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.

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