If you have an xp system, you can make it true and give xp when you craft items by writing the export of your xp system
giveXp you can set the xp to be given in the section
xpSystem = true,
function xpFunction(src,xp)
-- exports['pickle_xp']:AddPlayerXP(src,"crafting",xp)
end
['weapontint_7'] = {
model = "prop_paint_spray01a",
description = "test description.",
image = "weapontint_plat",
metadata = {},
name = "Weapon Tint Platinum",
advancedTable = true,
amount = 2,
time = 0.1,
RequireXP = true,
giveXp = 100,
removeBlueprint = false, -- if true blueprints will be removed after craft.
requiredItems = {
['phone'] = 3,
['weapon_pistol'] = 5,
},
}
If you make advancedTabletrue, the item can only be used in the advanced table.
amountvalue specifies how much will be added to the storage section when the item is crafted
you can set how long the item will be crafted from the time section
If removeBlueprint is true, you need to put the blueprint with the required metadata in the blueprints stash section, that is, the blueprint with the metadata weapontint_7
requiredItems ; for example, to craft this item, you need 3 phones and 5 weapons
tint determines the colour of the item when adding skin to the weapon. You can look at these colours here https://docs.fivem.net/natives/?_0x50969B9B89ED5738
If you make it false, ac-text will run automatically, if you make it true, ox_target or qb-target will run. You do not need to change the qb-target text, the system automatically runs whichever one is started.
Interaction = {
UseTarget = false, -- if you set it to false, the ac-text system supplied with the script is automatically activated
Target = "qb-target",
},
Here you can adjust the weight capacity and number of slots of the opened stashes