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Configuration

Framework Setup

[!CAUTION] Don't touch this line: Config, Lang, Noti = {}, {}, {}

For ESX:

Config.Framework = "esx"

For QB-Core:

Config.Framework = "qb"

For QBox:

Config.Framework = "qbox"

General Settings

-- Use "esx", "qb" or "qbox"
Config.Framework = "qb"

-- oxmysql, mysql-async or ghmattisql
Config.Mysql = "oxmysql"

-- Set to true to see debug messages in the console
Config.Debug = false

-- Set the command to create a party
Config.command = "party"

-- Set the distance to use the music command with properly job
Config.MusicJobDistance = 30.0

-- Set the distance to hear the music
Config.MusicHearDistance = 50.0

-- Set the command to use the music
Config.MusicCommand = "music"

-- Set the distance between peds (X axis)
Config.pedsXDistance = 3

-- Set the distance between peds (Y axis)
Config.pedsYDistance = 3

Notifications

function notifications(notitype, message, time)
    -- Change this trigger for your notification system keeping the variables
    TriggerEvent("codem-notification", message, time, notitype)
end

-- Notifications types:
Noti.info = "info"
Noti.check = "check"
Noti.error = "error"

-- Notification time:
Noti.time = 5000

Get Player Job Function

function getPlayerJob()
    if Config.Framework == "esx" then
        return ESX.GetPlayerData().job.name
    else
        return QBCore.Functions.GetPlayerData().job.name
    end
end

Language Strings

Lang.fillFields = "Please fill in all fields"
Lang.alreadyExists = "There is already an element with that name"
Lang.saved = "Element saved successfully"
Lang.deleted = "Element deleted successfully"
Lang.notFound = "Element not found"

Available Peds

The script includes 30 different ped models for party NPCs:

Peds = {
    "a_f_m_bevhills_01",
    "a_f_o_soucent_02",
    "a_f_y_bevhills_01",
    "a_f_y_bevhills_02",
    "a_f_y_bevhills_03",
    "a_f_y_bevhills_04",
    "a_f_y_clubcust_01",
    "a_f_y_clubcust_02",
    "a_f_y_genhot_01",
    "a_f_y_indian_01",
    "a_f_y_hipster_03",
    "a_f_y_hippie_01",
    "a_f_y_soucent_03",
    "a_f_y_vinewood_03",
    "a_f_y_smartcaspat_01",
    "a_m_m_bevhills_02",
    "a_m_m_skater_01",
    "a_m_y_beachvesp_01",
    "a_m_y_bevhills_02",
    "a_m_y_clubcust_01",
    "a_m_y_eastsa_02",
    "a_m_y_gay_02",
    "a_m_y_ktown_01",
    "a_m_y_soucent_04",
    "a_m_y_vindouche_01",
    "a_m_y_gencaspat_01",
    "cs_dale",
    "cs_denise",
    "cs_jewelass",
    "cs_gurk"
}

Dance Animations

5 different dance animations available:

Dances = {
    [1] = {
        dict = "anim@amb@nightclub@mini@dance@dance_solo@male@var_b@",
        anim = "high_center_down"
    },
    [2] = {
        dict = "anim@mp_player_intuppersalsa_roll",
        anim = "idle_a"
    },
    [3] = {
        dict = "misschinese2_crystalmazemcs1_ig",
        anim = "dance_loop_tao"
    },
    [4] = {
        dict = "anim@amb@nightclub@mini@dance@dance_solo@female@var_b@",
        anim = "high_center_up"
    },
    [5] = {
        dict = "anim@amb@nightclub@mini@dance@dance_solo@male@var_a@",
        anim = "high_center"
    }
}

Particle Effects

19 different particle effects available:

  • Particles 1-17: Loop effects (flames, sparks, electrical, etc.)
  • Particle 18: Fireworks burst (5 second cooldown)
  • Particle 19: Firework fountain (5 second cooldown)

All particles use the "core" dictionary except fireworks which use specific firework dictionaries.

Color Options

24 RGB color presets available including:

  • Reds, Purples, Blues
  • Greens, Yellows, Oranges
  • Grays and Whites

Each color is defined with RGB values for precise control.