Agency-Minerjob V2 Configuração
Um trabalho de mineração para FiveM em QBCore, Qbox, ESX ou totalmente standalone, em três locais: a pedreira Davis.

01Configuração
Instalação rápida · config.lua · Agency-Minerjob V2
--[[ ============================================================================
AGENCY MINERJOB V2 · config.lua
----------------------------------------------------------------------------
A mining job in three places: the Davis Quartz quarry, the mine shaft in
the hills and the foundry in the city. Players break real rocks with
pickaxes and a drill, smelt ore into bars, cut rough gems, take contracts
from the foreman and sell on a market whose prices move.
Finds QBCore, Qbox or ESX by itself and runs fully standalone without any
of them, with or without a database or an inventory.
Admins change the most used values in the menu (/mineradmin). Those are
saved for the whole server and win over this file until "Reset to
config.lua" is pressed.
============================================================================ ]]
Config = {}
-- =============================================================================
-- 1. GENERAL
-- =============================================================================
Config.Framework = 'auto' -- 'auto' | 'qbcore' (also Qbox) | 'esx' | 'standalone'
Config.Locale = 'en' -- en de fr es it pt nl pl cs sv da no fi ro hu hr bg el tr ru uk ar hi ja ko zh
-- Debug mode: every request and every reward in the server console.
-- Admins can switch it in the menu as well.
Config.Debug = false
-- Where levels, tools, furnaces and contracts are saved. 'auto' uses oxmysql
-- when it runs (one table, created by itself) and otherwise the server's own
-- key value store, so a server without a database works too.
Config.Storage = 'auto' -- 'auto' | 'mysql' | 'kvp'
-- Who keeps the items:
-- 'auto' ox_inventory, qs-inventory, then the framework (qb-inventory,
-- ps, lj, jpr and other QB forks, ESX), then the miner's own
-- satchel in the menu (standalone without an inventory)
-- 'own' always the satchel in the menu, even with an inventory
Config.Inventory = 'auto' -- 'auto' | 'ox' | 'qs' | 'framework' | 'own'
-- Item pictures in the menu: 'auto' takes them from the inventory that runs
-- and falls back to the pictures in html/images. A link ('https://...' or
-- 'nui://my-inventory/images/') uses that folder instead.
Config.Images = 'auto'
-- Messages: Agency-Notify when it runs (free: https://agencyscripts.dev/en/product/notify),
-- otherwise the Agency style cards of this script.
Config.UseAgencyNotify = true
-- =============================================================================
-- 2. LOOK
-- =============================================================================
Config.UI = {
accent = '#E2B649', -- accent colour of the menu (Agency gold)
scale = 1.0, -- size of the menu, 0.8 to 1.3
}
-- =============================================================================
-- 3. KEYS AND COMMANDS
-- =============================================================================
Config.Keys = {
interact = 38, -- E: mine, talk to the foreman, use the furnace or the bench
}
Config.Commands = {
menu = 'miner', -- the menu, from anywhere (selling, buying and the furnace need the place)
level = 'mininglevel', -- level and progress (V1 command)
admin = 'mineradmin', -- admin page of the menu
}
-- =============================================================================
-- 4. PLACES
-- =============================================================================
-- Seven mining areas, each with its own blip, lowest level and ore. Six of
-- them are the terraces of Davis Quartz (the quarry east of Sandy Shores),
-- the seventh is the old mine shaft in the Tataviam Mountains.
--
-- A foreman buys ore, sells and repairs tools and hands out contracts; the
-- foreman of the pit serves every area of Davis Quartz. Rocks appear for
-- players within `radius` of `center`.
-- `ores`: weight at the area's first level, change per level and the bounds,
-- like V1. The weights of an area always add up to 100 %.
Config.Zones = {
quarry = {
label = 'Davis Quartz Pit',
center = vec3(2941.0, 2792.2, 41.5),
radius = 55.0,
level = 1, -- lowest level to mine here
blip = { sprite = 618, colour = 5, scale = 0.8 },
foreman = { model = 's_m_y_construct_01', coords = vec4(2956.95, 2744.58, 43.56, 286.29) },
ores = {
stone = { weight = 60.0, perLevel = -0.4, min = 20.0, max = 60.0 },
coal = { weight = 25.0, perLevel = -0.2, min = 10.0, max = 35.0 },
silver = { weight = 10.0, perLevel = -0.1, min = 8.0, max = 25.0 },
copper = { weight = 4.0, perLevel = 0.2, min = 4.0, max = 20.0 },
diamond = { weight = 0.8, perLevel = 0.3, min = 0.8, max = 15.0 },
emerald = { weight = 0.2, perLevel = 0.2, min = 0.2, max = 10.0 },
},
rocks = {
vec3(2951.82, 2769.76, 39.03), vec3(2969.16, 2777.00, 38.43), vec3(2973.73, 2775.26, 38.20),
vec3(2939.32, 2772.49, 39.27), vec3(2929.48, 2788.70, 39.91), vec3(2926.46, 2794.93, 40.77),
vec3(2930.37, 2811.02, 43.47), vec3(2925.04, 2807.35, 42.93), vec3(2927.23, 2799.80, 41.33),
vec3(2930.23, 2794.45, 40.64), vec3(2935.81, 2795.59, 40.69), vec3(2940.86, 2800.04, 40.95),
vec3(2935.34, 2802.25, 41.30), vec3(2932.22, 2806.70, 42.23), vec3(2941.54, 2805.18, 41.19),
vec3(2938.45, 2811.39, 42.57), vec3(2944.70, 2817.50, 42.73), vec3(2947.33, 2819.38, 42.68),
vec3(2954.88, 2819.88, 42.52), vec3(2953.42, 2756.13, 43.52), vec3(2943.83, 2742.77, 43.37),
vec3(2929.83, 2761.15, 44.70),
},
},
quarry_south = {
label = 'Davis Quartz South Bench',
center = vec3(2993.2, 2758.9, 43.3),
radius = 30.0,
level = 3,
blip = { sprite = 618, colour = 47, scale = 0.8 },
ores = {
stone = { weight = 35.0, perLevel = -0.3, min = 15.0, max = 35.0 },
coal = { weight = 25.0, perLevel = -0.15, min = 12.0, max = 25.0 },
silver = { weight = 20.0, perLevel = 0.05, min = 20.0, max = 28.0 },
copper = { weight = 18.0, perLevel = 0.1, min = 18.0, max = 28.0 },
diamond = { weight = 1.5, perLevel = 0.1, min = 1.5, max = 8.0 },
emerald = { weight = 0.5, perLevel = 0.06, min = 0.5, max = 5.0 },
},
rocks = {
vec3(2991.07, 2777.86, 43.28), vec3(2998.41, 2759.32, 42.95), vec3(2983.30, 2761.86, 42.79),
vec3(2977.84, 2741.26, 44.74), vec3(2980.57, 2748.40, 43.20), vec3(2985.72, 2750.95, 43.26),
vec3(2990.25, 2750.40, 43.60), vec3(3000.97, 2753.95, 43.70), vec3(3004.29, 2761.18, 43.84),
vec3(3006.38, 2768.63, 42.79), vec3(3005.94, 2773.78, 42.51),
},
},
north_face = {
label = 'Davis Quartz North Face',
center = vec3(2954.5, 2847.9, 47.2),
radius = 15.0,
level = 5,
blip = { sprite = 618, colour = 17, scale = 0.8 },
ores = {
stone = { weight = 25.0, perLevel = -0.2, min = 12.0, max = 25.0 },
coal = { weight = 15.0, perLevel = -0.1, min = 8.0, max = 15.0 },
copper = { weight = 45.0, perLevel = 0.1, min = 45.0, max = 55.0 },
silver = { weight = 12.0, perLevel = 0.05, min = 12.0, max = 18.0 },
diamond = { weight = 2.0, perLevel = 0.08, min = 2.0, max = 8.0 },
emerald = { weight = 1.0, perLevel = 0.05, min = 1.0, max = 5.0 },
},
rocks = {
vec3(2949.88, 2851.03, 48.35), vec3(2955.06, 2850.16, 47.60), vec3(2959.48, 2848.07, 46.81),
vec3(2952.21, 2847.91, 47.25), vec3(2956.31, 2845.92, 46.56), vec3(2947.42, 2848.02, 47.75),
vec3(2961.44, 2844.13, 46.06),
},
},
east_ridge = {
label = 'Davis Quartz East Ridge',
center = vec3(3027.2, 2760.2, 56.3),
radius = 20.0,
level = 8,
blip = { sprite = 618, colour = 55, scale = 0.8 },
ores = {
stone = { weight = 20.0, perLevel = -0.15, min = 10.0, max = 20.0 },
coal = { weight = 12.0, perLevel = -0.08, min = 6.0, max = 12.0 },
silver = { weight = 45.0, perLevel = 0.1, min = 45.0, max = 55.0 },
copper = { weight = 18.0, perLevel = 0.05, min = 18.0, max = 24.0 },
diamond = { weight = 3.0, perLevel = 0.1, min = 3.0, max = 10.0 },
emerald = { weight = 2.0, perLevel = 0.06, min = 2.0, max = 6.0 },
},
rocks = {
vec3(3027.83, 2772.18, 55.48), vec3(3030.89, 2767.52, 56.47), vec3(3028.25, 2764.44, 56.07),
vec3(3030.58, 2760.33, 57.46), vec3(3025.91, 2756.87, 56.01), vec3(3026.10, 2751.26, 57.28),
vec3(3020.68, 2748.78, 55.54),
},
},
south_terrace = {
label = 'Davis Quartz South Terrace',
center = vec3(2960.5, 2697.5, 54.8),
radius = 18.0,
level = 12,
blip = { sprite = 618, colour = 25, scale = 0.8 },
ores = {
stone = { weight = 25.0, perLevel = -0.2, min = 12.0, max = 25.0 },
coal = { weight = 10.0, perLevel = -0.05, min = 6.0, max = 10.0 },
silver = { weight = 15.0, perLevel = 0.0, min = 15.0, max = 15.0 },
copper = { weight = 15.0, perLevel = 0.0, min = 15.0, max = 15.0 },
diamond = { weight = 18.0, perLevel = 0.1, min = 18.0, max = 26.0 },
emerald = { weight = 12.0, perLevel = 0.1, min = 12.0, max = 20.0 },
ruby = { weight = 5.0, perLevel = 0.08, min = 5.0, max = 12.0 },
},
rocks = {
vec3(2969.42, 2697.80, 54.51), vec3(2966.65, 2694.42, 54.66), vec3(2962.93, 2697.26, 54.66),
vec3(2953.25, 2697.23, 55.14), vec3(2950.21, 2700.96, 54.86),
},
},
high_ridge = {
label = 'Davis Quartz High Ridge',
center = vec3(3053.3, 2731.7, 63.8),
radius = 28.0,
level = 20,
blip = { sprite = 618, colour = 46, scale = 0.8 },
ores = {
stone = { weight = 15.0, perLevel = -0.1, min = 8.0, max = 15.0 },
coal = { weight = 8.0, perLevel = -0.05, min = 4.0, max = 8.0 },
gold_ore = { weight = 40.0, perLevel = 0.15, min = 40.0, max = 55.0 },
silver = { weight = 12.0, perLevel = 0.0, min = 12.0, max = 12.0 },
copper = { weight = 10.0, perLevel = 0.0, min = 10.0, max = 10.0 },
ruby = { weight = 8.0, perLevel = 0.1, min = 8.0, max = 16.0 },
diamond = { weight = 5.0, perLevel = 0.08, min = 5.0, max = 12.0 },
emerald = { weight = 2.0, perLevel = 0.05, min = 2.0, max = 6.0 },
},
rocks = {
vec3(3041.40, 2719.44, 63.18), vec3(3047.69, 2717.88, 62.76), vec3(3045.97, 2722.41, 63.17),
vec3(3052.43, 2721.98, 63.14), vec3(3052.26, 2728.10, 63.63), vec3(3058.06, 2731.15, 64.68),
vec3(3056.00, 2737.53, 64.32), vec3(3060.63, 2741.50, 64.53), vec3(3058.53, 2746.53, 64.35),
vec3(3060.26, 2750.58, 64.33),
},
},
mineshaft = {
label = 'Mine Shaft',
center = vec3(-527.3, 1998.7, 126.7),
radius = 85.0,
level = 10,
blip = { sprite = 618, colour = 40, scale = 0.8 },
foreman = { model = 's_m_y_construct_02', coords = vec4(-594.96, 2091.30, 131.47, 67.65) },
ores = {
stone = { weight = 30.0, perLevel = -0.25, min = 10.0, max = 30.0 },
coal = { weight = 20.0, perLevel = -0.1, min = 8.0, max = 20.0 },
copper = { weight = 15.0, perLevel = 0.05, min = 15.0, max = 20.0 },
silver = { weight = 12.0, perLevel = 0.0, min = 12.0, max = 12.0 },
gold_ore = { weight = 12.0, perLevel = 0.15, min = 12.0, max = 24.0 },
diamond = { weight = 4.0, perLevel = 0.1, min = 4.0, max = 12.0 },
emerald = { weight = 3.0, perLevel = 0.08, min = 3.0, max = 10.0 },
ruby = { weight = 4.0, perLevel = 0.1, min = 4.0, max = 12.0 },
},
rocks = {
vec3(-589.25, 2050.53, 130.11), vec3(-580.30, 2037.82, 128.80), vec3(-572.68, 2022.37, 127.93),
vec3(-563.00, 2011.85, 127.45), vec3(-548.99, 1996.56, 127.28), vec3(-534.22, 1982.90, 127.18),
vec3(-531.53, 1978.88, 127.35), vec3(-523.71, 1981.21, 126.75), vec3(-516.25, 1977.32, 126.49),
vec3(-506.58, 1980.66, 126.14), vec3(-499.52, 1981.87, 125.88), vec3(-488.44, 1982.74, 124.64),
vec3(-469.78, 1993.57, 123.86), vec3(-458.53, 2003.33, 123.73),
},
},
}
-- The foundry: a buyer who pays for everything, the furnaces and the cutting
-- benches. Ore can be sold to every foreman as well.
Config.Foundry = {
label = 'LS Foundry',
blip = { coords = vec3(1090.18, -1999.51, 30.93), sprite = 473, colour = 47, scale = 0.8 },
buyer = { model = 'g_m_m_chemwork_01', coords = vec4(1090.18, -1999.51, 30.93, 146.24) },
furnaces = { vec3(1112.29, -2009.90, 31.46) },
benches = {
{ coords = vec4(1077.11, -1984.22, 31.02, 235.8), prop = 'gr_prop_gr_speeddrill_01c' },
{ coords = vec4(1075.19, -1985.45, 30.92, 144.89), prop = 'gr_prop_gr_speeddrill_01c' },
},
}
Config.Blips = {
places = true, -- a blip for every mining area and the foundry
foremen = true, -- a blip for every foreman
foremanBlip = { sprite = 207, colour = 5, scale = 0.7 },
rocks = true, -- a small dot for every rock, only while you are near its area
rockDistance = 150.0, -- metres from an area where its rocks show on the map
}
-- Arrows above the rocks while you are close: gold where you can mine now,
-- grey where the rock is broken or needs a higher level.
Config.Markers = {
enabled = true,
distance = 30.0, -- metres
type = 2, -- GTA marker type, 2 is the arrow
size = 0.45,
ready = { 226, 182, 73, 210 },
waiting = { 150, 155, 165, 120 },
}
-- =============================================================================
-- 5. ITEMS
-- =============================================================================
-- The names of the items in your inventory. V1 names are kept (stone, coal,
-- copper, silver, diamond, emerald), the rest is new in V2: see install/ for
-- ox_inventory, qb-core and ESX. `ox` sets another name for ox_inventory only.
-- `price` is the range the market moves in, per piece.
Config.Items = {
stone = { kind = 'ore', price = { 250, 500 } },
coal = { kind = 'ore', price = { 500, 1000 } },
copper = { kind = 'ore', price = { 2000, 3000 } },
silver = { kind = 'ore', price = { 1000, 2000 } },
gold_ore = { kind = 'ore', price = { 3500, 5000 } },
diamond = { kind = 'gem', price = { 3000, 5000 } },
emerald = { kind = 'gem', price = { 8000, 10000 } },
ruby = { kind = 'gem', price = { 5000, 7000 } },
copper_bar = { kind = 'bar', price = { 11000, 15000 } },
silver_bar = { kind = 'bar', price = { 6500, 10000 } },
gold_bar = { kind = 'bar', price = { 20000, 26000 } },
cut_diamond = { kind = 'cut', price = { 6500, 9000 } },
cut_emerald = { kind = 'cut', price = { 15000, 19000 } },
cut_ruby = { kind = 'cut', price = { 9000, 12000 } },
pickaxe = { kind = 'tool' },
reinforced_pickaxe = { kind = 'tool' },
mining_drill = { kind = 'tool' },
}
-- QBCore with its own inventory: items qb-core does not know yet are added
-- while the server runs, so nothing has to be edited in qb-core. Pictures for
-- your inventory are in install/images.
Config.RegisterItems = true
-- =============================================================================
-- 6. TOOLS
-- =============================================================================
-- Sold and repaired by every foreman. A better tool means fewer and easier
-- rounds of the mining game and more ore per rock. `uses` is how often it
-- works before it breaks; the foreman repairs it for `repair`.
Config.RequireTool = true -- false: without a tool players mine like with the basic pickaxe (V1 style)
Config.Tools = {
{ item = 'pickaxe', price = 750, level = 1, uses = 60, rounds = 3, zone = 1.0, yield = 0, repair = 150,
prop = 'prop_tool_pickaxe', style = 'pickaxe' },
{ item = 'reinforced_pickaxe', price = 3500, level = 10, uses = 150, rounds = 3, zone = 1.3, yield = 1, repair = 600,
prop = 'prop_tool_pickaxe', style = 'pickaxe' },
{ item = 'mining_drill', price = 12500, level = 25, uses = 300, rounds = 2, zone = 1.55, yield = 2, repair = 2000,
prop = 'hei_prop_heist_drill', style = 'drill' },
}
-- =============================================================================
-- 7. MINING
-- =============================================================================
Config.Mining = {
distance = 2.4, -- metres to a rock
difficulty = 'normal', -- 'easy' | 'normal' | 'hard': size and speed of the gold zone
hitsPerRock = 3, -- times a rock can be mined before it breaks
respawn = 300, -- seconds until a broken rock is back
cooldown = 3, -- seconds between two minings of one player
amount = { min = 1, max = 2 }, -- pieces per mining; tools add their yield on top
failWear = true, -- a lost mining game costs one use of the tool too
rockModels = { 'cs_x_rubweec' }, -- base game props, one is picked per rock
brokenModel = 'prop_rock_5_a', -- what is left of a broken rock, '' = nothing
}
-- =============================================================================
-- 8. LEVELS
-- =============================================================================
-- Same curve as V1. V1 levels are taken over on the first start.
Config.Levels = {
max = 100,
xpMining = 8, -- XP per mining
xpPerLevel = 1.5, -- plus this much per level
xpFormula = function(level) return math.floor(120 * (level ^ 1.8)) end,
}
-- =============================================================================
-- 9. SMELTING (foundry furnaces)
-- =============================================================================
-- Ore goes in, bars come out after a while, also while the player is away.
-- They are picked up at the furnace.
Config.Smelting = {
enabled = true,
level = 5, -- lowest level to use a furnace
seconds = 20, -- per bar
maxQueue = 20, -- bars in the furnace at once per player
fuel = { item = 'coal', amount = 1 }, -- per bar
xp = 12, -- per bar picked up
recipes = {
{ from = 'copper', amount = 4, to = 'copper_bar' },
{ from = 'silver', amount = 4, to = 'silver_bar' },
{ from = 'gold_ore', amount = 4, to = 'gold_bar' },
},
}
-- =============================================================================
-- 10. GEM CUTTING (foundry benches)
-- =============================================================================
-- A precise game: every round has to hit. A miss can break the stone.
Config.Cutting = {
enabled = true,
level = 15,
rounds = 3,
difficulty = 'hard',
breakChance = 25, -- % that a miss breaks the rough gem
xp = 20,
gems = {
{ from = 'diamond', to = 'cut_diamond' },
{ from = 'emerald', to = 'cut_emerald' },
{ from = 'ruby', to = 'cut_ruby' },
},
}
-- =============================================================================
-- 11. CONTRACTS (foreman)
-- =============================================================================
-- Each player gets a few offers that change every `refresh` minutes. One can
-- be taken at a time; delivered in time at any foreman, it pays the market
-- value times `bonus` and XP.
Config.Contracts = {
enabled = true,
offers = 3,
refresh = 20, -- minutes
minutes = { min = 20, max = 45 }, -- time to deliver
bonus = 1.35,
xp = 60,
pool = {
{ item = 'stone', min = 15, max = 30, level = 1 },
{ item = 'coal', min = 10, max = 20, level = 1 },
{ item = 'silver', min = 6, max = 14, level = 1 },
{ item = 'copper', min = 5, max = 12, level = 3 },
{ item = 'copper_bar', min = 2, max = 6, level = 5 },
{ item = 'silver_bar', min = 2, max = 6, level = 5 },
{ item = 'gold_ore', min = 4, max = 10, level = 10 },
{ item = 'gold_bar', min = 1, max = 4, level = 12 },
{ item = 'cut_diamond', min = 1, max = 3, level = 15 },
{ item = 'cut_ruby', min = 1, max = 3, level = 15 },
{ item = 'cut_emerald', min = 1, max = 2, level = 20 },
},
}
-- =============================================================================
-- 12. MARKET AND MONEY
-- =============================================================================
-- Prices move within the range of each item every `update` minutes, by up to
-- `swing` percent (V1 dynamic pricing).
Config.Market = {
dynamic = true,
update = 10, -- minutes
swing = 20, -- percent
payTo = 'cash', -- what selling and contracts pay into: 'cash' | 'bank'
buyWith = 'cash', -- what tools and repairs are paid with: 'cash' | 'bank'
currency = '$',
}
-- =============================================================================
-- 13. ADMINS
-- =============================================================================
-- Players with the ACE below, group.admin or group.superadmin, one of the
-- framework groups, or one of the identifiers.
Config.Admin = {
ace = 'agency.minerjob.admin',
groups = { 'admin', 'god', 'superadmin' },
identifiers = {
-- 'license:xxxxxxxx', 'discord:xxxxxxxx',
},
}
-- =============================================================================
-- 14. STANDALONE
-- =============================================================================
-- Without QBCore, Qbox or ESX:
-- money: 'auto' uses Agency-Banking when it runs, otherwise the miner's own
-- wallet in the menu. 'hooks' uses the functions below.
-- items: without an inventory the satchel in the menu keeps them; the
-- hooks connect your own inventory instead.
Config.Standalone = {
money = 'auto', -- 'auto' | 'banking' | 'wallet' | 'hooks'
walletStart = 1000, -- a new miner's wallet, enough for the first pickaxe
-- getMoney = function(src, account) return 0 end, -- account: 'cash' | 'bank'
-- removeMoney = function(src, account, amount) return true end,
-- addMoney = function(src, account, amount) return true end,
-- itemCount = function(src, item) return 0 end,
-- addItem = function(src, item, amount) return true end,
-- removeItem = function(src, item, amount) return true end,
}
-- =============================================================================
-- 15. YOUR OWN WORDING
-- =============================================================================
-- Any text of the language files can be replaced here and survives updates:
-- Config.Text = { ui_sell_all = 'Sell it all!', notify_title = 'Quarry' }
Config.Text = {}
02Arquivo SQL
Opcional: o recurso cria estas tabelas sozinho ao iniciar. Importe este arquivo só se você preparar o banco de dados manualmente:
-- Agency-Minerjob V2
-- Optional: the script creates this table by itself on the first start when oxmysql runs.
-- Only needed when your database user may not create tables.
-- Without oxmysql everything is saved in the server's key value store instead.
-- Levels from V1 (player_mining_skills) are taken over on the first start; that table stays untouched.
CREATE TABLE IF NOT EXISTS `agency_minerjob` (
`scope` VARCHAR(16) NOT NULL,
`id` VARCHAR(96) NOT NULL,
`data` LONGTEXT NOT NULL,
`updated` INT UNSIGNED NOT NULL DEFAULT 0,
PRIMARY KEY (`scope`, `id`)
) ENGINE=InnoDB DEFAULT CHARSET=utf8mb4 COLLATE=utf8mb4_unicode_ci;
+Bom saber
Todas as opções em config.lua têm uma função, distribuídas em 15 seções, do framework aos textos personalizados. Os valores mais usados também podem ser alterados no jogo, na página de administrador, para o servidor inteiro.
- Geral e aparência
- Config.Framework, Config.Locale, Config.Debug, Config.Storage, Config.Inventory, Config.Images e Config.UseAgencyNotify definem como o script funciona. Config.UI define a cor de destaque e o tamanho do menu.
- Teclas e comandos
- Config.Keys define a tecla de interação, E por padrão. Config.Commands define os nomes de /miner, /mininglevel e /mineradmin.
- Locais
- Config.Zones contém as sete áreas de mineração, com centro, raio, nível mínimo, encarregado e minérios com seus pesos por nível. Config.Foundry posiciona o comprador, os fornos e as bancadas de corte. Config.Blips e Config.Markers definem o mapa e as setas acima das rochas.
- Itens e ferramentas
- Config.Items define o nome de cada item, seu tipo e a faixa de preço do mercado. Config.RequireTool define se é necessária uma ferramenta, e Config.Tools define o preço, o nível, os usos, as rodadas, o tamanho da zona, o minério extra e o custo de reparo de cada ferramenta.
- Mineração e níveis
- Config.Mining define a distância, a dificuldade, as minerações por rocha, o tempo de reaparecimento, o tempo de recarga e o minério por mineração. Config.Levels contém o nível máximo, o XP por mineração e a progressão de XP.
- Fundição
- Config.Smelting define o nível mínimo, os segundos por barra, a fila, o carvão por barra e as receitas. Config.Cutting define o nível, as tentativas, a dificuldade e a chance de a pedra quebrar quando o jogador erra.
- Contratos e mercado
- Config.Contracts define o número de ofertas, a frequência com que mudam, o tempo para entregar, o bônus e o conjunto de itens. Config.Market define se os preços mudam, com que frequência e em que medida, de onde o dinheiro é pago e retirado e o símbolo da moeda.
- Administradores, modo independente e textos
- Config.Admin define o ACE, os grupos e os identificadores dos administradores. Config.Standalone conecta o dinheiro e os itens em servidores sem framework. Config.Text substitui qualquer texto dos arquivos de idioma.
?Perguntas frequentes
O que as configurações da página de administrador alteram?
O modo de depuração, se é necessária uma ferramenta, os contratos, a fundição, o corte, a variação dos preços, os multiplicadores de XP e preço, o reaparecimento das rochas e o número de minerações por rocha. As configurações são salvas para o servidor inteiro e prevalecem sobre config.lua até que Reset to config.lua seja pressionado ou minerjob reset seja executado no console.
Como uso meus próprios textos?
Coloque a chave de locales/en.lua com o texto desejado em Config.Text, por exemplo, Config.Text = { ui_sell_all = 'Sell it all!' }. Essa configuração prevalece sobre todos os idiomas e é mantida após as atualizações.