JRS COREDocs
Scripts

Properties

10 scripts in the [PROPERTIES] folder

Housing, stables, doors and everything players own.

This folder has 10 scripts. Pick a script in the tabs below.

Paid (server only)   alfepanda

Resource alfepanda
Folder [PROPERTIES]
Interface No
Code size 11 Lua lines

Paid (server only)   house_model

Resource house_model
Folder [PROPERTIES]
Version 1.0.0
Interface No
Code size 29 Lua lines

Free (included in JRS Core)   jrs_housing

Housing

Resource jrs_housing
Folder [PROPERTIES]
Version 1.12.0
Author jrs team
Depends on /assetpacks, jrs_core, jrs_inventory
Interface Yes (NUI)
Languages ar, en
Code size 31,096 Lua lines

Commands

  • /edithouse
  • /findhouse
  • /fixdeeds
  • /fixkeys
  • /housedoordebug
  • /housefarmlimit
  • /housestash
  • /housestashes
  • /housingowners
  • /housingrobberyaudit
  • /searchhouse
  • /setboxweight
  • /sethousecapacity
  • /sethouseslots
  • /sethouseweight
  • /setstashcapacity
  • /setstashsize
  • /setstashslots
  • /setstashweight

Exports

AdminPropertyStashPlaced, CanAdminPlacePropertyStash, CanCarryWeaponsInHouse, CanPlacePropertyStash, CanRobProperty, CanUseHousingDoor, CanUsePropertyStash, CloseRobberyDoor, EnsurePlayerDeeds, GetFertilizerAtCoords, GetHouseSafeZones, GetHousingDoors, GetLandAtCoords, GetNearestBathroomFurniture, GetOwnedLandAtCoords, GetPropertyAtCoords, GetPropertyStashInfo, GetPropertyStashWeight, GetRobberyProperties, GetRobberyProperty, GrantProperty, HasPropertyKey, HasPropertyPermission, HousingDeedsOwnershipChanged, HousingOpenGuarmaDeed, HousingOpenPlayerDeed, IsLandRegistryReady, IsPropertyOwner, IsPropertyOwnerOrKeyholder, MayUsePropertyStash

Database tables

jrs_constructed_houses, jrs_housing_blip_preferences, jrs_housing_deeds, jrs_housing_doors, jrs_housing_farm_limits, jrs_housing_fertile_plots, jrs_housing_keys, jrs_private_lands, jrs_properties, jrs_property_definitions, query

config/config.lua - 133 options#

General

Setting Default What it does
DevMode true Switch for dev mode: true = on, false = off (default true).
Debug false Debug output for debug: true = yes, false = no (default false).
PropertyPurchaseIdentity table Requires an issued identity for the buyer's character in jrs_idcard. This is a registry check, not possession of somebody else's inventory card.
  ↳ Required true Switch for required: true = on, false = off (default true).
  ↳ MissingMessage 'يجب إصدار هوية لشخصيتك قبل ... Text shown to the player for missing message. Change it to translate or rebrand.
  ↳ UnavailableMessage 'تعذر التحقق من الهوية. حاول... Text shown to the player for unavailable message. Change it to translate or rebrand.
PromptKeys table Key or control used for prompt keys. Controls are hash values from the game input list.
  ↳ SELL table Table of sell entries. Add, remove or edit entries following the examples in the file.
  ↳ MENU_OPEN table Table of menu open entries. Add, remove or edit entries following the examples in the file.
  ↳ STORAGE table Table of storage entries. Add, remove or edit entries following the examples in the file.
  ↳ WARDROBE table Table of wardrobe entries. Add, remove or edit entries following the examples in the file.
  ↳ TELEPORT table Table of teleport entries. Add, remove or edit entries following the examples in the file.
MenuActionZone table Table of menu action zone entries. Add, remove or edit entries following the examples in the file.
  ↳ Enabled false Turns enabled on or off (default false).
  ↳ ShowOnlyForOwners true Shows only for owners: true = yes, false = no (default true).
  ↳ DrawDistance 6.0 Distance in game units that applies to draw distance.
  ↳ Radius 0.65 Distance in game units that applies to radius.
  ↳ Height 0.08 Number for height (default 0.08).
  ↳ GroundOffset -0.95 Number for ground offset (default -0.95).
  ↳ MarkerType 0x94FDAE17 Setting for marker type.
  ↳ Red 214 Number for red (default 214).
  ↳ Green 174 Number for green (default 174).
  ↳ Blue 90 Number for blue (default 90).
  ↳ Alpha 70 Number for alpha (default 70).
  ↳ BobUpAndDown false Switch for bob up and down: true = on, false = off (default false).
UsersDatabase table What is your main characters table name in the database?
  ↳ tableName "jrs_characters" Text shown to the player for table name. Change it to translate or rebrand.
  ↳ identifierName "identifier" Text shown to the player for identifier name. Change it to translate or rebrand.
  ↳ characterIdentifierName "charidentifier" Text shown to the player for character identifier name. Change it to translate or rebrand.
StartQueryDelay 1 Time in seconds (5-10 will fix your problem)
RestartHours table The following option is saving all the data before server restart hours (2-3 Minutes atleast before server restart is mostly preferred).
SaveDataRepeatingTimer table As default, we save all data every 15 minutes to avoid data loss in case for server crashes. @Duration = Time in minutes.
MaxHouses 3 How many houses should each player have on their character?
ReadyPropertyPurchase table and charges house + land without asking the buyer to select the area again. The legacy manual-selection settings below remain only as a fallback for any non-dynamic property definition.
  ↳ Enabled true Turns enabled on or off (default true).
  ↳ AutoOpen false Do not show the large property image/card just because a player walks close. Only a small E interaction hint is shown; the full card opens after pressing E.
  ↳ OpenKey Keys["E"] Key or control used for open key. Controls are hash values from the game input list.
  ↳ OpenKeyLabel "E" Key or control used for open key label. Controls are hash values from the game input list.
  ↳ OpenDistance 2.25 Distance in game units that applies to open distance.
  ↳ PromptText "VIEW PROPERTY" Text shown to the player for prompt text. Change it to translate or rebrand.
  ↳ RequireEntranceInsideLand true The existing house entrance must be inside the selected four corners.
  ↳ EntrancePadding 0.25 Number for entrance padding (default 0.25).
  ↳ RequireKnownPropertyPointsInsideLand true Also validate known points that belong to the ready-made house (menu position and configured door positions) so a tiny plot around only the entrance cannot be used as the property's land.
  ↳ KnownPointPadding 0.10 World coordinates (x, y, z) used for known point padding.
  ↳ ServerStartDistance 4.0 Extra server-side tolerance for starting the purchase interaction.
  ↳ DefaultDescription "Ready-made property with pr... Optional defaults used by the property-sale UI. Individual properties may override these with displayName and description fields.
  ↳ Text table Text shown to the player for text. Change it to translate or rebrand.
MaxHouseKeyHolders 3 How many players should have access to a property?
RealEstateJob table @ReceivePercentage the percentage real estate job will receive when selling a property. Ex. If a property costs $300, and ReceivePercentage is 5%, the seller will receive $15.
UpgradeHouses true Set to false if you don't want the player's to upgrade their house inventory capacities.
ResetUpgrades true Set it to false if you don't want the property upgrades to reset when placing the property for sale.
ResetPropertyLedger false Reset all the property ledger account money when a property has been placed for sell.
RenderNPCDistance 30 The distance for rendering NPC Models.
TeleportOutsideOnJoin table Set it to false if you don't want the players to be teleported outside of their property after selecting a character. We provide this system in case they bug inside or other players who left inside that property to be teleported o
WardrobeEventTrigger "jrs_clothes:openWardrobe" to open their wardrobe, change the event trigger below.
ManagementMenu table Options in the property management menu to display / not based on your personal and server preferences. (!) DO NOT MODIFY THE TYPE NAMES.
PropertyStashes table Table of property stashes entries. Add, remove or edit entries following the examples in the file.
  ↳ Enabled true Turns enabled on or off (default true).
  ↳ Resource "jrs_stashes" Setting for resource.
  ↳ MaxSlots 50 Highest value an admin can set per house.
  ↳ MaxWeight 1000000.0 Upper limit for max weight.
  ↳ Tiers table property area wins. Weight is the capacity (KG) of EACH stash in that house. Each placed stash is its own separate storage. Admins can customize slots and weight per house in /propertyadmin -> property -> House Stashes or via SQL/
  ↳ PlaceDistance 4.0 Stashes must stay this close to the player placing them (server check).
DoorKey Keys['G'] G Key
DoorInteractionDistance 3.50 Horizontal interaction radius for locking/unlocking property doors. The old hardcoded value was 1.25m and used 3D distance, which made the player stand almost against the door before the door key would register.
DynamicProperties table Ready-made properties are stored and loaded from SQL only. Create and edit them in-game with /createproperty and /propertyadmin.
  ↳ Enabled true Turns enabled on or off (default true).
  ↳ CreateCommand "createproperty" Setting for create command.
  ↳ AdminCommand "propertyadmin" Who is allowed: jobs, groups or permissions for admin command.
  ↳ AdminAcePermission "jrs_housing.property.admin" Who is allowed: jobs, groups or permissions for admin ace permission.
  ↳ AdminGroups table Who is allowed: jobs, groups or permissions for admin groups.
  ↳ AdminIdentifiers table Who is allowed: jobs, groups or permissions for admin identifiers.
  ↳ RequireArea true Requires area: true = yes, false = no (default true).
  ↳ RequiredAreaPoints 4 World coordinates (x, y, z) used for required area points.
  ↳ AllowOwnedStructureEdit true Admins may change the area/doors of an OWNED house (enlarge, add a building, add/remove doors, merge another house). The owner keeps the house; their land boundary follows the new area. false = old behaviour (reset first).
  ↳ AreaGrowStep 5.0 "Enlarge Area" step size in meters (each corner moves this far outward).
  ↳ MinimumArea 25.0 Minimum or level requirement for minimum area.
  ↳ MaximumArea 10000.0 Upper limit for maximum area.
  ↳ DoorCaptureDistance 6.0 Distance in game units that applies to door capture distance.
  ↳ DoorMatchDistance 1.75 Distance in game units that applies to door match distance.
  ↳ ForceDoorClosedOnCapture true When an admin captures a world door, force it fully closed first so the saved objYaw is the real closed heading, never the current open angle.
  ↳ DoorCloseCaptureDelay 350 Time setting for door close capture delay. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
  ↳ Defaults table Table of defaults entries. Add, remove or edit entries following the examples in the file.
NativeDoorlocks table Table of native doorlocks entries. Add, remove or edit entries following the examples in the file.
  ↳ Enabled true Turns enabled on or off (default true).
  ↳ AutoInstallBundledProperties true Seed/merge every bundled ready-made house and its known doors into SQL. Existing customized definitions are preserved; only missing data/doors are merged.
  ↳ ForceBundledDoorAccessMode true Forces bundled door access mode: true = yes, false = no (default true).
  ↳ ImportLegacyDoorlockIds true One-time migration for older properties that saved jrs_doorlocks door IDs. The parts are copied directly from SQL into jrs_housing property doors.
  ↳ RemoveImportedDoorlockIds true Switch for remove imported doorlock ids: true = on, false = off (default true).
  ↳ DoorlockDatabaseTables table Table of doorlock database tables entries. Add, remove or edit entries following the examples in the file.
  ↳ RegisteredDoorPickerResource "jrs_doorlocks" Optional admin convenience: /createproperty can use the jrs_doorlocks world picker when that resource is running, then copies the selected door.
  ↳ EnforceExclusiveDoorHashes true Native validation/security.
  ↳ RequireDoorInsidePropertyArea true Requires door inside property area: true = yes, false = no (default true).
  ↳ DoorAreaTolerance 12.0 Number for door area tolerance (default 12.0).
  ↳ ServerDistanceValidation true Switch for server distance validation: true = on, false = off (default true).
  ↳ ServerValidationDistance 6.0 Distance in game units that applies to server validation distance.
  ↳ LockWhenUnowned true State policy.
  ↳ UnlockWhenUnowned false Switch for unlock when unowned: true = on, false = off (default false).
  ↳ LockOnOwnershipTransfer true Switch for lock on ownership transfer: true = on, false = off (default true).
  ↳ DefaultLocked true Switch for default locked: true = on, false = off (default true).
  ↳ LockOnResourceStart true Switch for lock on resource start: true = on, false = off (default true).
  ↳ LockpickSessionMilliseconds 120000 Short-lived server lockpick session. The final unlock still requires this server-issued session, the correct door, proximity and item checks.
  ↳ WorldStatus table Door interaction presentation. This is drawn in world-space directly on the selected door and does not steal NUI focus. Red = locked, green = unlocked.
  ↳ KeyAnimation table Character key animation for both LOCK and UNLOCK. The animation falls back to facing the saved door coordinates when a streamed MLO door does not expose a usable entity handle.
DoorlockIntegration table Deprecated compatibility switch. Keep disabled: housing no longer delegates its doors to jrs_doorlocks.
  ↳ Enabled false Turns enabled on or off (default false).
  ↳ Resource "jrs_doorlocks" Setting for resource.
RenderDoorStateDistance 30 The following rendering checks for near locked states / doors.
Lockpicking table Table of lockpicking entries. Add, remove or edit entries following the examples in the file.
  ↳ Key 0xE30CD707 R Key
  ↳ Item "lockpick" Inventory items used by item. Names must exist in the jrs_items table.
  ↳ Stages 1 (3) By Default, all Lockpicking stages must be successfull to unlock the property door. Stages also must be the required item quantity to have for lockpicking. That means, a player must have X3 hardlockpick items.
  ↳ NotEnoughLockpicksNotify "~e~You do not have enough l... Text shown to the player for not enough lockpicks notify. Change it to translate or rebrand.
  ↳ RequiredOnlineJob table Who is allowed: jobs, groups or permissions for required online job.
  ↳ NotifyMessage table TP Notify Support.
  ↳ Duration 10 Time in minutes
PropertyLights table SQL definition ( { on = true, points = { { x=.., y=.., z=.., prop=".." }, .. } } ). Properties without that field are completely unaffected by this feature. House lights are controlled from the inventory-key management menu only.
  ↳ Enabled true Turns enabled on or off (default true).
  ↳ DefaultProp "p_kerosenetablelamp01x" Default prop used for a light point that does not specify its own prop.
  ↳ StreamDistance 40.0 How far away (in the world) a light point is streamed in and kept spawned.
config/config_construction.lua - 26 options#

General

Setting Default What it does
Construction table Table of construction entries. Add, remove or edit entries following the examples in the file.
  ↳ Enabled true Turns enabled on or off (default true).
  ↳ Commands table Table of commands entries. Add, remove or edit entries following the examples in the file.
  ↳ EveryoneCanCreate false Set true to let every player place a new construction plot.
  ↳ OwnersCanBuild false Owners can contribute materials and advance their own construction. Set to false so only the Builder rank can build/advance construction stages.
  ↳ StrictJobOnly true Strict job restriction: when true, nobody (not even admins/superadmins/mods) can purchase the book, use the book, create houses or build stages without having the allowed builder job in AllowedJobs.
  ↳ RequiredJobGrade 0 Minimum job grade required (0 = any grade of builder)
  ↳ AllowedJobs table Jobs/groups below can create and build any plot.
  ↳ AllowedGroups table Who is allowed: jobs, groups or permissions for allowed groups.
  ↳ AcePermission "jrs_housing.construction" ACE permission also works: add_ace group.admin jrs_housing.construction allow
  ↳ PropertyIdBase 50000 Number for property id base (default 50000).
  ↳ MinimumHouseDistance 20.0 Distance in game units that applies to minimum house distance.
  ↳ InteractionDistance 4.0 Distance in game units that applies to interaction distance.
  ↳ RenderDistance 220.0 Distance in game units that applies to render distance.
  ↳ DespawnDistance 260.0 Distance in game units that applies to despawn distance.
  ↳ Placement table Table of placement entries. Add, remove or edit entries following the examples in the file.
  ↳ BuildMarker table Visible construction point spawned after confirming the house position.
  ↳ PropertyDefaults table Table of property defaults entries. Add, remove or edit entries following the examples in the file.
  ↳ Text table Text shown to the player for text. Change it to translate or rebrand.
  ↳ SkipDoorModelsForTeleport false Spawn physical, interactive doors for completed constructed houses. The normal REDEMPIRE teleport entry remains available as a fallback.
  ↳ DoorModels table Game model or entity used for door models.
  ↳ DoorModelPairs table Do not replace a visible door with guessed left/right model names. Both hinge sides use the known working model; the client mirrors only the swing direction and interaction point.
  ↳ LeftHingeDoorModels table Game model or entity used for left hinge door models.
  ↳ RightHingeDoorModels table Game model or entity used for right hinge door models.
  ↳ InteractiveDoors table Table of interactive doors entries. Add, remove or edit entries following the examples in the file.
  ↳ Presets table Table of presets entries. Add, remove or edit entries following the examples in the file.
config/zz_config_land.lua - 24 options#

General

Setting Default What it does
LandSystem table Table of land system entries. Add, remove or edit entries following the examples in the file.
  ↳ Enabled true Turns enabled on or off (default true).
  ↳ PricePerSquareMeter 1.20 One RedM world unit is treated as one square meter for pricing. Base rate (first bracket). The real price is progressive: see PriceBrackets.
  ↳ PriceBrackets table only to the m2 inside its bracket, so big estates cost far more per m2 than a small lot. Tuned to the jrs_core economy tiers (Tier 1 $4-9/h, Tier 3 $30-55/h): 100 m2 = $120, 300 = $360, 1000 = $1,620, 2500 = $5,670, 5000 = $15,045
  ↳ CurrencySymbol "$" Setting for currency symbol.
  ↳ MoneyAccount 0 jrs_core account used for land payments. 0 is the normal cash account.
  ↳ Standalone table Standalone private lands are created by administrators and sold to players from an in-world sale board.
  ↳ RequiredPoints 4 The player walks to four corners and left-clicks at each corner.
  ↳ PlacePointControl 0x07CE1E61 INPUT_ATTACK / left mouse button
  ↳ MinimumPointSpacing 2.0 Minimum or level requirement for minimum point spacing.
  ↳ MinimumArea 100.0 Minimum or level requirement for minimum area.
  ↳ MaximumArea 5000.0 Upper limit for maximum area.
  ↳ PreventZoneOverlap true Prevent a purchased plot from intersecting another purchased plot.
  ↳ OverlapBuffer 1.0 Number for overlap buffer (default 1.0).
  ↳ RequireHouseInsideZone true The house origin and its calculated client footprint must remain inside.
  ↳ HouseEdgePadding 0.0 Number for house edge padding (default 0.0).
  ↳ PlacementFootprint table Several streamed shells have invisible collision/LOD bounds much larger than the visible building. This clamped footprint prevents false rejections.
  ↳ MaximumSelectionDistance 120.0 Server-side safety limits.
  ↳ SelectionSeconds 300 Number for selection seconds (default 300).
  ↳ ZoneMinZOffset -20.0 The private-property zone is vertical so hills and multi-floor homes work.
  ↳ ZoneMaxZOffset 40.0 Upper limit for zone max z offset.
  ↳ EntryCheckIntervalMs 500 Time setting for entry check interval ms. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
  ↳ BoundaryDisplay table Table of boundary display entries. Add, remove or edit entries following the examples in the file.
  ↳ Text table Text shown to the player for text. Change it to translate or rebrand.
config/zz_config_property_keys.lua - 22 options#

General

Setting Default What it does
PropertyKeys table Key or control used for property keys. Controls are hash values from the game input list.
  ↳ Enabled true Turns enabled on or off (default true).
  ↳ HouseItem "housekey" Inventory items used by house item. Names must exist in the jrs_items table.
  ↳ KeyOnlyDoors false Allow validated robbery lockpicking; normal access still requires a house key.
  ↳ BoundaryAccessPadding 5.0 Meters outside the saved polygon; key/menu access only.
  ↳ DoorwayAccessDistance 3.0 Access only: does not expand farming boundaries.
  ↳ InteriorAccessDistance 40.0 Meters from the interior entry point; lets owners use their key inside teleport houses.
  ↳ AutoRelockSeconds 15 Number for auto relock seconds (default 15).
  ↳ LocksmithDistance 3.0 Distance in game units that applies to locksmith distance.
  ↳ GiveDistance 5.0 Distance in game units that applies to give distance.
  ↳ Locksmith table Table of locksmith entries. Add, remove or edit entries following the examples in the file.
FertilePlots table Table of fertile plots entries. Add, remove or edit entries following the examples in the file.
  ↳ Enabled true Turns enabled on or off (default true).
  ↳ DefaultRadius 3.0 Legacy circle plots (pre-polygon) kept only so older saved rows still work.
  ↳ MinimumRadius 1.0 Distance in game units that applies to minimum radius.
  ↳ MaximumRadius 8.0 Distance in game units that applies to maximum radius.
  ↳ MinimumPoints 4 Corners: each plot is a walked-and-clicked polygon, so its shape can differ from house to house instead of always being the same circle.
  ↳ MinimumPointSpacing 1.5 Minimum or level requirement for minimum point spacing.
  ↳ MinimumArea 4.0 Minimum or level requirement for minimum area.
  ↳ MaximumArea 200.0 Upper limit for maximum area.
  ↳ MaximumPlots 8 Upper limit for maximum plots.
  ↳ InitialFertilizer 250 Light starter soil (25%). Plot crops also get reduced care bonuses - see jrs_farming Config.FertilePlotSoil.
config/zz_config_wardrobe_prop.lua - 14 options#

General

Setting Default What it does
WardrobeProp table wardrobe (clothes change prompt at it). One wardrobe per house - setting a new one replaces the old prop. Enabled = false restores the plain point. Range = the house furnitureRange from its entrance (same as furniture).
  ↳ Enabled true Turns enabled on or off (default true).
  ↳ Models table Game model or entity used for models.
  ↳ SpawnDistance 60.0 Distance in game units that applies to spawn distance.
  ↳ Blip table Map blip on the owner's wardrobe (any wardrobe point, prop or not).
  ↳ DespawnDistance 75.0 Distance in game units that applies to despawn distance.
  ↳ Keys table Every other key is the furniture placement set (client_furnitures.lua).
StorageProp table Same furniture placement as the wardrobe above (C = next prop). Its capacity is the house defaultStorageWeight + bought upgrades, written to the storage row every time the box is opened (zz_server_property_keys.lua).
  ↳ Enabled true Turns enabled on or off (default true).
  ↳ Models table Game model or entity used for models.
  ↳ SpawnDistance 60.0 Distance in game units that applies to spawn distance.
  ↳ Blip table Map blip or icon settings for blip.
  ↳ DespawnDistance 75.0 Distance in game units that applies to despawn distance.
  ↳ Keys table Key or control used for keys. Controls are hash values from the game input list.

Paid (server only)   jrs_redempire_mountain

jrs core RP S4 - 40m x 30m mountain wooden sign

Resource jrs_redempire_mountain
Folder [PROPERTIES]
Version 1.0.2
Author jrs team
Interface No
Code size 499 Lua lines
config/config.lua - 31 options#

General

Setting Default What it does
ModelName "redempire_mtn_s4_40x30" Unique model/resource naming so this version can run beside the old road sign.
SignDimensions table Table of sign dimensions entries. Add, remove or edit entries following the examples in the file.
  ↳ width 40.0 Number for width (default 40.0).
  ↳ height 30.0 Number for height (default 30.0).
  ↳ plankWidth 38.6 Two narrower horizontal timber boards between the posts.
  ↳ plankHeight 1.35 Number for plank height (default 1.35).
  ↳ plankDepth 0.82 Number for plank depth (default 0.82).
  ↳ upperPlankZ 18.60 Mountain sign: the boards sit high on the 30m posts.
  ↳ lowerPlankZ 12.70 Number for lower plank z (default 12.70).
Lighting table Lighting is fully client-side and follows each spawned sign.
  ↳ enabled true Turns enabled on or off (default true).
  ↳ onlyAtNight false Keep false while testing so the lights can be checked at any time. Set true later if you only want them during night hours.
  ↳ nightStartHour 18 Number for night start hour (default 18).
  ↳ nightEndHour 6 Number for night end hour (default 6).
  ↳ renderDistance 900.0 Do not draw lights for very distant signs to keep the script light.
  ↳ propEnabled true Real RedM/RDR game props. The script tries them in order and uses the first model that loads successfully, so one missing variant will not break the resource.
  ↳ propModels table Game model or entity used for prop models.
  ↳ color table Warm frontier light.
  ↳ spotlight table Spotlight settings. Four lamps cover both giant text rows.
  ↳ lamps table Local coordinates relative to the 40x30 sign model. +Y is the visible/front side of the sign.
FixedPlacement table Fixed placement for the mountain sign. Set enabled = true and paste the exact coords/full 3-axis rotation you want. The Z value is used exactly as written; it is NOT auto-adjusted to the ground.
  ↳ enabled true Turns enabled on or off (default true).
  ↳ spawnOnStart true Switch for spawn on start: true = on, false = off (default true).
  ↳ coords vector3(-57.79999923706055, ... World coordinates (x, y, z) used for coords.
  ↳ rotation vector3(0.0, 0.0, 115.0) Setting for rotation.
Commands table Table of commands entries. Add, remove or edit entries following the examples in the file.
  ↳ spawn "redempire_mtn_sign_spawn" World coordinates (x, y, z) used for spawn.
  ↳ remove "redempire_mtn_sign_remove" Setting for remove.
  ↳ lights "redempire_mtn_lights" Setting for lights.
  ↳ coords "redempire_mtn_sign_coords" World coordinates (x, y, z) used for coords.
  ↳ transform "redempire_mtn_sign_transform" Setting for transform.

Paid (server only)   jrs_stable

JRS Stable v5.11.0: horse Health/Stamina now use the game\

Resource jrs_stable
Folder [PROPERTIES]
Version 5.26.6
Depends on /onesync, /server:6231, jrs_core, jrs_inventory, oxmysql
Interface Yes (NUI)
Languages ar, en
Code size 80,274 Lua lines

Commands

  • /-jrs_stable_callwagon
  • /-jrs_stable_horse_dance
  • /-jrs_stable_lean_left
  • /-jrs_stable_lean_modifier
  • /-jrs_stable_lean_right
  • /OpenBreedingMenu
  • /callhorse
  • /checkStow
  • /dancehorse
  • /fixstable
  • /jrs_stable_brushhorse
  • /jrs_stable_callhorse_key
  • /jrs_stable_callwagon_key
  • /jrs_stable_feedhorse
  • /jrs_stable_showhorseinfo
  • /jrshorsestats
  • /jrsstablepromptdebug
  • /resetstablename
  • /setstablename
  • /spawnPelt
  • /trainingadmin

Exports

AddHorseXP, GenerateHorseStatisticsForMenu, GetHorseHudSource, GetHorseNameForMenu, GetMetabolismHorse, GetPlayerLevel, GetServerTimer, GetStableHorseCondition, GiveHorse, GiveWagon, HasLocalStablePermission, HasStablePermission, IsStablePermissionAdmin, IsStableUiOpen, OpenFlamingHoovesDeed, PlayerOwnsFlamingHooves, RegisterAction, RegisterFilter, ReloadHorseTrainingRoutes, SetPlayerFlamingHoovesOwned, ShowMenu, SpawnHorse, StopAddon, getCallbackAPI, getConfig, getConfigs, getCurrentStable, getHorses, getMyHorses, getMyWagons

Database tables

IF, jrs_horse_breeding, jrs_horse_training_npcs, jrs_horse_training_routes, jrs_horse_training_service, jrs_horses, jrs_horses_stats, jrs_stable_admin_actions, jrs_stable_admin_horse_grants, jrs_stable_admin_horse_templates, jrs_stable_bought, jrs_stable_breeder_market_wallet, jrs_stable_color, jrs_stable_custom_names, jrs_stable_flaming_hooves_owners, jrs_stable_market_stock, jrs_stable_market_transactions, jrs_stable_permissions, jrs_stable_team_cooldowns, jrs_wagon_crafting

shared/config.lua - 478 options#

General

Setting Default What it does
debug false Debug output for debug: true = yes, false = no (default false).
realisticModHorse false Switch for realistic mod horse: true = on, false = off (default false).
realisticModWagon false if true : No horse teleportation. You can only whistle horse if he is near than you. Horses are linked on the last stable you use to stabling it.
distancePromptStore 3.0 maximum distance to display the prompt to open the store
distanceSpawnPed 15.0 maximum distance to spawn the stable man
distanceSpawnHorse 7.5 nearby safe whistle spawn radius; keeps the horse close without spawning on top of the player
distanceSpawnWagon 11.0 preferred nearby wagon call distance; final road-safe range is enforced client-side
distanceTeleportHorse 200.0 maximum distance to whistle horse before teleport him
ExtraLightIntensity 15.0 Light intensity when preview horse in stable
syncTimer 5 * 1000 Loop timer to resync horse after using instance
useMenuWithMouse true turn off to disable the mouse controler for the menu
needAllHorseWagon true turn true to only allow wagon if all needed horses are selected
refreshTimerHorseStat 2500 time in ms to calcul the new stat of horse. Little value = more precise but more heavy for CPU
saveHorseStatTimer 90 * 1000 time in ms to save new horses stats in database
disableHorseFlee false disable the possibility to flee horses
usePromptHorseStatistics true turn off the prompt to display horses statistics
cameraPreview table Preview camera settings for stable menu
  ↳ horse table Game model or entity used for horse.
  ↳ wagon table Table of wagon entries. Add, remove or edit entries following the examples in the file.
uiSuppression table Hide game HUD / metabolism while the stable NUI is open. Native HUD and radar are handled directly. jrs_metabolism is integrated through its setHudBlocked export/event so its visibility state cannot invert.
  ↳ enabled true Turns enabled on or off (default true).
  ↳ hideNativeHud true Hides native hud: true = yes, false = no (default true).
  ↳ hideRadar true Hides radar: true = yes, false = no (default true).
  ↳ jrsMetabolism table Exact integration for the metabolism resource supplied with this build. jrs_metabolism exposes setHudBlocked(state, blockerName); no command toggles are used, so the HUD cannot become inverted after reconnects.
  ↳ integrations table Optional integrations for other custom HUD/NUI resources.
horseOverheadStats table Horse overhead circles are disabled permanently in v5.5.1. All horse data is shown in Show Info instead.
  ↳ enabled false set false to disable the feature completely
  ↳ control 0xF84FA74F retained for compatibility; visibility follows the interaction menu
  ↳ maxDistance 5.0 maximum distance from the horse
  ↳ ownerOnly true only show statistics for the player's owned horse
  ↳ refreshRate 100 NUI refresh interval; 10 Hz is smooth and lighter on populated servers
  ↳ heightOffset 0.10 vertical position above the horse; smaller values move the icons down
  ↳ hideWhileMounted true hide the icons while the player is riding a horse
  ↳ showName true Shows name: true = yes, false = no (default true).
  ↳ showLevel true show Horse Level above the horse
  ↳ showXp true show current XP / XP required for next level
  ↳ showRarity true COMMON / RARE / EPIC / ...
  ↳ stats table Table of stats entries. Add, remove or edit entries following the examples in the file.
  ↳ maximumRanks table Upper limit for maximum ranks.
maxDistanceWithHorseshoes 50 in kilometers of riding/leading; per-tier durabilityKm in Config.horseshoeTiers wins
warningMessageHorseshoePercent 20 display a warning message when the horseshoes is under this value
stopRunHorseshoesPercent 1 disable horse run when horseshoes is under this value
distanceSafeSpawn 5.0 minimal distance from the farest vehicle to be able to spawn a new one
horseArriveDistance 2.8 called horse stops and stands once this close to you
smartWagon table Table of smart wagon entries. Add, remove or edit entries following the examples in the file.
  ↳ enabled true Turns enabled on or off (default true).
  ↳ strict true no valid spot = refuse (never falls back to "anywhere")
  ↳ minSpawnDistance 10.0 Distance in game units that applies to min spawn distance.
  ↳ preferredSpawnDistance 16.0 Distance in game units that applies to preferred spawn distance.
  ↳ maxSpawnDistance 32.0 Distance in game units that applies to max spawn distance.
  ↳ maxHeightDifference 6.0 no roof/cliff/bridge spots above or below you
  ↳ minGroundNormalZ 0.88 ~28 degree slope max
  ↳ preferOutOfView true Switch for prefer out of view: true = on, false = off (default true).
  ↳ maxChecks 48 Upper limit for max checks.
  ↳ driveToPlayer true Switch for drive to player: true = on, false = off (default true).
  ↳ approachSpeed 5.0 Number for approach speed (default 5.0).
  ↳ approachStopDistance 8.0 road stop when something blocks the way to you
  ↳ approachGap 1.2 clear path = parks alongside you, this far from its side
  ↳ finalLegDistance 30.0 starts probing for a clear straight line within this range
  ↳ finalStopDistance 1.0 then stops and holds (handbrake + team stands) until driven
  ↳ finalSpeed 3.0 Number for final speed (default 3.0).
  ↳ approachTimeoutMs 20000 Time setting for approach timeout ms. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
  ↳ leaveSpeed 8.0 Number for leave speed (default 8.0).
  ↳ leaveHiddenDistance 35.0 fades once this far and out of sight
  ↳ leaveMaxDistance 80.0 or this far regardless
  ↳ leaveTimeoutMs 18000 Time setting for leave timeout ms. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
  ↳ serverBackstopMs 25000 Number for server backstop ms (default 25000).
entityLifecycle table Table of entity lifecycle entries. Add, remove or edit entries following the examples in the file.
  ↳ enabled true Turns enabled on or off (default true).
  ↳ checkIntervalMs 2000 Time setting for check interval ms. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
  ↳ autoStoreDistance 50.0 Walk/ride this far from your spawned horse or wagon (or fast travel) and it goes back to the stable with a notification, ready to call again.
  ↳ autoStoreNotify true Automatically handles store notify: true = yes, false = no (default true).
  ↳ horseAutoSleep true Switch for horse auto sleep: true = on, false = off (default true).
  ↳ horseSleepAfterSeconds 180 The horse must remain completely idle for three minutes before sleeping.
  ↳ horseSleepMaximumDistance 35.0 Distance in game units that applies to horse sleep maximum distance.
  ↳ horseIdleSpeed 0.15 Game model or entity used for horse idle speed.
  ↳ horseInteractionSleepBlockSeconds 120 Any menu/action/feeding/brush/lead interaction wakes the horse and blocks automatic sleep for this duration after the final interaction.
useHorseHolster true false to disable horse holster (only the horse owner can interact with it)
showHorseLevelUp true false to turn of horse exp notifications
keepHorseCoreDuration 60 * 1000 time in ms (duration after which stats of a horse that flee are resetting)
forceDespawnAfterFleeTimer 10 * 1000 time in ms to delete the horse after flee
uniquePriceForStableTransfer false false : transfer price depends of the distance, true : same price for all stables
canTransferFromAnotherStable true false : disable the transfer of horse/wagon if they are not in the stable where you are
durationTransferFromAnotherStable 10000 duration to transfer horse/wagon from another stable
allowStowSmallPeltOnHorse false Allows stow small pelt on horse: true = yes, false = no (default false).
durationHorseInvincibleAfterSpawn 5000 duration of invincibility of the horse after his spawn
maxPeltOnHorse 3 number of small pelt can be stow on horse (only 3 are visible)
winExpByWalk table horse exp win by walking (disabled: progression restricted to formal training)
  ↳ enabled false Turns enabled on or off (default false).
  ↳ distance 0 Distance in game units that applies to distance.
  ↳ point 0 World coordinates (x, y, z) used for point.
horseSlots 8 maximum of horse for players (set -1 to unlimited)
wagonSlots 8 maximum of horse for players (set -1 to unlimited)
commands table set false to disable a command
  ↳ sidesiddle "sidesaddle" Setting for sidesiddle.
  ↳ horseDance "horsedance" Game model or entity used for horse dance.
  ↳ lean "lean" Setting for lean.
  ↳ delwagon "delwagon" Setting for delwagon.
  ↳ adminRepairWagon "repairwagon" Stable Admin: repair nearest JRS wagon
  ↳ adminMenu "stableadmin" Stable Admin: open the ID-based administration menu
  ↳ fleeHorse "fleeHorse" fixWagons = "fixWagon",
  ↳ fleeWagon "fleeWagon" callWagon = "callWagon",
  ↳ reloadHorse "reloadHorse" To reload components of the horse
horse_sterilizer "horse_sterilizer" Game model or entity used for horse sterilizer.
RenameHorsePrice 0.50 Money value for rename horse price. Rewards go through the economy multiplier of jrs_core.
startjobHorseShoe true or false
JobHorseShoe table Horse Shoe
itemsShoes "ironhorseshoe" Inventory items used by items shoes. Names must exist in the jrs_items table.
Shoes 4 Number for shoes (default 4).

buy Color horse

Setting Default What it does
startjob true or false
JobsName "ALFIEC" buy Color
allowCustomColorForHorse true turn off to remove the prompt to allow custom color on horse coat
palettesForHorseCoat table Game model or entity used for palettes for horse coat.
  ↳ tint_generic_clean true Switch for tint generic clean: true = on, false = off (default true).
  ↳ tint_hair true Switch for tint hair: true = on, false = off (default true).
  ↳ tint_horse true Switch for tint horse: true = on, false = off (default true).
  ↳ tint_horse_leather true Switch for tint horse leather: true = on, false = off (default true).
  ↳ tint_leather true Switch for tint leather: true = on, false = off (default true).
  ↳ tint_makeup true Switch for tint makeup: true = on, false = off (default true).
horseBodyCustomization table Horse body customization shown beside the Color Horse icon. Some horse models may ignore one or more experimental morph outfits.
  ↳ enabled true Turns enabled on or off (default true).
  ↳ minScale 80 safe minimum: 80% of the original breed size
  ↳ maxScale 120 safe maximum: 120% of the original breed size
  ↳ defaultScale 100 Rate or multiplier for default scale.
  ↳ scaleStep 1 one-percent precision in the customization UI
  ↳ defaultBelly 10 Number for default belly (default 10).
  ↳ defaultBack 5 Number for default back (default 5).
  ↳ defaultRump 5 Number for default rump (default 5).
  ↳ icon "animal" Map blip or icon settings for icon.
  ↳ labels table Table of labels entries. Add, remove or edit entries following the examples in the file.
  ↳ morphDescriptions table Friendly descriptions are calculated from each model's available morph count. The native outfit index is still saved exactly for persistence.
  ↳ bellyOutfits table Known metaped morph outfits. Keep these configurable so they can be replaced for custom horse packs that use different outfit hashes.
  ↳ backOutfits table Table of back outfits entries. Add, remove or edit entries following the examples in the file.
  ↳ rumpOutfits table Table of rump outfits entries. Add, remove or edit entries following the examples in the file.
allowCustomColorForComponent true turn off to remove the prompt to allow custom color on horse component
palettesForComponent table Table of palettes for component entries. Add, remove or edit entries following the examples in the file.
  ↳ tint_generic_clean true Switch for tint generic clean: true = on, false = off (default true).
  ↳ tint_hair true Switch for tint hair: true = on, false = off (default true).
  ↳ tint_horse true Switch for tint horse: true = on, false = off (default true).
  ↳ tint_horse_leather true Switch for tint horse leather: true = on, false = off (default true).
  ↳ tint_leather true Switch for tint leather: true = on, false = off (default true).
  ↳ tint_makeup true Switch for tint makeup: true = on, false = off (default true).
horseSimulation table Red Dead Online-inspired horse care/progression tuning. Rockstar documents the behaviour, but does not publish its exact internal drain formulas; all numeric balance remains data-only here so servers can tune it safely.
  ↳ progression table Table of progression entries. Add, remove or edit entries following the examples in the file.
  ↳ metabolism table Table of metabolism entries. Add, remove or edit entries following the examples in the file.
  ↳ conditionPersistence table Table of condition persistence entries. Add, remove or edit entries following the examples in the file.
  ↳ performance table Table of performance entries. Add, remove or edit entries following the examples in the file.
  ↳ care table Table of care entries. Add, remove or edit entries following the examples in the file.
  ↳ careAnimations table Table of care animations entries. Add, remove or edit entries following the examples in the file.
  ↳ colors table Table of colors entries. Add, remove or edit entries following the examples in the file.
  ↳ wagonDamageTest table Table of wagon damage test entries. Add, remove or edit entries following the examples in the file.
notifyOwnerRobbery true or false --- The owner of the vehicle was informed that his vehicle was being stolen.
saddlebagMod 1 Number for saddlebag mod (default 1).
wagonLockerMod 1 Number for wagon locker mod (default 1).
saddlebag table Table of saddlebag entries. Add, remove or edit entries following the examples in the file.
  ↳ maxWeight 500.0 Upper limit for max weight.
  ↳ maxSlots 30 Upper limit for max slots.
  ↳ acceptWeapons true Switch for accept weapons: true = on, false = off (default true).
bagCapacity table runtime/modules/clothes/horseComponents.lua. Anything not listed here has no storage (masks, scabbards, pelts, plain blankets...). The bigger the bag, the higher its price: price = maxWeight * Config.bagPricePerKg.
  ↳ horse_saddlebags table Game model or entity used for horse saddlebags.
  ↳ horse_outfits table Loadout outfits that carry real bags/packs on the horse.
  ↳ horse_accessories table Game model or entity used for horse accessories.
bagCapacityOrder table Storage is taken from the first category the horse wears, in this order.
bagPricePerKg 0.5 40 kg standard bag = $20, 130 kg = $65
displaySaddlebagSlotInStore true Set false to hide the maxSlots
displaySaddlebagWeightInStore true Set false to hide the maxWeight
wagonLocker table default locker size for wagon
  ↳ maxWeight 1000.0 Upper limit for max weight.
  ↳ maxSlots 50 Upper limit for max slots.
  ↳ acceptWeapons true Switch for accept weapons: true = on, false = off (default true).
displayLockerSlotInStore true Set false to hide the maxSlots
displayLockerWeightInStore true Set false to hide the maxWeight
keys table Key or control used for keys. Controls are hash values from the game input list.
  ↳ enter "INPUT_FRONTEND_ACCEPT" ENTER
  ↳ back "INPUT_GAME_MENU_CANCEL" BACKSPACE
  ↳ buyGold "INPUT_INTERACT_ANIMAL" Money value for buy gold. Rewards go through the economy multiplier of jrs_core.
  ↳ favourite "INPUT_SHOP_SPECIAL" Setting for favourite.
  ↳ ride "INPUT_FRONTEND_RB" Setting for ride.
  ↳ bequeath "INPUT_OPEN_SATCHEL_MENU" Setting for bequeath.
  ↳ release "INPUT_FRONTEND_RS" Setting for release.
  ↳ unequip "INPUT_SHOP_SELL" Setting for unequip.
  ↳ saddlebag "INPUT_CREATOR_ACCEPT" Setting for saddlebag.
  ↳ wagonLocker "INPUT_SHOP_SPECIAL" Setting for wagon locker.
  ↳ takeSaddlebag "INPUT_FRONTEND_RS" Setting for take saddlebag.
  ↳ colorPalette "INPUT_CREATOR_RS" Setting for color palette.
  ↳ takeLantern "INPUT_HUD_SPECIAL" Setting for take lantern.
  ↳ skipCutscene "INPUT_SKIP_CUTSCENE" Setting for skip cutscene.
  ↳ wagonLocker2 0x760A9C6F G
  ↳ shareWagon 0xC7B5340A ENTER
  ↳ wagonLockerstell "INPUT_FRONTEND_RS" x
  ↳ wagonLock 0xE30CD707 R: lock / unlock your wagon (lock-on prompt)
  ↳ wagonInfo 0xDE794E3E Q: wagon info card (lock-on prompt)
  ↳ checkHorseshoes "INPUT_AIM_IN_AIR" Setting for check horseshoes.
  ↳ horseCargo "INPUT_CREATOR_LB" open general horse cargo storage
  ↳ horseStore "INPUT_CREATOR_RB" list/cancel/buy a player-to-player horse or wagon sale
  ↳ breeding "INPUT_INTERACT_HORSE_BRUSH" B: open Horse Breeding from the same stable NPC

action is the same action id the horse interaction menu uses

Setting Default What it does
horsePrompts table (client/menus.lua), so both paths always behave identically. key is a raw keyboard control hash; the letter is in the comment.
  ↳ enabled true Turns enabled on or off (default true).
  ↳ maxDistance 3.25 Distance in game units that applies to max distance.
  ↳ actionDistance 4.0 Distance in game units that applies to action distance.
  ↳ holdMs 0 Number for hold ms (default 0).
  ↳ ownerOnly true Switch for owner only: true = on, false = off (default true).
  ↳ hideNativeHorsePrompts true Hides native horse prompts: true = yes, false = no (default true).
  ↳ nativePromptMode 1 PP_MODE_HIDE: remove Rockstar horse actions while JRS prompts are active
  ↳ nativePromptTypes table Text shown to the player for native prompt types. Change it to translate or rebrand.
  ↳ infoBar table Table of info bar entries. Add, remove or edit entries following the examples in the file.
  ↳ pageControls table Table of page controls entries. Add, remove or edit entries following the examples in the file.
  ↳ postActionGraceMs 9000 keep prompt group alive through horse interaction animations
  ↳ pageWrap true Left from page 1 -> last page; Right from last -> page 1
  ↳ pages table Table of pages entries. Add, remove or edit entries following the examples in the file.
  ↳ entries table Table of entries entries. Add, remove or edit entries following the examples in the file.
horseCommands table Chat commands for horse care/AI actions. They run the same validated actions as the prompts above.
  ↳ enabled true Turns enabled on or off (default true).
  ↳ maxDistance 4.0 Distance in game units that applies to max distance.
  ↳ rest "horseRest" Setting for rest.
  ↳ sleep "horseSleep" Setting for sleep.
  ↳ wallow "horseWallow" Setting for wallow.
  ↳ drink "horseDrink" Setting for drink.
  ↳ eat "horseEat" Setting for eat.
  ↳ stand "horseStand" Setting for stand.
  ↳ follow "horseFollow" GUM-inspired quality-of-life commands. They also appear in Horse Options.
  ↳ stay "horseStay" Setting for stay.
horseTackManager table GUM-inspired tack manager. This does not create duplicate equipment or new database tables: it exposes the player's already-purchased JRS tack in the Horse Options UI and routes all changes through the existing server checks.
  ↳ enabled true Turns enabled on or off (default true).
  ↳ categories table Table of categories entries. Add, remove or edit entries following the examples in the file.
horseConditionNotifications table Warn the owner before a horse reaches a severe needs state. Warnings are deliberately rate-limited so a low stat cannot spam the player.
  ↳ enabled true Turns enabled on or off (default true).
  ↳ lowThreshold 20 Number for low threshold (default 20).
  ↳ criticalThreshold 8 Number for critical threshold (default 8).
  ↳ cooldownMs 180000 Time setting for cooldown ms. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
  ↳ ownerOnly true Switch for owner only: true = on, false = off (default true).
  ↳ nearbyDistance 12.0 Distance in game units that applies to nearby distance.
horseCommandAI table Direct command behaviour for a spawned owned horse. No teleporting is used; Follow/Come use normal AI pathing and Stay uses TaskStandStill.
  ↳ enabled true Turns enabled on or off (default true).
  ↳ followRefreshMs 650 Number for follow refresh ms (default 650).
  ↳ followStopDistance 2.6 Distance in game units that applies to follow stop distance.
  ↳ maxCommandDistance 35.0 Distance in game units that applies to max command distance.
horseHoof table Hoof condition. Hooves pick up dirt and stones while the horse is ridden; once they are dirty enough the horse loses speed until they are picked out with the hoof hook. 100 = perfectly clean, 0 = completely packed.
  ↳ enabled true Turns enabled on or off (default true).
  ↳ item false item required to clean; false for no item requirement
  ↳ removeAfterUse false true consumes the hook on every use
  ↳ cleanDurationMs 5200 Time setting for clean duration ms. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
  ↳ promptThreshold 92.0 the Hoof prompt appears below this value
  ↳ warnThreshold 50.0 notify the rider once when crossing this value
  ↳ lossPerUpdate table Dirt gained per condition update, by gait (the same tick metabolism uses).
  ↳ speedTiers table Speed penalty tiers, read top-down: the first row whose "above" value the hoof condition is still under applies. rate is a move-rate multiplier.
  ↳ xpReward table Money value for xp reward. Rewards go through the economy multiplier of jrs_core.
horseDanceUnlock table Dance is a learned horse movement, not a free command. It unlocks only after the horse reaches the required Horse Level AND has completed at least one real performance training upgrade.
  ↳ enabled true Turns enabled on or off (default true).
  ↳ requiredHorseLevel 4 Minimum or level requirement for required horse level.
  ↳ requireFormalTraining true Requires formal training: true = yes, false = no (default true).
  ↳ minimumTrainingTier 2 speedTraining / accelerationTraining / handlingTraining
horseInteractionMenu table Game model or entity used for horse interaction menu.
  ↳ enabled false Turns enabled on or off (default false).
  ↳ openKey "INPUT_AIM" Right mouse button
  ↳ maxDistance 3.25 Distance in game units that applies to max distance.
  ↳ transferDistance 5.0 Distance in game units that applies to transfer distance.
  ↳ requireWaterNearby true Requires water nearby: true = yes, false = no (default true).
  ↳ waterSearchRadius 3.5 Distance in game units that applies to water search radius.
  ↳ waterProbeRadius 2.25 Distance in game units that applies to water probe radius.
  ↳ sections table Table of sections entries. Add, remove or edit entries following the examples in the file.
  ↳ waterModels table Game model or entity used for water models.
  ↳ haySearchRadius 3.5 Hay the horse can graze from with the Eat action/prompt.
  ↳ hayModels table Game model or entity used for hay models.
  ↳ animations table Table of animations entries. Add, remove or edit entries following the examples in the file.
mountedHorseMovements table Mounted rider movement/lean animations. The left animation is the same horseback seat animation used by the imported stable; the right side uses the matching mirrored dictionary when it exists in the game build.
  ↳ enabled true Turns enabled on or off (default true).
  ↳ requireOwnedJrsHorse false left/right and the original side-saddle toggle are available to everyone, on any mounted horse, with no horse-level requirement.
  ↳ defaultSide "sidesaddle" keeps the original /sidesaddle toggle when no argument is supplied
  ↳ keys table Key or control used for keys. Controls are hash values from the game input list.
  ↳ dance table Dance is the horse piaffe animation. Unlike left/right lean, it is progression-gated and only the horse owner can start it while mounted.
  ↳ sideSaddle table Table of side saddle entries. Add, remove or edit entries following the examples in the file.
  ↳ leanLeft table Table of lean left entries. Add, remove or edit entries following the examples in the file.
  ↳ leanRight table Table of lean right entries. Add, remove or edit entries following the examples in the file.
Cartrepair "Repair_Kit" Setting for cartrepair.
CartrepairCount 1 Number for cartrepair count (default 1).
Cartrepair_remove true Switch for cartrepair remove: true = on, false = off (default true).
wagonBrokenHealth 0.0 persisted broken state is always exactly 0
wagonPhysicalBreak table Table of wagon physical break entries. Add, remove or edit entries following the examples in the file.
  ↳ enabled true Turns enabled on or off (default true).
  ↳ healthThreshold 75.0 when body health reaches this value the wagon becomes fully broken (0 HP)
  ↳ breakWheels true Switch for break wheels: true = on, false = off (default true).
  ↳ leaveWheelDebris true Switch for leave wheel debris: true = on, false = off (default true).
  ↳ deleteBrokenWheels false keep detached wheels in-world so SetVehicleFixed can restore naturally
  ↳ maxFallbackWheels 4 Upper limit for max fallback wheels.
  ↳ hideDraftHorses true Hides draft horses: true = yes, false = no (default true).
wagonCollisionDamage table minImpactSpeed m/s inside ~0.1s counts as a hit and removes drop * damagePerSpeed body health (capped per hit). At wagonPhysicalBreak .healthThreshold the wagon breaks and needs a repair kit.
  ↳ enabled true Turns enabled on or off (default true).
  ↳ minImpactSpeed 3.0 Minimum or level requirement for min impact speed.
  ↳ damagePerSpeed 45.0 Number for damage per speed (default 45.0).
  ↳ maxDamagePerHit 350.0 Upper limit for max damage per hit.
lockpick "lockpick" items
lockpick_remove true Switch for lockpick remove: true = on, false = off (default true).
brushItem "kit_horse_brush" Inventory items used by brush item. Names must exist in the jrs_items table.
brushDurability table quick-use) takes lossPerUse durability (0-100, jrs_inventory metadata) and the brush is removed at 0, so the player has to buy a new one. 5 per use = 20 brushings per brush.
  ↳ enabled true Turns enabled on or off (default true).
  ↳ lossPerUse 5 Number for loss per use (default 5).
  ↳ warnBelow 20 Number for warn below (default 20).
  ↳ items table Inventory items used by items. Names must exist in the jrs_items table.
horseStaminaInjection table Mounted horse stamina injection. This is a TEMPORARY live-stamina boost only; it never changes the horse's persistent Stamina training rank (for example 3/6).
  ↳ enabled true Turns enabled on or off (default true).
  ↳ item "consumable_horse_stimulant" Inventory items used by item. Names must exist in the jrs_items table.
  ↳ durationSeconds 60 Time setting for duration seconds. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
  ↳ refillIntervalMs 100 Time setting for refill interval ms. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
  ↳ requireMounted true Requires mounted: true = yes, false = no (default true).
  ↳ requireOwnedHorse true Requires owned horse: true = yes, false = no (default true).
  ↳ blockWhileActive true Switch for block while active: true = on, false = off (default true).
  ↳ animationInteraction "Interaction_Injection_Quick" Native mounted horse injection interaction. The inventory closes first, the syringe animation plays, then the item is consumed at the injection moment and the stamina boost begins.
  ↳ animationProp "p_cs_syringe01x" Game model or entity used for animation prop.
  ↳ animationDurationMs 3200 Time setting for animation duration ms. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
  ↳ animationEffectMomentMs 2200 Animation settings for animation effect moment ms.
itemsForUse table Unified horse consumables. These IDs intentionally match jrs_inventory.
  ↳ consumable_apple table Table of consumable apple entries. Add, remove or edit entries following the examples in the file.
  ↳ consumable_haycube table Table of consumable haycube entries. Add, remove or edit entries following the examples in the file.
  ↳ consumable_carrot table Table of consumable carrot entries. Add, remove or edit entries following the examples in the file.
  ↳ carrots table Table of carrots entries. Add, remove or edit entries following the examples in the file.
shared/config_breeding.lua - 151 options#

General

Setting Default What it does
BreederhorseSlots 15 production breeder horse limit; -1 = unlimited
breeding table Initially only Valentine is enabled. To add another existing stable later, set its stable id to true in enabledStables and make sure Config.previews has male/female positions for that id.
  ↳ enabled true Turns enabled on or off (default true).
  ↳ enabledStables table Table of enabled stables entries. Add, remove or edit entries following the examples in the file.
  ↳ requireJob true uses Config.stableBreederJobs[stableId]
  ↳ requireParentsAtBreedingStable true both horses must be stored at the breeding stable
  ↳ requestCooldownMs 5000 anti-spam / duplicate-submit protection
  ↳ minFoalNameLength 2 Minimum or level requirement for min foal name length.
  ↳ maxFoalNameLength 32 Upper limit for max foal name length.
  ↳ worldPrompt false production: Breeding is opened from the main Stable menu
BreedingItem table Inventory items used by breeding item. Names must exist in the jrs_items table.
  ↳ name "pollen" items
  ↳ count 1 Number for count (default 1).
defaultBreedingType "standard" odds, matching how breeding already behaved before this was added. All of this is enforced server-side in server/features.lua; a player can never pay Standard's cost and receive Premium's outcome.
BreedingTypes table Table of breeding types entries. Add, remove or edit entries following the examples in the file.
  ↳ standard table Table of standard entries. Add, remove or edit entries following the examples in the file.
  ↳ premium table Table of premium entries. Add, remove or edit entries following the examples in the file.
stableBreederJobs table Who is allowed: jobs, groups or permissions for stable breeder jobs.
  ↳ saintDenis table Table of saint denis entries. Add, remove or edit entries following the examples in the file.
  ↳ rhods table Table of rhods entries. Add, remove or edit entries following the examples in the file.
  ↳ caliga_hall table Table of caliga hall entries. Add, remove or edit entries following the examples in the file.
  ↳ rhods_south table Table of rhods south entries. Add, remove or edit entries following the examples in the file.
  ↳ braithwait table Table of braithwait entries. Add, remove or edit entries following the examples in the file.
  ↳ mattock_pond table Table of mattock pond entries. Add, remove or edit entries following the examples in the file.
  ↳ eris_field table Table of eris field entries. Add, remove or edit entries following the examples in the file.
  ↳ vanhorn table Table of vanhorn entries. Add, remove or edit entries following the examples in the file.
  ↳ annesburg table Table of annesburg entries. Add, remove or edit entries following the examples in the file.
  ↳ emerald table Table of emerald entries. Add, remove or edit entries following the examples in the file.
  ↳ dewberry_creek table Table of dewberry creek entries. Add, remove or edit entries following the examples in the file.
  ↳ heartland table Table of heartland entries. Add, remove or edit entries following the examples in the file.
  ↳ valentine table Table of valentine entries. Add, remove or edit entries following the examples in the file.
  ↳ oilfield table Table of oilfield entries. Add, remove or edit entries following the examples in the file.
  ↳ cumberland_forest table Table of cumberland forest entries. Add, remove or edit entries following the examples in the file.
  ↳ cumberland_falls table Table of cumberland falls entries. Add, remove or edit entries following the examples in the file.
  ↳ dakota_river table Table of dakota river entries. Add, remove or edit entries following the examples in the file.
  ↳ strawberry table Table of strawberry entries. Add, remove or edit entries following the examples in the file.
  ↳ big_valley table Table of big valley entries. Add, remove or edit entries following the examples in the file.
  ↳ blackwater table Table of blackwater entries. Add, remove or edit entries following the examples in the file.
  ↳ blackwater1 table Table of blackwater1 entries. Add, remove or edit entries following the examples in the file.
  ↳ montana_river table Table of montana river entries. Add, remove or edit entries following the examples in the file.
  ↳ macfarlane table Table of macfarlane entries. Add, remove or edit entries following the examples in the file.
  ↳ armadillo table Table of armadillo entries. Add, remove or edit entries following the examples in the file.
  ↳ tumbleweed table Table of tumbleweed entries. Add, remove or edit entries following the examples in the file.
  ↳ guarma table Table of guarma entries. Add, remove or edit entries following the examples in the file.
  ↳ snowy_north table Table of snowy north entries. Add, remove or edit entries following the examples in the file.
  ↳ equestrian_club table Table of equestrian club entries. Add, remove or edit entries following the examples in the file.
  ↳ farthest_north table Table of farthest north entries. Add, remove or edit entries following the examples in the file.
breedingBreedGroups table a random coat from this elite list. Any other pair (including elite x normal) produces a random breed from the normal stable catalogue (Config.horses minus the elite families and the excluded models below).
  ↳ enabled true Turns enabled on or off (default true).
  ↳ eliteFamilies table Table of elite families entries. Add, remove or edit entries following the examples in the file.
  ↳ eliteModels table Game model or entity used for elite models.
  ↳ donkeyModels table 5.18.9 donkeys/mules are their own closed group: they only pair with each other and their foal comes from this list.
  ↳ excludedModels table never produced by the normal group
chanceToKeepMaleBreed 50 Chance to use the same breed than male
chanceToMale_female 50 Chance to create a male -female -- chanceToBeMale -- chanceToMale_female
ExpressionBelly 59577 Config.maxBellySize = 2.6 -- Max size of belly when female is pregnant
PregnancyVisual table Table of pregnancy visual entries. Add, remove or edit entries following the examples in the file.
  ↳ enabled true Turns enabled on or off (default true).
  ↳ expressionMin 0.45 immediate visible swelling
  ↳ expressionMax 1.00 full swelling near delivery
  ↳ minimumBellyIndex 15 start from a visibly larger belly morph
  ↳ maximumBellyIndex 20 strongest belly morph in the configured list
  ↳ preserveLargerCustomBelly true Switch for preserve larger custom belly: true = on, false = off (default true).
breedingTime 3 * 24 * 60 * 60000 Production timing follows the existing horse-age scale (Config.timeRate = 365): 3 days (72 real hours) gestation.
gapBetweenBreeding 0 5.18.5: no recovery wait
breedingNPC table Breeding entry / optional dedicated handler NPC --------------------------- Production opens Breeding from the main Stable menu. The dedicated NPC path remains as an optional compatibility mode and is disabled by default.
  ↳ enabled true Turns enabled on or off (default true).
  ↳ mergeWithStableNpc true Performance mode: one NPC per stable. The normal stable hand also opens the full breeding system, so no second breeding-only ped is spawned.
  ↳ spawnDedicatedNpc false Switch for spawn dedicated npc: true = on, false = off (default false).
  ↳ model u_m_m_bwmstablehand_01 Game model or entity used for model.
  ↳ promptLabel "Open Horse Breeding" Text shown to the player for prompt label. Change it to translate or rebrand.
  ↳ promptTitle "Horse Breeding" Text shown to the player for prompt title. Change it to translate or rebrand.
  ↳ spawnDistance 65.0 Distance in game units that applies to spawn distance.
  ↳ interactDistance 2.2 Distance in game units that applies to interact distance.
  ↳ requireOnFoot true Requires on foot: true = yes, false = no (default true).
  ↳ defaultOffset vec3(5.0, -4.0, 0.0) Setting for default offset.
  ↳ headingOffset 0.0 Number for heading offset (default 0.0).
  ↳ previewCamera false Switch for preview camera: true = on, false = off (default false).
  ↳ locations table World coordinates (x, y, z) used for locations.
breedingScene table RedM does not expose a documented, synchronized horse mating clip. This scene uses the game's native horse movement/rearing tasks to create a stable, cinematic courtship sequence before returning to the stable menu.
  ↳ enabled true Turns enabled on or off (default true).
  ↳ continueIfSceneFails true Switch for continue if scene fails: true = on, false = off (default true).
  ↳ hidePlayer false Hides player: true = yes, false = no (default false).
  ↳ hideRadar false Hides radar: true = yes, false = no (default false).
  ↳ freezePlayer false Switch for freeze player: true = on, false = off (default false).
  ↳ lockPlayerControls false Switch for lock player controls: true = on, false = off (default false).
  ↳ useFade false Turns fade on or off (default false).
  ↳ fadeDuration 250 Time setting for fade duration. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
  ↳ approachSpeed 1.15 Number for approach speed (default 1.15).
  ↳ approachTimeout 6500 Time setting for approach timeout. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
  ↳ maleStartDistance 5.0 Distance in game units that applies to male start distance.
  ↳ maleStopDistance 1.75 Distance in game units that applies to male stop distance.
  ↳ femaleSideOffset 0.0 Number for female side offset (default 0.0).
  ↳ courtshipPause 900 Number for courtship pause (default 900).
  ↳ rearAction 1 TASK_HORSE_ACTION: HORSE_ACTION_TYPE_REAR_UP
  ↳ rearDuration 2600 Time setting for rear duration. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
  ↳ contact table Contact position used only while the stallion is rearing. Negative Y places him behind the mare. Adjust Y in small steps (0.05-0.10) for custom horse models; Z controls vertical alignment.
  ↳ longSequence table Natural courtship sequence. The cycle repeats: walk together, face/sniff, circle one another, rear, move apart, repeat.
  ↳ loop table After the first rear, the stallion follows these offsets around the mare, returns behind her, and performs a second rear. Every point is relative to Config.previews[stableId].female and rotates with the mare heading.
  ↳ finalPause 1800 Number for final pause (default 1800).
  ↳ camera table Table of camera entries. Add, remove or edit entries following the examples in the file.
averageStats table the foal stats will be between min and max of the parents average stats
  ↳ max 110 in percent: 110 = 10% more than the average of the parents
  ↳ min 90 in percent: 90 = 10% less than the average of the parents
previews table Table of previews entries. Add, remove or edit entries following the examples in the file.
  ↳ saintDenis table [1]
  ↳ rhods table [2]
  ↳ caliga_hall table [3]
  ↳ rhods_south table [4]
  ↳ braithwait table [6]
  ↳ mattock_pond table [5]
  ↳ vanhorn table [7]
  ↳ annesburg table [8]
  ↳ emerald table [9]
  ↳ dewberry_creek table [10]
  ↳ heartland table [11]
  ↳ valentine table [12]
  ↳ cumberland table [13]
  ↳ dakota_river table [14]
  ↳ strawberry table [15]
shared/config_horses.lua - 129 options#

General

Setting Default What it does
horses table Game model or entity used for horses.
  ↳ 1 table Table of 1 entries. Add, remove or edit entries following the examples in the file.
  ↳ 2 table Table of 2 entries. Add, remove or edit entries following the examples in the file.
  ↳ 3 table Table of 3 entries. Add, remove or edit entries following the examples in the file.
  ↳ 4 table Table of 4 entries. Add, remove or edit entries following the examples in the file.
  ↳ 5 table Table of 5 entries. Add, remove or edit entries following the examples in the file.
  ↳ 6 table Table of 6 entries. Add, remove or edit entries following the examples in the file.
  ↳ 7 table Table of 7 entries. Add, remove or edit entries following the examples in the file.
  ↳ 8 table Table of 8 entries. Add, remove or edit entries following the examples in the file.
  ↳ 9 table Table of 9 entries. Add, remove or edit entries following the examples in the file.
  ↳ 10 table Arabian (gold)
  ↳ 11 table Arabian (gold)
  ↳ 12 table Arabian Free (gold)
  ↳ 13 table Table of 13 entries. Add, remove or edit entries following the examples in the file.
  ↳ 14 table Table of 14 entries. Add, remove or edit entries following the examples in the file.
  ↳ 15 table Table of 15 entries. Add, remove or edit entries following the examples in the file.
  ↳ 16 table Table of 16 entries. Add, remove or edit entries following the examples in the file.
  ↳ 17 table Table of 17 entries. Add, remove or edit entries following the examples in the file.
  ↳ 18 table Table of 18 entries. Add, remove or edit entries following the examples in the file.
  ↳ 19 table Table of 19 entries. Add, remove or edit entries following the examples in the file.
  ↳ 20 table Table of 20 entries. Add, remove or edit entries following the examples in the file.
  ↳ 21 table Table of 21 entries. Add, remove or edit entries following the examples in the file.
  ↳ 22 table Missouri Fox Trotter (gold)
  ↳ 23 table Missouri Fox Trotter (gold)
  ↳ 24 table Table of 24 entries. Add, remove or edit entries following the examples in the file.
  ↳ 25 table Table of 25 entries. Add, remove or edit entries following the examples in the file.
  ↳ 27 table [26] Mustang horses are exclusively available via Store
  ↳ 28 table Table of 28 entries. Add, remove or edit entries following the examples in the file.
  ↳ 29 table Table of 29 entries. Add, remove or edit entries following the examples in the file.
  ↳ 30 table Table of 30 entries. Add, remove or edit entries following the examples in the file.
  ↳ 31 table Table of 31 entries. Add, remove or edit entries following the examples in the file.
  ↳ 33 table [32] Turkoman horses are exclusively available via Store
  ↳ 34 table Table of 34 entries. Add, remove or edit entries following the examples in the file.
  ↳ 35 table Table of 35 entries. Add, remove or edit entries following the examples in the file.
  ↳ 36 table Table of 36 entries. Add, remove or edit entries following the examples in the file.
  ↳ 37 table Table of 37 entries. Add, remove or edit entries following the examples in the file.
  ↳ 38 table Table of 38 entries. Add, remove or edit entries following the examples in the file.
  ↳ 39 table Table of 39 entries. Add, remove or edit entries following the examples in the file.
  ↳ 40 table Table of 40 entries. Add, remove or edit entries following the examples in the file.
  ↳ 41 table Table of 41 entries. Add, remove or edit entries following the examples in the file.
  ↳ 42 table Table of 42 entries. Add, remove or edit entries following the examples in the file.
  ↳ 43 table Table of 43 entries. Add, remove or edit entries following the examples in the file.
  ↳ 44 table Table of 44 entries. Add, remove or edit entries following the examples in the file.
  ↳ 45 table Table of 45 entries. Add, remove or edit entries following the examples in the file.
  ↳ 47 table [46] Mustang horses are exclusively available via Store
  ↳ 48 table Table of 48 entries. Add, remove or edit entries following the examples in the file.
  ↳ 49 table Table of 49 entries. Add, remove or edit entries following the examples in the file.
  ↳ 50 table Table of 50 entries. Add, remove or edit entries following the examples in the file.
  ↳ 51 table Table of 51 entries. Add, remove or edit entries following the examples in the file.
  ↳ 52 table Table of 52 entries. Add, remove or edit entries following the examples in the file.

Red Dead Wiki canonical horse catalogue normalization

Setting Default What it does
horseWikiStats table Base horse stats use Rockstar's 1-10 scale. Per-coat prices are preferred over the legacy breed-level fallback so each variation can match the game. Sources cross-checked against Red Dead Wiki horse/breed tables.
  ↳ a_c_horse_arabian_redchestnut_pc table Store Full Stats Arabian
  ↳ A_C_Horse_Arabian_RedChestnut_PC table Game model or entity used for a c horse arabian red chestnut pc.
  ↳ a_c_horse_arabian_redchestnut table Store Arabian
  ↳ A_C_Horse_Arabian_RedChestnut table Game model or entity used for a c horse arabian red chestnut.
  ↳ A_C_Horse_AmericanPaint_Overo table American Paint
  ↳ A_C_Horse_AmericanPaint_Tobiano table Game model or entity used for a c horse american paint tobiano.
  ↳ A_C_Horse_AmericanPaint_SplashedWhite table Game model or entity used for a c horse american paint splashed white.
  ↳ A_C_Horse_AmericanPaint_Greyovero table Game model or entity used for a c horse american paint greyovero.
  ↳ A_C_Horse_Appaloosa_Blanket table Appaloosa
  ↳ A_C_Horse_Appaloosa_LeopardBlanket table Game model or entity used for a c horse appaloosa leopard blanket.
  ↳ A_C_Horse_Appaloosa_Leopard table Game model or entity used for a c horse appaloosa leopard.
  ↳ A_C_Horse_Appaloosa_BrownLeopard table Game model or entity used for a c horse appaloosa brown leopard.
  ↳ A_C_Horse_Andalusian_DarkBay table Andalusian
  ↳ A_C_Horse_Andalusian_RoseGray table Game model or entity used for a c horse andalusian rose gray.
  ↳ A_C_Horse_Andalusian_Perlino table Game model or entity used for a c horse andalusian perlino.
  ↳ A_C_Horse_Thoroughbred_BloodBay table Thoroughbred
  ↳ A_C_Horse_Thoroughbred_DappleGrey table Game model or entity used for a c horse thoroughbred dapple grey.
  ↳ A_C_Horse_Thoroughbred_Brindle table Game model or entity used for a c horse thoroughbred brindle.
  ↳ A_C_Horse_Nokota_BlueRoan table Nokota
  ↳ A_C_Horse_Nokota_WhiteRoan table Game model or entity used for a c horse nokota white roan.
  ↳ A_C_Horse_Nokota_ReverseDappleRoan table Game model or entity used for a c horse nokota reverse dapple roan.
  ↳ A_C_Horse_Kladruber_Black table Role horses - Red Dead Online wiki tables Kladruber
  ↳ A_C_Horse_Kladruber_White table Game model or entity used for a c horse kladruber white.
  ↳ A_C_Horse_Kladruber_Cremello table Game model or entity used for a c horse kladruber cremello.
  ↳ A_C_Horse_Kladruber_Grey table Game model or entity used for a c horse kladruber grey.
  ↳ A_C_Horse_Kladruber_Silver table Game model or entity used for a c horse kladruber silver.
  ↳ A_C_Horse_Kladruber_DappleRoseGrey table Game model or entity used for a c horse kladruber dapple rose grey.
  ↳ A_C_Horse_Breton_RedRoan table Breton
  ↳ A_C_Horse_Breton_Sorrel table Game model or entity used for a c horse breton sorrel.
  ↳ A_C_Horse_Breton_GrulloDun table Game model or entity used for a c horse breton grullo dun.
  ↳ A_C_Horse_Breton_SealBrown table Game model or entity used for a c horse breton seal brown.
  ↳ A_C_Horse_Breton_SteelGrey table Game model or entity used for a c horse breton steel grey.
  ↳ A_C_Horse_Breton_MealyDappleBay table Game model or entity used for a c horse breton mealy dapple bay.
  ↳ A_C_Horse_Criollo_Dun table Criollo
  ↳ A_C_Horse_Criollo_BlueRoanOvero table Game model or entity used for a c horse criollo blue roan overo.
  ↳ A_C_Horse_Criollo_SorrelOvero table Game model or entity used for a c horse criollo sorrel overo.
  ↳ A_C_Horse_Criollo_BayBrindle table Game model or entity used for a c horse criollo bay brindle.
  ↳ A_C_Horse_Criollo_BayFrameOvero table Game model or entity used for a c horse criollo bay frame overo.
  ↳ A_C_Horse_Criollo_MarbleSabino table Game model or entity used for a c horse criollo marble sabino.
  ↳ A_C_HORSE_NORFOLKROADSTER_BLACK table Norfolk Roadster
  ↳ A_C_HORSE_NORFOLKROADSTER_SPECKLEDGREY table Game model or entity used for a c horse norfolkroadster speckledgrey.
  ↳ A_C_HORSE_NORFOLKROADSTER_ROSEGREY table Game model or entity used for a c horse norfolkroadster rosegrey.
  ↳ A_C_HORSE_NORFOLKROADSTER_PIEBALDROAN table Game model or entity used for a c horse norfolkroadster piebaldroan.
  ↳ A_C_HORSE_NORFOLKROADSTER_DAPPLEDBUCKSKIN table Game model or entity used for a c horse norfolkroadster dappledbuckskin.
  ↳ A_C_HORSE_NORFOLKROADSTER_SPOTTEDTRICOLOR table Game model or entity used for a c horse norfolkroadster spottedtricolor.
  ↳ a_c_horse_gypsycob_whiteblagdon table Gypsy Cob
  ↳ a_c_horse_gypsycob_piebald table Game model or entity used for a c horse gypsycob piebald.
  ↳ a_c_horse_gypsycob_skewbald table Game model or entity used for a c horse gypsycob skewbald.
  ↳ a_c_horse_gypsycob_splashedbay table Game model or entity used for a c horse gypsycob splashedbay.
  ↳ a_c_horse_gypsycob_splashedpiebald table Game model or entity used for a c horse gypsycob splashedpiebald.
horseStockByStable table breeds, Saint Denis to a different 3), leaving those two stables inconsistent with every other one. Add entries back under stables if a specific stable should ever curate its own catalogue again.
  ↳ enabled true Turns enabled on or off (default true).
  ↳ allowAllAtUnconfiguredStables true Allows all at unconfigured stables: true = yes, false = no (default true).
  ↳ stables table Table of stables entries. Add, remove or edit entries following the examples in the file.
timeRate 365 the rate between the real time and the ingame time. example : 365.0 = the ingame time is 365x faster than real time (1 real day = 1 year ingame)
deathAgeMin 30 The minimum age the horse can die (in year).
deathAgeMax 30 The maximum age the horse can die (in year).
deathAge 30 Default natural death age (30 days/years for normal, wild, and bred horses)
storeHorseDeathAge 50 Store horses natural death age (50 days/years)
buyAtAgeMin 0 Starting age when purchasing a horse from the store (lives full 50 days)
buyAtAgeMax 0 Starting age when purchasing a horse from the store
buyAtAge 0 Fallback age when purchasing a horse
foalAge 0 Newborn foal starting age (lives full 30 days)
tamedHorseAgeMin 20 Wild horses are caught OLD: age 20-24 of deathAge 30
tamedHorseAgeMax 24 => a kept tamed horse only lives ~6-10 days (store/bred horses stay better)
horseSale table Owned-horse sale and permanent deletion rules.
  ↳ enabled true Turns enabled on or off (default true).
  ↳ pricePercent 0.50 Sell for 50% of the configured catalogue price.
  ↳ currencyPriority table Table of currency priority entries. Add, remove or edit entries following the examples in the file.
  ↳ decimals 2 Number for decimals (default 2).
  ↳ requireStoredHorse true Prevent selling a horse that is currently outside.
  ↳ blockDuringBreeding true Switch for block during breeding: true = on, false = off (default true).
  ↳ deleteOnlyWhenDeadAtDeathAge true Switch for delete only when dead at death age: true = on, false = off (default true).
visualHorseGrowth true use true to change the horse size depending of his age
HorseGrowthMin 0.65 percentage of the normal size
HorseGrowthMax 1.0 percentage of the normal size
AgeForGrowthMax 7 horse's age when he reaches max size (in year)
AgeToAllowRide 7 horse's age when player can ride him (under 7 cannot be ridden)
shared/config_progression.lua - 10 options#

General

Setting Default What it does
horseProgression table Server-authoritative horse progression. Every horse starts at level 1 and can progress to 100. Player access gates use the real JRS Core level while the horse keeps its own XP/level in jrs_horses_stats.
  ↳ enabled true Turns enabled on or off (default true).
  ↳ startLevel 1 Minimum or level requirement for start level.
  ↳ maxLevel 100 Upper limit for max level.
  ↳ xpCurve table XP required for each next horse level is calculated from this curve.
  ↳ rarity table Rarity is calculated from breed potential (max speed/acceleration/ handling + health/stamina), then optionally nudged by premium pricing.
  ↳ rarityOrder table Table of rarity order entries. Add, remove or edit entries following the examples in the file.
  ↳ awards table Internal horse XP awards. Restricted exclusively to formal horse training.
  ↳ saveIntervalMs 60000 How often dirty progression is flushed to SQL. Runtime state is updated immediately; SQL is batched to keep the resource light on populated servers.
wagonProgression Config.wagonProgression or { capability is easier to reason about from its class/storage/use than from a generic formula. requiredLevel is authoritative; XPBuy mirrors it only for backwards compatibility with older add-ons that still read that field.
shared/config_taming.lua - 121 options#

General

Setting Default What it does
keys Config.keys or {} Key or control used for keys. Controls are hash values from the game input list.
gumTaming table Table of gum taming entries. Add, remove or edit entries following the examples in the file.
  ↳ enabled true Turns enabled on or off (default true).
  ↳ testCommand "testtaming" Administrative QA command. It starts the timing-bar test only while the admin is mounted on an eligible wild horse; it never works on owned horses.
  ↳ testAce "jrs_stable.tamingtest" Setting for test ace.
  ↳ testHorseModel "a_c_horse_kentuckysaddle_black" Game model or entity used for test horse model.
  ↳ cooldownEnabled true Switch for cooldown enabled: true = on, false = off (default true).
  ↳ cooldownMinutes 15 Time setting for cooldown minutes. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
  ↳ failureRetryMs 5000 Number for failure retry ms (default 5000).
  ↳ skillBar table Table of skill bar entries. Add, remove or edit entries following the examples in the file.
  ↳ requiredCorrectInputs 5 Legacy aliases kept so other custom code reading the old fields does not break.
  ↳ sequenceLength 5 Number for sequence length (default 5).
  ↳ triggerFixAnimation false Disabled because the forced saddle animation could remain active after a fall.
  ↳ fixAnimation table Animation settings for fix animation.
  ↳ labels table Table of labels entries. Add, remove or edit entries following the examples in the file.
tamingHorses table Game model or entity used for taming horses.
  ↳ A_C_Horse_MP_Mangy_Backup TAME_PRICE_SCRUB Scrub: mangy, mules, donkeys
  ↳ A_C_HorseMulePainted_01 TAME_PRICE_SCRUB Game model or entity used for a c horse mule painted 01.
  ↳ A_C_HorseMule_01 TAME_PRICE_SCRUB Game model or entity used for a c horse mule 01.
  ↳ A_C_Donkey_01 TAME_PRICE_SCRUB Setting for a c donkey 01.
  ↳ A_C_Horse_AmericanPaint_Overo TAME_PRICE_COMMON Common coats (store ~$120-150) and work breeds
  ↳ A_C_Horse_AmericanPaint_SplashedWhite TAME_PRICE_COMMON Game model or entity used for a c horse american paint splashed white.
  ↳ A_C_Horse_AmericanPaint_Tobiano TAME_PRICE_COMMON Game model or entity used for a c horse american paint tobiano.
  ↳ A_C_Horse_AmericanStandardbred_Black TAME_PRICE_COMMON Game model or entity used for a c horse american standardbred black.
  ↳ A_C_Horse_AmericanStandardbred_Buckskin TAME_PRICE_COMMON Game model or entity used for a c horse american standardbred buckskin.
  ↳ A_C_Horse_AmericanStandardbred_PalominoDapple TAME_PRICE_COMMON Game model or entity used for a c horse american standardbred palomino dapple.
  ↳ A_C_Horse_Andalusian_DarkBay TAME_PRICE_COMMON Game model or entity used for a c horse andalusian dark bay.
  ↳ A_C_Horse_Appaloosa_Blanket TAME_PRICE_COMMON Game model or entity used for a c horse appaloosa blanket.
  ↳ A_C_Horse_Appaloosa_LeopardBlanket TAME_PRICE_COMMON Game model or entity used for a c horse appaloosa leopard blanket.
  ↳ A_C_Horse_Belgian_BlondChestnut TAME_PRICE_COMMON Game model or entity used for a c horse belgian blond chestnut.
  ↳ A_C_Horse_Belgian_MealyChestnut TAME_PRICE_COMMON Game model or entity used for a c horse belgian mealy chestnut.
  ↳ A_C_Horse_KentuckySaddle_Black TAME_PRICE_COMMON Game model or entity used for a c horse kentucky saddle black.
  ↳ A_C_Horse_KentuckySaddle_ChestnutPinto TAME_PRICE_COMMON Game model or entity used for a c horse kentucky saddle chestnut pinto.
  ↳ A_C_Horse_KentuckySaddle_Grey TAME_PRICE_COMMON Game model or entity used for a c horse kentucky saddle grey.
  ↳ A_C_Horse_KentuckySaddle_SilverBay TAME_PRICE_COMMON Game model or entity used for a c horse kentucky saddle silver bay.
  ↳ A_C_Horse_Kladruber_Black TAME_PRICE_COMMON Game model or entity used for a c horse kladruber black.
  ↳ A_C_Horse_Kladruber_White TAME_PRICE_COMMON Game model or entity used for a c horse kladruber white.
  ↳ A_C_Horse_Morgan_Bay TAME_PRICE_COMMON Game model or entity used for a c horse morgan bay.
  ↳ A_C_Horse_Morgan_BayRoan TAME_PRICE_COMMON Game model or entity used for a c horse morgan bay roan.
  ↳ A_C_Horse_Morgan_FlaxenChestnut TAME_PRICE_COMMON Game model or entity used for a c horse morgan flaxen chestnut.
  ↳ A_C_Horse_Morgan_Palomino TAME_PRICE_COMMON Game model or entity used for a c horse morgan palomino.
  ↳ A_C_Horse_Nokota_BlueRoan TAME_PRICE_COMMON Game model or entity used for a c horse nokota blue roan.
  ↳ A_C_Horse_Nokota_WhiteRoan TAME_PRICE_COMMON Game model or entity used for a c horse nokota white roan.
  ↳ A_C_Horse_Shire_DarkBay TAME_PRICE_COMMON Game model or entity used for a c horse shire dark bay.
  ↳ A_C_Horse_Shire_LightGrey TAME_PRICE_COMMON Game model or entity used for a c horse shire light grey.
  ↳ A_C_Horse_Shire_RavenBlack TAME_PRICE_COMMON Game model or entity used for a c horse shire raven black.
  ↳ A_C_Horse_SuffolkPunch_RedChestnut TAME_PRICE_COMMON Game model or entity used for a c horse suffolk punch red chestnut.
  ↳ A_C_Horse_SuffolkPunch_Sorrel TAME_PRICE_COMMON Game model or entity used for a c horse suffolk punch sorrel.
  ↳ A_C_Horse_TennesseeWalker_BlackRabicano TAME_PRICE_COMMON Game model or entity used for a c horse tennessee walker black rabicano.
  ↳ A_C_Horse_TennesseeWalker_Chestnut TAME_PRICE_COMMON Game model or entity used for a c horse tennessee walker chestnut.
  ↳ A_C_Horse_TennesseeWalker_DappleBay TAME_PRICE_COMMON Game model or entity used for a c horse tennessee walker dapple bay.
  ↳ A_C_Horse_TennesseeWalker_FlaxenRoan TAME_PRICE_COMMON Game model or entity used for a c horse tennessee walker flaxen roan.
  ↳ A_C_Horse_TennesseeWalker_MahoganyBay TAME_PRICE_COMMON Game model or entity used for a c horse tennessee walker mahogany bay.
  ↳ A_C_Horse_TennesseeWalker_RedRoan TAME_PRICE_COMMON Game model or entity used for a c horse tennessee walker red roan.
  ↳ A_C_Horse_Thoroughbred_BloodBay TAME_PRICE_COMMON Game model or entity used for a c horse thoroughbred blood bay.
  ↳ A_C_Horse_Thoroughbred_DappleGrey TAME_PRICE_COMMON Game model or entity used for a c horse thoroughbred dapple grey.
  ↳ A_C_Horse_Criollo_Dun TAME_PRICE_COMMON Game model or entity used for a c horse criollo dun.
  ↳ A_C_Horse_Criollo_BlueRoanOvero TAME_PRICE_COMMON Game model or entity used for a c horse criollo blue roan overo.
  ↳ A_C_Horse_Breton_Sorrel TAME_PRICE_COMMON Game model or entity used for a c horse breton sorrel.
  ↳ A_C_Horse_Breton_RedRoan TAME_PRICE_COMMON Game model or entity used for a c horse breton red roan.
  ↳ A_C_HORSE_NORFOLKROADSTER_BLACK TAME_PRICE_COMMON Game model or entity used for a c horse norfolkroadster black.
  ↳ A_C_HORSE_NORFOLKROADSTER_SPECKLEDGREY TAME_PRICE_COMMON Game model or entity used for a c horse norfolkroadster speckledgrey.
  ↳ a_c_horse_gypsycob_piebald TAME_PRICE_COMMON Game model or entity used for a c horse gypsycob piebald.
  ↳ a_c_horse_gypsycob_whiteblagdon TAME_PRICE_COMMON Game model or entity used for a c horse gypsycob whiteblagdon.
  ↳ A_C_Horse_AmericanPaint_Greyovero TAME_PRICE_FINE Fine coats (store ~$425-550), warmbloods, _PC coats
  ↳ A_C_Horse_Andalusian_Perlino TAME_PRICE_FINE Game model or entity used for a c horse andalusian perlino.
  ↳ A_C_Horse_Andalusian_RoseGray TAME_PRICE_FINE Game model or entity used for a c horse andalusian rose gray.
  ↳ A_C_Horse_Appaloosa_BlackSnowflake TAME_PRICE_FINE Game model or entity used for a c horse appaloosa black snowflake.
  ↳ A_C_Horse_Appaloosa_BrownLeopard TAME_PRICE_FINE Game model or entity used for a c horse appaloosa brown leopard.
  ↳ A_C_Horse_Appaloosa_FewSpotted_PC TAME_PRICE_FINE Game model or entity used for a c horse appaloosa few spotted pc.
  ↳ A_C_Horse_Appaloosa_Leopard TAME_PRICE_FINE Game model or entity used for a c horse appaloosa leopard.
  ↳ A_C_Horse_Ardennes_BayRoan TAME_PRICE_FINE Game model or entity used for a c horse ardennes bay roan.
  ↳ A_C_Horse_Ardennes_IronGreyRoan TAME_PRICE_FINE Game model or entity used for a c horse ardennes iron grey roan.
  ↳ A_C_Horse_Ardennes_StrawberryRoan TAME_PRICE_FINE Game model or entity used for a c horse ardennes strawberry roan.
  ↳ A_C_Horse_DutchWarmblood_ChocolateRoan TAME_PRICE_FINE Game model or entity used for a c horse dutch warmblood chocolate roan.
  ↳ A_C_Horse_DutchWarmblood_SealBrown TAME_PRICE_FINE Game model or entity used for a c horse dutch warmblood seal brown.
  ↳ A_C_Horse_DutchWarmblood_SootyBuckskin TAME_PRICE_FINE Game model or entity used for a c horse dutch warmblood sooty buckskin.
  ↳ A_C_Horse_HungarianHalfbred_DarkDappleGrey TAME_PRICE_FINE Game model or entity used for a c horse hungarian halfbred dark dapple grey.
  ↳ A_C_Horse_HungarianHalfbred_FlaxenChestnut TAME_PRICE_FINE Game model or entity used for a c horse hungarian halfbred flaxen chestnut.
  ↳ A_C_Horse_HungarianHalfbred_LiverChestnut TAME_PRICE_FINE Game model or entity used for a c horse hungarian halfbred liver chestnut.
  ↳ A_C_Horse_HungarianHalfbred_PiebaldTobiano TAME_PRICE_FINE Game model or entity used for a c horse hungarian halfbred piebald tobiano.
  ↳ A_C_Horse_KentuckySaddle_ButterMilkBuckskin_PC TAME_PRICE_FINE Game model or entity used for a c horse kentucky saddle butter milk buckskin pc.
  ↳ A_C_Horse_Kladruber_Cremello TAME_PRICE_FINE Game model or entity used for a c horse kladruber cremello.
  ↳ A_C_Horse_Kladruber_Grey TAME_PRICE_FINE Game model or entity used for a c horse kladruber grey.
  ↳ A_C_Horse_Morgan_LiverChestnut_PC TAME_PRICE_FINE Game model or entity used for a c horse morgan liver chestnut pc.
  ↳ A_C_Horse_Nokota_ReverseDappleRoan TAME_PRICE_FINE Game model or entity used for a c horse nokota reverse dapple roan.
  ↳ A_C_Horse_TennesseeWalker_GoldPalomino_PC TAME_PRICE_FINE Money value for a c horse tennessee walker gold palomino pc. Rewards go through the economy multiplier of jrs_core.
  ↳ A_C_Horse_Thoroughbred_BlackChestnut TAME_PRICE_FINE Game model or entity used for a c horse thoroughbred black chestnut.
  ↳ A_C_Horse_Thoroughbred_Brindle TAME_PRICE_FINE Game model or entity used for a c horse thoroughbred brindle.
  ↳ A_C_Horse_Thoroughbred_ReverseDappleBlack TAME_PRICE_FINE Game model or entity used for a c horse thoroughbred reverse dapple black.
  ↳ A_C_Horse_Criollo_BayBrindle TAME_PRICE_FINE Game model or entity used for a c horse criollo bay brindle.
  ↳ A_C_Horse_Criollo_SorrelOvero TAME_PRICE_FINE Game model or entity used for a c horse criollo sorrel overo.
  ↳ A_C_Horse_Breton_SealBrown TAME_PRICE_FINE Game model or entity used for a c horse breton seal brown.
  ↳ A_C_Horse_Breton_GrulloDun TAME_PRICE_FINE Game model or entity used for a c horse breton grullo dun.
  ↳ A_C_HORSE_NORFOLKROADSTER_PIEBALDROAN TAME_PRICE_FINE Game model or entity used for a c horse norfolkroadster piebaldroan.
  ↳ A_C_HORSE_NORFOLKROADSTER_ROSEGREY TAME_PRICE_FINE Game model or entity used for a c horse norfolkroadster rosegrey.
  ↳ a_c_horse_gypsycob_skewbald TAME_PRICE_FINE Game model or entity used for a c horse gypsycob skewbald.
  ↳ a_c_horse_eagleflies TAME_PRICE_RARE Rare coats (store ~$950) and unique story/gang horses
  ↳ a_c_horse_gang_charles TAME_PRICE_RARE Game model or entity used for a c horse gang charles.
  ↳ a_c_horse_gang_uncle_endlesssummer TAME_PRICE_RARE Game model or entity used for a c horse gang uncle endlesssummer.
  ↳ a_c_horse_gang_dutch TAME_PRICE_RARE Game model or entity used for a c horse gang dutch.
  ↳ a_c_horse_gang_bill TAME_PRICE_RARE Game model or entity used for a c horse gang bill.
  ↳ a_c_horse_gang_john TAME_PRICE_RARE Game model or entity used for a c horse gang john.
  ↳ a_c_horse_gang_uncle TAME_PRICE_RARE Game model or entity used for a c horse gang uncle.
  ↳ A_C_Horse_Kladruber_Silver TAME_PRICE_RARE Game model or entity used for a c horse kladruber silver.
  ↳ A_C_Horse_Kladruber_DappleRoseGrey TAME_PRICE_RARE Game model or entity used for a c horse kladruber dapple rose grey.
  ↳ a_c_horse_gang_micah TAME_PRICE_RARE Game model or entity used for a c horse gang micah.
  ↳ a_c_horse_gang_lenny TAME_PRICE_RARE Game model or entity used for a c horse gang lenny.
  ↳ a_c_horse_gang_sadie_endlesssummer TAME_PRICE_RARE Game model or entity used for a c horse gang sadie endlesssummer.
  ↳ a_c_horse_gang_charles_endlesssummer TAME_PRICE_RARE Game model or entity used for a c horse gang charles endlesssummer.
  ↳ a_c_horse_gang_karen TAME_PRICE_RARE Game model or entity used for a c horse gang karen.
  ↳ a_c_horse_gang_sadie TAME_PRICE_RARE Game model or entity used for a c horse gang sadie.
  ↳ A_C_Horse_Criollo_MarbleSabino TAME_PRICE_RARE Game model or entity used for a c horse criollo marble sabino.
  ↳ A_C_Horse_Criollo_BayFrameOvero TAME_PRICE_RARE Game model or entity used for a c horse criollo bay frame overo.
  ↳ A_C_Horse_Breton_SteelGrey TAME_PRICE_RARE Game model or entity used for a c horse breton steel grey.
  ↳ A_C_Horse_Breton_MealyDappleBay TAME_PRICE_RARE Game model or entity used for a c horse breton mealy dapple bay.
  ↳ A_C_HORSE_NORFOLKROADSTER_DAPPLEDBUCKSKIN TAME_PRICE_RARE Game model or entity used for a c horse norfolkroadster dappledbuckskin.
  ↳ A_C_HORSE_NORFOLKROADSTER_SPOTTEDTRICOLOR TAME_PRICE_RARE Game model or entity used for a c horse norfolkroadster spottedtricolor.
  ↳ a_c_horse_gypsycob_splashedbay TAME_PRICE_RARE Game model or entity used for a c horse gypsycob splashedbay.
  ↳ a_c_horse_gypsycob_splashedpiebald TAME_PRICE_RARE Game model or entity used for a c horse gypsycob splashedpiebald.
shared/config_training.lua - 39 options#

General

Setting Default What it does
distanceForTraining 100.0 distance to list a training in paddocs
initialHorseTraining table Breed/base performance is preserved from config_horses.lua. These values are progression/bonus counters only: a new purchased or produced horse starts at tier 1, then training adds bonus power above the original breed performance.
  ↳ purchased table Table of purchased entries. Add, remove or edit entries following the examples in the file.
  ↳ produced table Table of produced entries. Add, remove or edit entries following the examples in the file.
  ↳ captured table Table of captured entries. Add, remove or edit entries following the examples in the file.
activities table (2026-09-30: 2 runs finish a type at 4; horse level = finished types 1..4). bondingReward on speed/acceleration/handling = optional extra bonding points per run (0 = bonding only rises through bonding training, 2 runs
  ↳ speed table Table of speed entries. Add, remove or edit entries following the examples in the file.
  ↳ acceleration table Table of acceleration entries. Add, remove or edit entries following the examples in the file.
  ↳ handling table Table of handling entries. Add, remove or edit entries following the examples in the file.
  ↳ bonding table Table of bonding entries. Add, remove or edit entries following the examples in the file.
trainings table Training areas are dynamically created by server admins via /trainingadmin. No static locations are loaded from config.

Horse Training Service

Setting Default What it does
horseTrainingService table Owners submit a horse at any stable hand. Only configured trainer jobs can collect it, complete the normal JRS training activities, return it and earn the service fee after the owner pays and claims the horse.
  ↳ enabled true Turns enabled on or off (default true).
  ↳ blip table Permanent map blip on the horse training bot locations
  ↳ trainerJobs table Job => minimum grade. The current stable training job is EquestrianClub. 0 = every rank of the job (0..3) can train at the Equestrian Club.
  ↳ stableOwnerMinGrade 0 Minimum rank for stable ownership jobs (stable_valentine, stable_rhodes...). 0 = all ranks (assistant, supervisor, manager, owner).
  ↳ allowedStables table Stables where the training service works (submit, queue, train, return). true = enabled, false/missing = disabled. Only the Equestrian Club for now.
  ↳ useStableHand false Use only the dedicated clerk saved through /trainingadmin. This keeps the training prompt at its database location and removes it from stable hands.
  ↳ worldPrompt true Switch for world prompt: true = on, false = off (default true).
  ↳ npcModel u_m_m_bwmstablehand_01 Game model or entity used for npc model.
  ↳ npcOffset table Table of npc offset entries. Add, remove or edit entries following the examples in the file.
  ↳ npcLocations table World coordinates (x, y, z) used for npc locations.
  ↳ npcZAdjust 0.0 height nudge for exact npcLocations / DB spots (negative = lower)
  ↳ npcSpawnDistance 70.0 Distance in game units that applies to npc spawn distance.
  ↳ promptDistance 3.5 Distance in game units that applies to prompt distance.
  ↳ mountedSubmitDistance 4.0 Distance in game units that applies to mounted submit distance.
  ↳ openKey "INPUT_INTERACT_ANIMAL" G (RedM horse interaction control)
  ↳ trainingPaddockByStable table Used to select the correct track set when the trainer chooses an activity directly from the Horse Training Service UI.
  ↳ trainingPaddockBlipName "Horse Training Paddock" Map blip or icon settings for training paddock blip name.
  ↳ trainingPaddockBlip blip_horse_owned_bonding_4 Map blip or icon settings for training paddock blip.
  ↳ trainingPaddockGps true Switch for training paddock gps: true = on, false = off (default true).
  ↳ trainingPaddockArrivalDistance 18.0 Distance in game units that applies to training paddock arrival distance.
  ↳ maxActiveAssignmentsPerTrainer 1 horses OUT with the trainer at once
  ↳ maxAssignedHorsesPerTrainer 4 accepted horses total (stored ones included)
  ↳ requireCompletedTraining true Requires completed training: true = yes, false = no (default true).
  ↳ currencyType 0 Money only. The trainer can specify their service fee within these limits.
  ↳ minimumServiceFee 10.0 Money value for minimum service fee. Rewards go through the economy multiplier of jrs_core.
  ↳ maximumServiceFee 80.0 Money value for maximum service fee. Rewards go through the economy multiplier of jrs_core.
  ↳ labels table Table of labels entries. Add, remove or edit entries following the examples in the file.
Notes from the README#
text
# JRS Stable v5.9.0 — Production
A complete RedM stable system for JRS Core. The resource is designed around server-authoritative horse ownership, equipment, breeding, training, storage and mar
## Required resources
- `oxmysql`
- `jrs_core`
- `jrs_inventory`
- OneSync
Recommended start order:
'''cfg
ensure oxmysql
ensure jrs_core
ensure jrs_inventory
ensure jrs_stable
'''
## Horse interaction
Horse interaction is prompt-only. The old `ENTER Horse Options` path is disabled for horses.
Use Left Arrow / Right Arrow to move between the four prompt pages. The current page is remembered while actions temporarily take focus or drop Rockstar lock-on
- Care: Show Info, Brush, Feed, Lead, Pat, Flee
- Equipment: Storage, Saddlebag, Lantern, Remove Saddle, Flaming Hooves and equipment actions
- Needs: Drink, Graze/Eat, Clean Hoof, Rest, Sleep, Stand Up
- Commands: Rename, Lock/Unlock, Transfer, Follow, Stay, Dance (trained horse)
Horse level remains in the target prompt title. Full stats are available through Show Info.
## Storage and equipment
Horse storage is tied to the equipped `horse_saddlebags` component. The legacy independent horse cargo container is disabled. The server validates horse ownersh
The active accessory category is `horse_accessories`. `horse_masks` is retained only as a legacy compatibility alias where required by old data.
## Breeding
Breeding opens from the stable menu, not a separate world prompt. Valentine is enabled by default and additional stables can be enabled later in `shared/config_
The flow uses a separate breeding view and camera, lets the player choose an eligible stallion and mare, performs server-side checks, starts pregnancy, and reve
## Markets
- Horse Market: stable supplies and standard stable commerce.
- Breeder Market: player-to-player horse listings with server-authoritative purchase, seller proceeds and commission handling.
## Training
Horse Training Service uses the stable-themed UI and can be opened from the stable menu. Training requests, trainer acceptance, activities, return and payment a
## Metabolism integration
The resource exposes active/current horse lookup methods and emits stable-horse lifecycle events used by `jrs_metabolism`. It also uses `SetStableHorse` / `Clea
## Database
For a fresh installation import the SQL files in `sql/`:
1. `jrs_stable.sql`
2. `jrs_stable_items.sql`
3. `jrs_horse_training_service.sql`
4. `jrs_horse_training_routes.sql`
5. `jrs_horse_training_npcs.sql`
Back up your existing database before importing or migrating an existing server.
## Notes
The resource does not use runtime ItemSet creation/clear/destroy natives. Final native, OneSync and database behavior should still be smoke-tested on the live R

Free (included in JRS Core)   jrs_stables

JRS Core stables - buy, name and call horses, tack shop, saddlebags, brushing and feeding

Resource jrs_stables
Folder [PROPERTIES]
Version 2.0.0
Author JRS TEAM
Depends on jrs_core, jrs_inventory, oxmysql
Interface Yes (NUI)
Code size 5,729 Lua lines
config/main.lua - 129 options#

General

Setting Default What it does
defaultlang "en_lang" Language
devMode false Default: false / Do Not Run on a Live Server
currencyType 2 Default: 2
keys table Key or control used for keys. Controls are hash values from the game input list.
  ↳ shop 0x760A9C6F [G] Open Stable Menu
  ↳ call 0x80F28E95 [L] Call Horse at Stable
  ↳ ret 0x27D1C284 [R] Return Horse at Stable
  ↳ sell 0x80F28E95 [L] Sell Tamed Horse at Sell Point
  ↳ keep 0x27D1C284 [R] Keep Tamed Horse at Sell Point
  ↳ trade 0x27D1C284 [R] Trade Horse to Player
  ↳ drink 0xD8F73058 [U] Horse Drink when in Water
  ↳ rest 0x620A6C5E [V] Horse Rest
  ↳ sleep 0x43CDA5B0 [Z] Horse Sleep
  ↳ wallow 0x9959A6F0 [C] Horse Wallow
  ↳ loot 0x27D1C284 [R] Loot Horse
horsebrush table Horse Items
  ↳ item "horsebrush" Item Name in Database
  ↳ durability true Enable or disable durability for the brush item
  ↳ maxDurability 100 Maximum durability for the item
  ↳ durabilityPerUse 1 Durability decrease per use
lantern table Table of lantern entries. Add, remove or edit entries following the examples in the file.
  ↳ item "oil_lantern" Item Name in Database
  ↳ durability true Enable or disable durability for the lantern item
  ↳ maxDurability 100 Maximum durability for the item
  ↳ durabilityPerUse 1 Durability decrease per use
horseFood table Game model or entity used for horse food.
reviver "consumable_horse_reviver" Setting for reviver.
flamingHooves table Horse Flaming Hooves
  ↳ active false off in the light edition
  ↳ item "diamond" Item Name in Database
  ↳ duration 2 Duration in Minutes for Flaming Hooves Effect
  ↳ durability true Enable or disable durability for the flaming hooves item
  ↳ maxDurability 100 Maximum durability for the item
  ↳ durabilityPerUse 5 Durability decrease per use
commands table Change / Translate Stables Commands
  ↳ horseRespawn "horseRespawn" Respawn Horse if Stuck or Unable to Reach
  ↳ horseSetWild "horseSetWild" Dev Mode: Make a Horse Wild
  ↳ horseWrithe "horseWrithe" Dev Mode: Set Horse to Writhe State
maxPlayerHorses 5 Default: 5
maxTrainerHorses 10 Default: 10
horseDistance table If Distance to Horse is too Far, Horse is Returned to Stable
  ↳ enabled true Default: true / If You Notice Horse Spawn Issues, Set to False
  ↳ radius 150 Default: 150 / Distance from Player to Horse
whistleSpawn true Default:true / Set to false to only Use 'Call Horse' Button at Stable to Spawn Horse
fleeEnabled true Default: true / Set to false to Return Horse at Stable Only
closedCall true Default: true / 'Call Horse' Button at Stable
closedReturn true Default: true / 'Return Horse' Button at Stable
death table Horse Death Management Wrihe State: Horse is Down and Unable to Move
  ↳ writheEnabled true Default: true / If false, Horse will skip Writhe State and go directly to Dead
  ↳ persistentWrithe true Default: true / If true, Writhe State will be Saved to Database and Set on Spawn Until Revived or Killed
  ↳ deselect false Default: false / If true, Player Must Return to Stable to Select Horse to Spawn (Requires "writheEnabled" to be true)
  ↳ permanent false Default: false / If true, Horse is Permanently Dead (Requires "writheEnabled" to be true)
  ↳ health 20 Default: 20 / Max: 100 / Core Health Level for First Spawn After Death
  ↳ stamina 20 Default: 20 / Max: 100 / Core Stamina Level for First Spawn After Death
useSaddlebags true Default: true / Require Saddlebags for Inventory
shareInventory false Default: false / Share with All Players / Allows Looting Player Horses
allowWeapons true Default: true / Allow Weapons
whitelistWeapons false Default: false / Set to true to Enable White List for Weapons
weaponsLimitWhiteList table Upper limit for weapons limit white list.
useBlackList false Default: false / Set to false to Disable
itemsBlackList table Inventory items used by items black list. Names must exist in the jrs_items table.
ignoreItemStackLimit true Default: true / Set to true to Ignore Item Stack Limit
useWhiteList false Default: false / Set to true to Enable White List
itemsLimitWhiteList table Upper limit for items limit white list.
usePermissions false Default: false / Set to true to Enable Permissions
permissions table Who is allowed: jobs, groups or permissions for permissions.
  ↳ allowedJobsTakeFrom table Who is allowed: jobs, groups or permissions for allowed jobs take from.
  ↳ allowedJobsMoveTo table Who is allowed: jobs, groups or permissions for allowed jobs move to.
boost table Health and Stamina Boosts (Set to 0 to Disable Boost - Animations Still Work)
  ↳ brushHealth 10 Increase for Brushing Horse
  ↳ brushStamina 10 Number for brush stamina (default 10).
  ↳ feedHealth 20 Increase for Feeding Horse
  ↳ feedStamina 20 Number for feed stamina (default 20).
  ↳ drinkHealth 20 Increase for Horse Drinking
  ↳ drinkStamina 20 Number for drink stamina (default 20).
saveInterval 60 Default: 60 / Time in Seconds / Set to 0 to Disable
drinkLength 20 Default: 20 / Time in Seconds for Animation to Run
horseTag true Default: true / Set to false to disable
tagDistance 15 Default: 15 / Distance from Horse the Tag is Visible
trainerOnly false Default: false / Only Trainers can Tame and Keep/Sell Wild Horses / Only Trainers can Train Horses
trainerJob table Who is allowed: jobs, groups or permissions for trainer job.
horseXpPerCheck 1 Default: 1 / XP Earned per 'trainingDistance' Achieved
horseXpPerBrush 1 Default: 1 / Set to 0 to Disable / Amount of XP Earned when Brushing Horse
horseXpPerFeed 1 Default: 1 / Set to 0 to Disable / Amount of XP Earned when Feeding Horse
horseXpPerDrink 1 Default: 1 / Set to 0 to Disable / Amount of XP Earned When Horse Drinks
showXpMessage true Default: true / Show XP Increase Message on Screen
trainingDistance 100 Default: 100 / Distance to Travel to Earn XP
displayHorseBreed true Default: true / Display Breed of Horse Player Mounted
allowKeep false Default: true / Allow to Register Tamed Horse
regCost 25 Default: 25 / Cost of Registering a Tamed Horse in Cash
allowSale false Default: true / Allow Player to Sell Tamed Horse
tamedSellPrice 0.30 Default: 0.30 / Sell Price is 30% of Horse cashPrice in Stable
cooldown table Time setting for cooldown. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
  ↳ sellTame 15 Cooldown for Selling Tamed Horses in Minutes
disableKick false Default: false / Disable Kick from Horse
sellPrice 0.70 Default: 0.70
BlipColors table Map blip or icon settings for blip colors.
  ↳ LIGHT_BLUE "BLIP_MODIFIER_MP_COLOR_1" Setting for light blue.
  ↳ DARK_RED "BLIP_MODIFIER_MP_COLOR_2" Setting for dark red.
  ↳ PURPLE "BLIP_MODIFIER_MP_COLOR_3" Setting for purple.
  ↳ ORANGE "BLIP_MODIFIER_MP_COLOR_4" Setting for orange.
  ↳ TEAL "BLIP_MODIFIER_MP_COLOR_5" Setting for teal.
  ↳ LIGHT_YELLOW "BLIP_MODIFIER_MP_COLOR_6" Setting for light yellow.
  ↳ PINK "BLIP_MODIFIER_MP_COLOR_7" Setting for pink.
  ↳ GREEN "BLIP_MODIFIER_MP_COLOR_8" Setting for green.
  ↳ DARK_TEAL "BLIP_MODIFIER_MP_COLOR_9" Setting for dark teal.
  ↳ RED "BLIP_MODIFIER_MP_COLOR_10" Setting for red.
  ↳ LIGHT_GREEN "BLIP_MODIFIER_MP_COLOR_11" Setting for light green.
  ↳ TEAL2 "BLIP_MODIFIER_MP_COLOR_12" Setting for teal2.
  ↳ BLUE "BLIP_MODIFIER_MP_COLOR_13" Setting for blue.
  ↳ DARK_PUPLE "BLIP_MODIFIER_MP_COLOR_14" Setting for dark puple.
  ↳ DARK_PINK "BLIP_MODIFIER_MP_COLOR_15" Setting for dark pink.
  ↳ DARK_DARK_RED "BLIP_MODIFIER_MP_COLOR_16" Setting for dark dark red.
  ↳ GRAY "BLIP_MODIFIER_MP_COLOR_17" Setting for gray.
  ↳ PINKISH "BLIP_MODIFIER_MP_COLOR_18" Setting for pinkish.
  ↳ YELLOW_GREEN "BLIP_MODIFIER_MP_COLOR_19" Setting for yellow green.
  ↳ DARK_GREEN "BLIP_MODIFIER_MP_COLOR_20" Setting for dark green.
  ↳ BRIGHT_BLUE "BLIP_MODIFIER_MP_COLOR_21" Setting for bright blue.
  ↳ BRIGHT_PURPLE "BLIP_MODIFIER_MP_COLOR_22" Setting for bright purple.
  ↳ YELLOW_ORANGE "BLIP_MODIFIER_MP_COLOR_23" Setting for yellow orange.

Paid (server only)   jrs_transportbox

Transport crate: place it, load it on a horse or wagon, open its storage anywhere it goes

Resource jrs_transportbox
Folder [PROPERTIES]
Version 1.0.0
Author jrs team
Depends on jrs_core, jrs_inventory, oxmysql
Interface No
Languages ar, en
Code size 482 Lua lines

Database tables

jrs_transport_crates

config.lua - 16 options#

General

Setting Default What it does
Item "transport_crate" auto-created in jrs_items on start
ItemLabel table Inventory items used by item label. Names must exist in the jrs_items table.
Model "p_crate03x" Game model or entity used for model.
StorageSize 120 jrs_inventory storage capacity
MaxDeployedPerCharacter 2 Upper limit for max deployed per character.
Access "owner" Who can open a crate: 'owner' (the character who placed it) or 'anyone'.
AllowPickupByOthers true Anyone can pick a crate up off the ground (theft RP). Contents travel with it.
InteractDistance 2.2 Distance in game units that applies to interact distance.
LoadDistance 3.5 Distance in game units that applies to load distance.
Keys table Key or control used for keys. Controls are hash values from the game input list.
  ↳ Open 0x760A9C6F G
  ↳ Pickup 0xCEFD9220 E (hold)
  ↳ Load 0xE30CD707 R
Attach table Where the crate sits when loaded. Bone name on the target + offset/rotation.
  ↳ horse table Game model or entity used for horse.
  ↳ wagon table Table of wagon entries. Add, remove or edit entries following the examples in the file.

Free (included in JRS Core)   jrs_trapdoors

JRS Core trapdoors - synced trapdoors with an optional 4-digit passcode

Resource jrs_trapdoors
Folder [PROPERTIES]
Version 1.0.0
Author JRS TEAM
Depends on jrs_core, oxmysql
Interface No
Code size 1,305 Lua lines

Database tables

jrs_trapdoors

config.lua - 12 options#

General

Setting Default What it does
Language "en" 'en' or 'ar'
MoveDuration 2000 ms the open/close animation takes
AutoCloseTime 30000 ms before an open trapdoor closes itself (0 = never)
PlayerCooldown 1000 ms between toggle requests per player
StreamDistance 100.0 distance at which clients look for / sync the prop
MaxCodeAttempts 3 wrong guesses before a player is locked out of that door
CodeLockoutTime 60000 ms lockout after too many wrong guesses
AdminResetCommand "resettrapdoorcode" /resettrapdoorcode <door id> (admins)
Trapdoors table Each entry is one physical trapdoor. The key is its unique id. rotations are pitch/roll/yaw in degrees (rotation order 2)
  ↳ rhodes_gunsmith table Table of rhodes gunsmith entries. Add, remove or edit entries following the examples in the file.
  ↳ strawberry table Table of strawberry entries. Add, remove or edit entries following the examples in the file.
  ↳ clothing_case table Table of clothing case entries. Add, remove or edit entries following the examples in the file.

Free (included in JRS Core)   jrs_wildhorse

Horse wild selling locations for jrs core framework

Resource jrs_wildhorse
Folder [PROPERTIES]
Version 1.2
Author JRS TEAM
Interface No
Code size 537 Lua lines
config.lua - 126 options#

General

Setting Default What it does
Language table Interface language of this script (en or ar).
  ↳ NoMount "You aren't mounted on a hor... Setting for no mount.
  ↳ NotInTheTrainer "I won't buy that animal" Setting for not in the trainer.
  ↳ AnimalSold "Thanks for the deal!" Game model or entity used for animal sold.
  ↳ notatrainer "You Dont Have The Right Job" Setting for notatrainer.
  ↳ NotBroken "Your horse is not broken" Setting for not broken.
aiTrainerped true spawn ai trainer ped set to false if you dont want an ai trainer ped to spawn
joblocked false lock the trainer so only people with the job can access. u can change access to each trainer by editing this trainerjob= "trainer"
trainers table Table of trainers entries. Add, remove or edit entries following the examples in the file.
SkillName "HorseTaming" you need to add this skill to jrs_core config skills
SkillsLevel table jrs core must have the same amount of skills for this
  ↳ 1 table Table of 1 entries. Add, remove or edit entries following the examples in the file.
  ↳ 2 table Table of 2 entries. Add, remove or edit entries following the examples in the file.
  ↳ 3 table Table of 3 entries. Add, remove or edit entries following the examples in the file.
  ↳ 4 table Table of 4 entries. Add, remove or edit entries following the examples in the file.
  ↳ 5 table Table of 5 entries. Add, remove or edit entries following the examples in the file.
Animals table Game model or entity used for animals.
  ↳ -1963397600 table XP WILL BE DO INCREASE SKILL LEVEL EVERYTIME THEY SELL A HORSE
  ↳ -450053710 table Table of 450053710 entries. Add, remove or edit entries following the examples in the file.
  ↳ 1792770814 table Table of 1792770814 entries. Add, remove or edit entries following the examples in the file.
  ↳ -167968797 table Table of 167968797 entries. Add, remove or edit entries following the examples in the file.
  ↳ -1250098797 table Table of 1250098797 entries. Add, remove or edit entries following the examples in the file.
  ↳ -318278790 table Table of 318278790 entries. Add, remove or edit entries following the examples in the file.
  ↳ 1883159941 table Table of 1883159941 entries. Add, remove or edit entries following the examples in the file.
  ↳ 55096099 table Table of 55096099 entries. Add, remove or edit entries following the examples in the file.
  ↳ -458397856 table Table of 458397856 entries. Add, remove or edit entries following the examples in the file.
  ↳ -444810976 table Table of 444810976 entries. Add, remove or edit entries following the examples in the file.
  ↳ 705691988 table Table of 705691988 entries. Add, remove or edit entries following the examples in the file.
  ↳ 746627200 table Table of 746627200 entries. Add, remove or edit entries following the examples in the file.
  ↳ -1028075925 table Table of 1028075925 entries. Add, remove or edit entries following the examples in the file.
  ↳ 2130094044 table Table of 2130094044 entries. Add, remove or edit entries following the examples in the file.
  ↳ -1029277326 table Table of 1029277326 entries. Add, remove or edit entries following the examples in the file.
  ↳ 604357666 table Table of 604357666 entries. Add, remove or edit entries following the examples in the file.
  ↳ -1140650519 table Table of 1140650519 entries. Add, remove or edit entries following the examples in the file.
  ↳ -1554827654 table Table of 1554827654 entries. Add, remove or edit entries following the examples in the file.
  ↳ -1999198818 table Table of 1999198818 entries. Add, remove or edit entries following the examples in the file.
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  ↳ 1496579364 table Table of 1496579364 entries. Add, remove or edit entries following the examples in the file.
  ↳ -403470324 table Table of 403470324 entries. Add, remove or edit entries following the examples in the file.
  ↳ 1576849913 table Table of 1576849913 entries. Add, remove or edit entries following the examples in the file.
  ↳ -925223936 table Table of 925223936 entries. Add, remove or edit entries following the examples in the file.
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  ↳ -683592019 table Table of 683592019 entries. Add, remove or edit entries following the examples in the file.
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  ↳ 1825358734 table Table of 1825358734 entries. Add, remove or edit entries following the examples in the file.
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  ↳ 1593035738 table Table of 1593035738 entries. Add, remove or edit entries following the examples in the file.
  ↳ -1356425746 table Table of 1356425746 entries. Add, remove or edit entries following the examples in the file.
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  ↳ 1104566530 table Table of 1104566530 entries. Add, remove or edit entries following the examples in the file.
  ↳ -819697512 table Table of 819697512 entries. Add, remove or edit entries following the examples in the file.
  ↳ 1705182311 table Table of 1705182311 entries. Add, remove or edit entries following the examples in the file.
  ↳ -1896838685 table Table of 1896838685 entries. Add, remove or edit entries following the examples in the file.
  ↳ -78273782 table Table of 78273782 entries. Add, remove or edit entries following the examples in the file.
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  ↳ -1265030920 table Table of 1265030920 entries. Add, remove or edit entries following the examples in the file.
  ↳ 2024948086 table Table of 2024948086 entries. Add, remove or edit entries following the examples in the file.
  ↳ 1696286663 table Table of 1696286663 entries. Add, remove or edit entries following the examples in the file.
  ↳ -1616287563 table Table of 1616287563 entries. Add, remove or edit entries following the examples in the file.
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  ↳ -955237712 table Table of 955237712 entries. Add, remove or edit entries following the examples in the file.
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  ↳ 2030804811 table Table of 2030804811 entries. Add, remove or edit entries following the examples in the file.
  ↳ 1230359523 table Table of 1230359523 entries. Add, remove or edit entries following the examples in the file.
  ↳ -1038436471 table Table of 1038436471 entries. Add, remove or edit entries following the examples in the file.
  ↳ 96930969 table Table of 96930969 entries. Add, remove or edit entries following the examples in the file.
  ↳ -1063137731 table Table of 1063137731 entries. Add, remove or edit entries following the examples in the file.
  ↳ 594040097 table Table of 594040097 entries. Add, remove or edit entries following the examples in the file.
  ↳ -1230516683 table Table of 1230516683 entries. Add, remove or edit entries following the examples in the file.
  ↳ 478986344 table Table of 478986344 entries. Add, remove or edit entries following the examples in the file.
  ↳ -1180427609 table Table of 1180427609 entries. Add, remove or edit entries following the examples in the file.
  ↳ 43825738 table Table of 43825738 entries. Add, remove or edit entries following the examples in the file.
  ↳ 2119038574 table Table of 2119038574 entries. Add, remove or edit entries following the examples in the file.
  ↳ 107013696 table Table of 107013696 entries. Add, remove or edit entries following the examples in the file.
  ↳ -1261814606 table Table of 1261814606 entries. Add, remove or edit entries following the examples in the file.
  ↳ 2145697477 table Table of 2145697477 entries. Add, remove or edit entries following the examples in the file.
  ↳ 1007570567 table Table of 1007570567 entries. Add, remove or edit entries following the examples in the file.
  ↳ -156439156 table Table of 156439156 entries. Add, remove or edit entries following the examples in the file.
  ↳ -217135948 table Table of 217135948 entries. Add, remove or edit entries following the examples in the file.
  ↳ 1029339151 table Table of 1029339151 entries. Add, remove or edit entries following the examples in the file.
  ↳ 134401125 table Table of 134401125 entries. Add, remove or edit entries following the examples in the file.
  ↳ 1066034872 table Table of 1066034872 entries. Add, remove or edit entries following the examples in the file.
  ↳ 36009259 table Table of 36009259 entries. Add, remove or edit entries following the examples in the file.
  ↳ 802784330 table Table of 802784330 entries. Add, remove or edit entries following the examples in the file.
  ↳ -1693870200 table Table of 1693870200 entries. Add, remove or edit entries following the examples in the file.
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  ↳ 1072019803 table Table of 1072019803 entries. Add, remove or edit entries following the examples in the file.
  ↳ 1074477367 table Table of 1074477367 entries. Add, remove or edit entries following the examples in the file.
  ↳ -85890205 table Table of 85890205 entries. Add, remove or edit entries following the examples in the file.
  ↳ -166778945 table Table of 166778945 entries. Add, remove or edit entries following the examples in the file.
  ↳ 446670976 table Table of 446670976 entries. Add, remove or edit entries following the examples in the file.
  ↳ -727455979 table Table of 727455979 entries. Add, remove or edit entries following the examples in the file.
  ↳ 1048964673 table Table of 1048964673 entries. Add, remove or edit entries following the examples in the file.
  ↳ 2120708491 table Table of 2120708491 entries. Add, remove or edit entries following the examples in the file.
  ↳ -1924405794 table Table of 1924405794 entries. Add, remove or edit entries following the examples in the file.

Paid (server only)   rl_prop_items

REDEMPIRE prop items, admin manager, and owned-item native melee model replacement.

Resource rl_prop_items
Folder [PROPERTIES]
Version 3.2.4
Author jrs
Depends on jrs_core, jrs_inventory
Interface Yes (NUI)
Languages ar, en
Code size 2,640 Lua lines

Commands

  • /propweapdebug

Exports

ClearPropItems, ClearReplacementAppearance, EquipPropItem, GetEquippedPropItems, GetReplacementAppearances, IsJRSIntegrationReady, OpenAdminObjectManager, SelectReplacementAppearance, TogglePropItem, UnequipPropItem

config/config.lua - 88 options#

General

Setting Default What it does
REDEMPIRE table Table of redempire entries. Add, remove or edit entries following the examples in the file.
  ↳ CoreResource "jrs_core" Setting for core resource.
  ↳ InventoryResource "jrs_inventory" Setting for inventory resource.
  ↳ UseCoreNotifications true Turns core notifications on or off (default true).
  ↳ NotificationDuration 3000 Time setting for notification duration. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
  ↳ CloseInventoryOnUse true Switch for close inventory on use: true = on, false = off (default true).
  ↳ InitialRegistrationDelay 1500 Time setting for initial registration delay. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
  ↳ RegistrationAttempts 10 Number for registration attempts (default 10).
  ↳ RegistrationRetryDelay 1000 Time setting for registration retry delay. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
StateBagName "rl_prop_items" Text shown to the player for state bag name. Change it to translate or rebrand.
RefreshInterval 1500 Time setting for refresh interval. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
ModelLoadTimeout 8000 Time setting for model load timeout. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
DisableCollision true Turns off collision: true = yes, false = no (default true).
MakeInvincible true Switch for make invincible: true = on, false = off (default true).
HammerReplace true The player must already own/equip the native RedM weapon. This script never gives, removes, or forces the native weapon. It only hides its model and attaches an owned prop item while that weapon is selected.
WeaponHammerReplace "weapon_melee_hammer" Game model or entity used for weapon hammer replace.
SwordReplace true Switch for sword replace: true = on, false = off (default true).
WeaponSwordReplace "weapon_melee_machete_collector" Game model or entity used for weapon sword replace.
KnifeReplace true Switch for knife replace: true = on, false = off (default true).
WeaponKnifeReplace "weapon_melee_knife_rustic" Game model or entity used for weapon knife replace.
ReplacementStateBagName "rl_prop_item_skins" Replacement state synchronization.
HideReplacementWeapon true Hides replacement weapon: true = yes, false = no (default true).
ReplacementRefreshInterval 100 Time setting for replacement refresh interval. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
AutoSelectOwnedReplacement true When a native weapon is equipped, automatically choose the first owned prop from the matching category if the player has not selected a preferred one.
UseReplacementItemToSelect true Using a hammer/sword/knife prop item selects it as the preferred appearance. It does not directly attach the prop and does not give the native weapon.
UseCooldownMs 500 Time setting for use cooldown ms. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
RemoveIfItemMissing true Switch for remove if item missing: true = on, false = off (default true).
OwnershipCheckInterval 5000 Time setting for ownership check interval. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
ExportsRequireInventoryItem true Switch for exports require inventory item: true = on, false = off (default true).
EnableTestCommands true Turns test commands on or off (default true).
TestCommandsRequireInventoryItem false Switch for test commands require inventory item: true = on, false = off (default false).
TestCommand "propitem" Setting for test command.
ClearCommand "propclear" Setting for clear command.
ListCommand "proplist" Setting for list command.
TestCommandAce nil Setting for test command ace.
ShowChatMessages true Shows chat messages: true = yes, false = no (default true).
Debug false Debug output for debug: true = yes, false = no (default false).
AdminUI table Admin object manager UI.
  ↳ Enabled true Turns enabled on or off (default true).
  ↳ Command "propadmin" Setting for command.
  ↳ AllowedGroups table Any matching REDEMPIRE group may open and use the panel.
  ↳ AcePermission nil Optional ACE permission. Set to nil to use REDEMPIRE groups only.
  ↳ SaveFile "saved_props.json" Setting for save file.
  ↳ OpenKey nil Key or control used for open key. Controls are hash values from the game input list.
ItemAliases table Compatibility for the typo used in some old installation notes.
  ↳ crowbar "crowbar01" Setting for crowbar.
Items table One weapon can occupy right_hand and one shield can occupy left_forearm. Every item may contain one or more objects.
  ↳ sword01 table Table of sword01 entries. Add, remove or edit entries following the examples in the file.
  ↳ sword02 table Table of sword02 entries. Add, remove or edit entries following the examples in the file.
  ↳ spear01 table Table of spear01 entries. Add, remove or edit entries following the examples in the file.
  ↳ sword03 table Table of sword03 entries. Add, remove or edit entries following the examples in the file.
  ↳ sword04 table Table of sword04 entries. Add, remove or edit entries following the examples in the file.
  ↳ sword05 table Table of sword05 entries. Add, remove or edit entries following the examples in the file.
  ↳ saber01 table Table of saber01 entries. Add, remove or edit entries following the examples in the file.
  ↳ saber02 table Table of saber02 entries. Add, remove or edit entries following the examples in the file.
  ↳ saber03 table Table of saber03 entries. Add, remove or edit entries following the examples in the file.
  ↳ cleaver01 table Table of cleaver01 entries. Add, remove or edit entries following the examples in the file.
  ↳ hammer01 table Table of hammer01 entries. Add, remove or edit entries following the examples in the file.
  ↳ hammer02 table Table of hammer02 entries. Add, remove or edit entries following the examples in the file.
  ↳ clamp01 table Table of clamp01 entries. Add, remove or edit entries following the examples in the file.
  ↳ club01 table Table of club01 entries. Add, remove or edit entries following the examples in the file.
  ↳ club02 table Table of club02 entries. Add, remove or edit entries following the examples in the file.
  ↳ club03 table Table of club03 entries. Add, remove or edit entries following the examples in the file.
  ↳ club04 table Table of club04 entries. Add, remove or edit entries following the examples in the file.
  ↳ club05 table Table of club05 entries. Add, remove or edit entries following the examples in the file.
  ↳ club06 table Table of club06 entries. Add, remove or edit entries following the examples in the file.
  ↳ bat01 table Table of bat01 entries. Add, remove or edit entries following the examples in the file.
  ↳ bat02 table Table of bat02 entries. Add, remove or edit entries following the examples in the file.
  ↳ crowbar01 table Table of crowbar01 entries. Add, remove or edit entries following the examples in the file.
  ↳ pan01 table Table of pan01 entries. Add, remove or edit entries following the examples in the file.
  ↳ pan02 table Table of pan02 entries. Add, remove or edit entries following the examples in the file.
  ↳ stake01 table Table of stake01 entries. Add, remove or edit entries following the examples in the file.
  ↳ stake02 table Table of stake02 entries. Add, remove or edit entries following the examples in the file.
  ↳ knife01 table Table of knife01 entries. Add, remove or edit entries following the examples in the file.
  ↳ shield01 table Table of shield01 entries. Add, remove or edit entries following the examples in the file.
  ↳ shield02 table Table of shield02 entries. Add, remove or edit entries following the examples in the file.
  ↳ shield03 table Table of shield03 entries. Add, remove or edit entries following the examples in the file.
  ↳ shield04 table Table of shield04 entries. Add, remove or edit entries following the examples in the file.
  ↳ shield05 table Table of shield05 entries. Add, remove or edit entries following the examples in the file.
  ↳ shield06 table Table of shield06 entries. Add, remove or edit entries following the examples in the file.
  ↳ shield07 table Table of shield07 entries. Add, remove or edit entries following the examples in the file.
  ↳ katana01 table Table of katana01 entries. Add, remove or edit entries following the examples in the file.
  ↳ katana02 table Table of katana02 entries. Add, remove or edit entries following the examples in the file.
  ↳ katana03 table Table of katana03 entries. Add, remove or edit entries following the examples in the file.
  ↳ katana04 table Table of katana04 entries. Add, remove or edit entries following the examples in the file.
  ↳ katana05 table Table of katana05 entries. Add, remove or edit entries following the examples in the file.
  ↳ katana06 table Table of katana06 entries. Add, remove or edit entries following the examples in the file.
  ↳ katana07 table Table of katana07 entries. Add, remove or edit entries following the examples in the file.
JRS Core · Free and open-source RedM framework · made by the JRS TEAM