QB / ESX

Agency-Repairkits

Complete vehicle repair kit system with progressive damage mechanics including engine stuttering, failure, and undriveable states at critical levels. Supports QBCore, ESX, and Standalone with modern HTML/CSS UI, optional database tracking, and Agency-Notify integration. Includes admin commands for managing repair kits.

v1.0.0Paid4 Pages
Agency-Repairkits

01 Configuration

Complete config.lua for Agency-Repairkits. All options documented via inline comments.

Download config.lua
Config = {}

Config.Locale = 'en' -- Available: 'en', 'de'


Config.Framework = 'auto' -- 'qb', 'esx', 'standalone', or 'auto'


Config.Notifications = {
    useAgencyNotify = true, -- Use Agency-Notify when available
    agencyNotifyDuration = 8000 -- Duration for Agency-Notify notifications
}


Config.RepairKit = {
    itemName = 'agencyrepairkit', -- Item name in database/inventory
    usageTime = 10000, -- Time in milliseconds for repair process
    removeOnUse = true, -- Remove item after successful repair
    requiresEngine = false, -- Require engine to be off during repair
    showProgressUI = true, -- Show progress UI during repair
    maxDistance = 5.0 -- Maximum distance to vehicle for repair
}


Config.Commands = {
    enableAdminCommand = true, -- Enable /agencygiverepairkit admin command
    enableDebugCommands = false -- Enable debug commands for testing
}


Config.VehicleDamage = {
    enabled = true, -- Enable collision damage system
    damageMultiplier = 2.5, -- Damage multiplier for collisions
    engineDamageThreshold = 900.0, -- Engine damage threshold
    engineFailureThreshold = 700.0, -- Engine failure threshold
    bodyDamageThreshold = 850.0, -- Body damage threshold
    maxDamageNotifications = 2, -- Max notifications before engine lock
    notificationCooldown = 5000, -- Cooldown between damage notifications (5 seconds)
    stallNotificationCooldown = 3000, -- Cooldown between stall notifications (3 seconds)
    
    -- Engine stalling chances by damage level
    stallChance = {
        light = 10,   -- 10% chance for light damage
        medium = 25,  -- 25% chance for medium damage
        heavy = 50,   -- 50% chance for heavy damage
        critical = 90 -- 90% chance for critical damage
    },
    
    -- Performance degradation when damaged
    performanceLoss = {
        acceleration = 0.5, -- 50% less acceleration
        topSpeed = 0.4,     -- 40% less top speed
        braking = 0.3       -- 30% worse braking
    }
}

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