[SHOCK'S] Drugs V3

[SHOCK'S] Drugs V3 [SHOCK'S] Drugs V3 [SHOCK'S] Drugs V3 [SHOCK'S] Drugs V3 [SHOCK'S] Drugs V3 [SHOCK'S] Drugs V3
  • [SHOCK'S] Drugs V3
  • [SHOCK'S] Drugs V3
  • [SHOCK'S] Drugs V3
  • [SHOCK'S] Drugs V3
  • [SHOCK'S] Drugs V3
  • [SHOCK'S] Drugs V3

$24.99

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SHOCKS Drugs V3

SHOCKS Drugs V3 is a configurable drug growing, processing, consumption, and dealing system built for QBCore servers using ox_lib and oxmysql.

It provides a complete illegal drug-production loop, starting with planting seeds and maintaining crops, through harvesting, processing, bagging, joint rolling, packaging, drug consumption, and selling finished products to configurable dealers.

V3 has been designed as a more immersive and visually polished version of the SHOCKS Drugs system. Plants are persistent and synchronized, while the custom SHOCKS NUI gives players a dedicated interface for managing plants and processing products.

The system is heavily configuration-driven, allowing server owners to create their own plants, strains, processing chains, recipes, dealers, grow zones, drug effects, restrictions, progression systems, and economy without rewriting the core resource.


Features

  • Full configurable drug plant growing system
  • Multiple plant types and strains
  • Usable seed items with automatic registration
  • Configurable plant growth stages
  • Growth percentage tracking
  • Plant health tracking
  • Water tracking
  • Fertilizer tracking
  • Full plant condition system
  • Offline plant growth
  • Persistent plants saved to the database
  • Server-synchronized plants
  • Plant ownership and access controls
  • Configurable player and zone plant limits
  • Growth and condition-based harvest yields
  • Configurable seed return chance
  • Custom plant models and growth-stage models
  • Configurable grow zones
  • Zone-based growth multipliers
  • Optional job and gang restrictions
  • Custom SHOCKS Plant NUI
  • Plant Overview tab
  • Plant Condition tab
  • Plant Harvest tab
  • Live plant-stat updates
  • Watering through the NUI
  • Fertilizing through the NUI
  • Harvesting through the NUI
  • Plant removal controls
  • Persistent placeable processing tables
  • Processing table ownership
  • Shared processing-table access
  • Custom SHOCKS Processing NUI
  • Processing category system
  • All category
  • Bagging category
  • Joint Rolling category
  • Processing category
  • Recipe filtering
  • Processing recipe cards
  • Ingredient requirements display
  • Saved-item/tool display
  • Processing time display
  • Required processing level display
  • Processing XP rewards
  • Per-recipe required levels
  • Per-recipe saved ingredients/items
  • Items can be required without being consumed
  • Multi-stage processing chains
  • Configurable processing times
  • Configurable processing outputs
  • Configurable processing ingredients
  • Weed bagging recipes
  • Joint rolling recipes
  • Optional packaging system
  • Dealer NPC locations
  • Configurable dealer products
  • Configurable dealer prices
  • Dynamic dealer pricing
  • Dealer demand system
  • Sale cooldowns
  • Police alert system
  • Configurable police-alert chance
  • Configurable police jobs
  • Configurable drug consumption effects
  • Drug cooldowns
  • Health, stamina, movement, screen and other configurable effects
  • Optional negative drug effects
  • Optional overdose system
  • Configurable gang restrictions
  • Configurable job restrictions
  • Server-side item validation
  • Server-side reward calculation
  • Anti-duplication protections
  • Processing locks and state validation
  • Secure dealer transactions
  • ox_lib notifications
  • ox_lib context menus
  • ox_lib input dialogs
  • ox_lib progress bars
  • ox_lib callbacks
  • ox_target support
  • qb-target support
  • Automatic target-provider configuration
  • Persistent world objects
  • Organized modular source structure
  • Debug mode
  • Localization-ready structure

Plant System

Players can plant configurable drug seeds throughout permitted grow zones.

Each plant can have its own:

  • Plant model
  • Growth-stage models
  • Growth time
  • Growth rate
  • Health
  • Water requirements
  • Fertilizer requirements
  • Yield
  • Seed-return chance
  • Plant limits
  • Restrictions
  • Decay settings
  • Harvest settings

Plants continue progressing using timestamp-based growth, allowing them to continue growing while the player is offline.

Players can interact with their plants and open the custom SHOCKS Plant Dashboard to monitor the plant in detail.


SHOCKS Plant NUI

The V3 plant interface is a custom NUI designed around the SHOCKS visual style.

The dashboard includes dedicated sections for:

Overview

  • Plant name
  • Plant ID
  • Growth
  • Health
  • Water
  • Fertilizer
  • Growth stage
  • Current status
  • Time remaining
  • Grow zone

Condition

  • Detailed plant condition
  • Growth status
  • Health condition
  • Water condition
  • Fertilizer condition
  • Current growth stage
  • Maintenance information
  • Plant status/recommendation

Harvest

  • Harvest readiness
  • Estimated yield
  • Seed return chance
  • Growth stage
  • Harvest countdown
  • Harvest action

Players can switch between the dashboard sections without closing the NUI.

The NUI is an interface only. All gameplay actions, item checks, ownership checks, rewards, yields, and plant-state changes are validated through Lua and the server.


Processing System

V3 includes persistent placeable processing tables with a dedicated SHOCKS Processing NUI.

Instead of using separate menus for each type of production, processing now uses the same SHOCKS visual system as the plant dashboard.

Players can open a processing table and browse recipes through organized categories.

Processing Categories

  • All
  • Bagging
  • Joint Rolling
  • Processing

Recipes are filtered by category directly inside the NUI.

Each recipe can display:

  • Recipe name
  • Description
  • Required ingredients
  • Saved tools/items
  • Processing time
  • Required level
  • XP reward
  • Output item
  • Output quantity

Saved Items System

Recipes can require items that are not consumed during processing.

For example:

ingredients = {
    weed_bud = 3,
    empty_baggy = 1,
    grinder = 1,
    scales = 1
}

saveItems = {
    grinder = true,
    scales = true
}

This means:

  • Weed bud is consumed
  • Empty baggy is consumed
  • Grinder is required but saved
  • Scales are required but saved

Saved tools can be configured individually for every recipe.

The NUI clearly identifies saved items so players know which tools they keep after processing.


Processing Levels

V3 includes a dedicated processing progression system.

Every recipe can have its own:

  • Required processing level
  • XP reward

Example:

requiredLevel = 5,
xpReward = 15

Players must reach the required processing level before they can start that recipe.

Processing XP and progression are persisted so the player's level survives reconnects and server restarts.

This allows server owners to create progression such as:

Level 1
Basic Processing

Level 5
Advanced Bagging

Level 10
Joint Rolling

Level 15
Advanced Drug Processing

The actual level structure remains completely configurable.


Weed Bagging

V3 includes a dedicated Bagging category for weed products.

Each strain can have its own configurable bagging recipe.

Example strains include:

  • Banana Kush
  • OG Kush
  • Purple Haze
  • Blue Dream

Bagging recipes can require configurable:

  • Bud
  • Empty baggies
  • Grinder
  • Scales
  • Other tools
  • Other ingredients

Tools such as grinders and scales can be configured as saved items so they are required but not consumed.


Joint Rolling

V3 includes a dedicated Joint Rolling category.

Joint recipes can be created for individual strains.

Example:

  • Banana Kush Joint
  • OG Kush Joint
  • Purple Haze Joint
  • Blue Dream Joint

Joint recipes can support:

  • Bud requirements
  • Rolling paper
  • Grinder
  • Other required tools
  • Saved items
  • Processing times
  • Required levels
  • XP rewards

Multi-Stage Drug Processing

The processing architecture supports complete configurable production chains.

Example:

Seeds
↓
Plant
↓
Harvest
↓
Raw Material
↓
Processing
↓
Refined Product
↓
Bagging / Rolling
↓
Finished Product
↓
Dealer

A cocaine chain can be configured separately from the weed production system.

This allows each drug type to have its own processing stages, equipment, ingredients, requirements, and progression.


Processing Tables

Processing tables are persistent and can be configured with:

  • Custom models
  • Coordinates
  • Heading
  • Allowed recipes
  • Ownership
  • Shared access
  • Interaction distance
  • Removal settings
  • Refund settings

Tables are saved to SQL and restored after resource/server restarts.


Dealer System

Drug products can be sold through configurable dealer NPCs.

Each dealer can have:

  • Custom NPC model
  • Location
  • Label
  • Product list
  • Minimum sale quantity
  • Maximum sale quantity
  • Price range
  • Cooldown
  • Demand
  • Job restrictions
  • Gang restrictions
  • Reputation requirements
  • Time restrictions
  • Police-risk settings

The server calculates the final sale price and payout.


Dynamic Market System

Dealers can optionally use dynamic demand and pricing.

Example:

WEED
HIGH DEMAND
$125

COCAINE
LOW DEMAND
$75

Prices can be influenced by configurable factors such as:

  • Current demand
  • Recent sales
  • Drug type
  • Dealer
  • Time
  • Market fluctuation

Drug Consumption

Finished drug products can automatically become usable QBCore items through configuration.

Drug effects can include:

  • Health
  • Armour
  • Stamina
  • Movement
  • Speed
  • Screen effects
  • Camera effects
  • Ragdoll
  • Hunger
  • Thirst
  • Stress
  • Duration
  • Cooldown
  • Negative effects

Each drug can have its own configuration.


Optional Negative Effects

V3 can optionally support negative consequences from drug use.

Examples include:

  • Overdose chance
  • Health loss
  • Blackouts
  • Movement impairment
  • Stamina reduction
  • Screen effects
  • Repeated-use penalties

These systems can be enabled or disabled through configuration.


Police Alerts

Certain criminal activities can optionally notify police.

Possible triggers include:

  • Planting
  • Processing
  • Packaging
  • Bagging
  • Joint rolling
  • Selling
  • Large sales
  • High-risk areas
  • Laboratory activity

Police alerts support configurable:

  • Chance
  • Police jobs
  • Cooldown
  • Notification text
  • Blip duration
  • Blip radius
  • Trigger types

Grow Zones

Grow zones are fully configurable.

Each zone can define:

  • Coordinates
  • Radius
  • Label
  • Allowed plant types
  • Growth multiplier
  • Plant limits
  • Required job
  • Required gang
  • Police risk
  • Public/private access
  • Special bonuses

This allows server owners to create:

  • Public grow zones
  • Private grow zones
  • Gang-controlled areas
  • Job-restricted areas
  • High-risk areas
  • Special growth locations

Target Support

V3 supports multiple interaction methods.

ox_target

Use ox_target for:

  • Plants
  • Processing tables
  • Dealers
  • Other configurable entities

qb-target

Use qb-target for the same interaction systems.

The target provider can be configured:

Config.Target = {
    provider = 'auto'
}

Supported modes can include:

auto
ox
qb
none

This allows server owners to use the target system already installed on their server.

Players can also use the built-in interaction system where configured.


Ownership & Access

Plants and processing equipment support ownership.

Depending on configuration, access can be restricted to:

  • Owner
  • Gang members
  • Job members
  • Friends
  • Everyone

All important ownership and permission checks are performed server-side.


Security

V3 is designed around server-authoritative gameplay.

The client cannot determine:

  • Harvest yield
  • Sale price
  • Reward amount
  • Item quantity
  • Recipe output
  • Plant ownership
  • Processing completion
  • Dealer payout
  • Processing XP

The server validates:

  • Player identity
  • Plant ownership
  • Plant state
  • Distance
  • Items
  • Quantities
  • Recipes
  • Saved items
  • Processing level
  • Dealer products
  • Sale amounts
  • Cooldowns
  • Job/gang requirements
  • Processing state

The resource also includes protections against common duplication and event-replay exploits.


Persistence

Plants and processing tables are stored in SQL so they survive:

  • Player disconnects
  • Player reconnects
  • Resource restarts
  • Server restarts

Processing progression is also persisted.

Timestamp-based calculations are used for plant growth so the system does not require constant database updates.


Current Included Content

V3 includes example content demonstrating the full system.

Weed

  • Multiple weed strains
  • Multiple plant stages
  • Watering
  • Fertilizer
  • Plant health
  • Growth
  • Harvesting
  • Seed return
  • Weed buds
  • Bagging
  • Joint rolling
  • Saved tools
  • Processing levels
  • Finished weed products
  • Drug effects
  • Dealer selling

Cocaine

  • Coca leaf/raw materials
  • Multi-stage cocaine processing
  • Refining
  • Packaging
  • Finished cocaine products
  • Processing levels
  • Dealer selling
  • Dynamic market support
  • Drug effects

Configuration

The resource is designed to be heavily configuration-driven.

Server owners can configure:

  • Plant types
  • Strains
  • Seeds
  • Plant models
  • Growth stages
  • Growth rates
  • Growth times
  • Health
  • Water
  • Fertilizer
  • Yield
  • Seed-return chance
  • Plant limits
  • Grow zones
  • Processing tables
  • Processing categories
  • Recipes
  • Ingredients
  • Saved items
  • Outputs
  • Processing times
  • Required processing levels
  • Processing XP rewards
  • Bagging recipes
  • Joint rolling recipes
  • Packaging
  • Dealers
  • Prices
  • Demand
  • Police alerts
  • Job restrictions
  • Gang restrictions
  • Drug effects
  • Drug cooldowns
  • Negative effects
  • Overdose settings
  • Target provider
  • Blips
  • Notifications
  • Localization
  • Debug behaviour
  • NUI styling

Adding a new drug, strain, recipe, dealer, or processing chain should primarily require configuration rather than rewriting the core systems.


Requirements

  • QBCore
  • ox_lib
  • oxmysql

Optional:

  • ox_target
  • qb-target

The resource can be configured to use either target system or no target system.


Resource Structure

A typical V3 installation contains:

SHOCKS-DrugsV3/
│
├── fxmanifest.lua
│
├── shared/
│   ├── config.lua
│   ├── plants.lua
│   ├── processing.lua
│   ├── dealers.lua
│   ├── drugs.lua
│   └── locales.lua
│
├── client/
│   ├── main.lua
│   ├── plants.lua
│   ├── processing.lua
│   ├── dealers.lua
│   └── drugs.lua
│
├── server/
│   ├── main.lua
│   ├── plants.lua
│   ├── processing.lua
│   ├── dealers.lua
│   └── drugs.lua
│
├── html/
│   ├── index.html
│   ├── style.css
│   ├── app.js
│   └── assets/
│
├── sql/
│   └── shocks_drugs.sql
│
└── README.md


SHOCKS Drugs V3

SHOCKS Drugs V3 is designed to be a complete criminal production system rather than a simple drug-processing script.

Players can:

Plant
↓
Grow
↓
Maintain
↓
Harvest
↓
Process
↓
Bag
↓
Roll
↓
Package
↓
Sell

With persistent plants, configurable progression, saved processing tools, organized NUI categories, dynamic dealers, police risks, drug effects, target support, and server-authoritative security, SHOCKS Drugs V3 provides a flexible foundation for building a complete criminal economy on a QBCore server.