# Config Settings

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

<mark style="color:red;background-color:red;">**giveXp**</mark> you can set the xp to be given in the section

```lua
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\*\*\*\*&#x20;**<mark style="color:red;background-color:red;">**advancedTable**</mark>**true, the item can only be used in the advanced table.***

*<mark style="color:red;background-color:red;">**amount**</mark>* ***value specifies how much will be added to the storage section when the item is crafted***

***you can set how long the\*\*\*\*&#x20;**<mark style="color:red;background-color:red;">**item**</mark>**&#x20;\*\*\*\*will be crafted from the time section***

***If\*\*\*\*&#x20;**<mark style="color:red;background-color:red;">**removeBlueprint**</mark>**&#x20;\*\*\*\*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***

*<mark style="color:red;background-color:red;">**requiredItems**</mark>**&#x20; \*\*\*\*; 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>**

```lua
 Weapons = {
    ["weapon_pistol"] = {
        components = {
            { item = "weapon_pistol_magazine",          type = "clip",       hash = "COMPONENT_PISTOL_CLIP_01" },
            { item = "drum_attachment", type = "clip",       hash = "COMPONENT_PISTOL_CLIP_02" },
            { item = "flashlight_attachment",           type = "flashlight", hash = "COMPONENT_AT_PI_FLSH" },
            { item = "suppressor_attachment",     type = "suppressor", hash = "COMPONENT_AT_PI_SUPP_02" },
            { item = "weapontint_0",            type = "skin", tint = 0 ,       hash = "COMPONENT_PISTOL_VARMOD_LUXE" },
            { item = "weapontint_1",            type = "skin", tint = 1 ,       hash = "COMPONENT_PISTOL_VARMOD_LUXE" },
            { item = "weapontint_2",            type = "skin", tint = 2 ,       hash = "COMPONENT_PISTOL_VARMOD_LUXE" },
            { item = "weapontint_3",            type = "skin", tint = 3 ,       hash = "COMPONENT_PISTOL_VARMOD_LUXE" },
            { item = "weapontint_4",            type = "skin", tint = 4 ,       hash = "COMPONENT_PISTOL_VARMOD_LUXE" },
            { item = "weapontint_5",            type = "skin", tint = 5 ,       hash = "COMPONENT_PISTOL_VARMOD_LUXE" },
            { item = "weapontint_6",            type = "skin", tint = 6 ,       hash = "COMPONENT_PISTOL_VARMOD_LUXE" },
            { item = "weapontint_7",            type = "skin", tint = 7 ,       hash = "COMPONENT_PISTOL_VARMOD_LUXE" }
        }
    },
```

***

You can check the craft tables here it is recommended to change them

```lua
  CraftProps = {
        "ba_dlc_ba_int2_bench006",
        "prop_tool_bench02_ld"
    },
```

Here you can change the text of the texts you interact with.

```lua
  InteractText = {
        ["crafting"] = "Crafting",
        ["materials"] = "Materials",
        ["blueprints"] = "Blueprints",
        ["storage"] = "Storage",
        ["perm"] = "Permission"
    },

```

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.

```lua
 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

```lua
    Stash = {
        maxweight = 40000000,
        slots = 100,
    },
```
