light, dark

Config.DefaultCountry = 'UNITED STATES' -- Default nationality for new characters (for esx users)
Config.prefixForESX = "char" -- if you dont use esx, dont touch this part.

Config.FirstSpawn = {x = -1035.71, y = -2731.87, z = 12.86, w = 0.0}

Config.Notify = function(type, message)
    lib.notify({
        title = "Mulicharacter",
        description = message,
        type = type,
        duration = 5000,
        position = 'center-right'
    })
end

-- Starter Items - Automatically given to new characters
Config.StarterItems = {
    {
        item = "bread",
        amount = 5
    },
    {
        item = "water",
        amount = 5
    },
    {
        item = "coffee",
        amount = 5
    },
    {
        item = "sandwich",
        amount = 5
    }
}

Config.OnCharacterCreated = function(source, identifier, characterData)
    -- This callback is called after a NEW character is created
    -- You can add custom logic like giving money, etc.

    -- Example: Give starter money
    -- local Player = exports['stg_lib']:getPlayer(source)
    -- if Player then
    --     Player.addMoney('cash', 5000)
    --     Player.addMoney('bank', 25000)
    -- end
end

Config.OnCharacterLoaded = function(source, identifier, characterData)
    -- This callback is called when an EXISTING character is loaded/selected
    -- You can add custom logic here

    -- Example: Log character selection
    -- print(('[STG-Multicharacter] Player %s loaded character %s'):format(source, identifier))

    -- Example: Trigger custom event
    -- TriggerClientEvent('your-script:characterLoaded', source, characterData)
end

Config.SkinSystem = 'auto' -- auto, rcore_clothing, illenium-appearance, fivem-appearance, esx_skin, skinchanger

-- Auto-detection order (first found will be used)
Config.SkinAutoDetect = {
    'rcore_clothing',
    'illenium-appearance',
    'fivem-appearance',
    'skinchanger',
    'esx_skin',
}

-- Skin system handlers for LOADING existing skin
Config.SkinSystems = {
    ['rcore_clothing'] = function(skin, playerPed)
        exports['rcore_clothing']:setPlayerSkin(skin, false)
    end,

    ['esx_skin'] = function(skin, playerPed)
        TriggerEvent('esx_skin:setLastSkin', skin)
        TriggerEvent('skinchanger:loadSkin', skin)
    end,

    ['skinchanger'] = function(skin, playerPed)
        TriggerEvent('skinchanger:loadSkin', skin)
    end,

    ['fivem-appearance'] = function(skin, playerPed)
        exports['fivem-appearance']:setPlayerAppearance(skin)
    end,

    ['illenium-appearance'] = function(skin, playerPed)
        exports['illenium-appearance']:setPedAppearance(playerPed, skin)
    end,
}

-- Skin menu handlers for NEW character creation (opens customization menu)
Config.SkinMenus = {
    -- illenium-appearance, fivem-appearance and qb-clothing working auto
    ['esx_skin'] = function(callback)
        TriggerEvent('esx_skin:openSaveableMenu', function(data)
            if callback then callback(data) end
        end, true)
    end,

    ['skinchanger'] = function(callback)
        TriggerEvent('skinchanger:openMenu', function(data)
            if callback then callback(data) end
        end)
    end,

    ['rcore_clothing'] = function(callback)
        exports['rcore_clothing']:openMenu(function(data)
            if callback then callback(data) end
        end)
    end,
}
```


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