# About 4 Harvest Zones. (Weed, Opium, Methamphetamine and Cocaine) The four drugs are made as follows: Picking, Processing and Packaging. Can enable/disable XP/level system. They can activate/deactivate items needed to get the drug. All zones can be changed. Y
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Transform your QBCore server's criminal economy with the QB Drug System, a comprehensive narcotics production framework featuring four complete drug chains, quality tier systems, experience progression, and immersive consumption mechanics. This professionally designed system brings depth to criminal roleplay by creating realistic drug production workflows that reward player investment and skill development.
Built specifically for QBCore framework, this drug system integrates seamlessly with qb-target for intuitive interaction and qb-menu for clean user interfaces. Whether you're running a street-level gang server or a complex criminal organization economy, this system provides the foundation for engaging illegal enterprise roleplay that keeps players invested in their criminal careers.
This complete drug system includes four full production chains (Weed, Opium, Methamphetamine, Cocaine), each with three-stage processing (Harvest, Process, Package), quality tier mechanics (Bad, Medium, High Quality), optional XP/level progression system, consumable effects with customizable bonuses, and full qb-target integration for seamless interaction with plants and processing stations.
Every drug follows a realistic three-step production workflow that creates meaningful gameplay loops and opportunities for specialized criminal roles:
Step 1: Harvesting - Players locate and harvest raw materials from designated zones. Use qb-target on plants to collect coca leaves, cannabis plants, poppy flowers, or chemical precursors. Each harvest yields random quantities with quality variations.
Step 2: Processing - Raw materials must be refined at processing locations. Find the processing stations and convert raw materials into refined products. Processing time varies by drug type and player level, creating opportunities for protection rackets and territory control.
Step 3: Packaging - Refined drugs are packaged into sellable products at packaging stations. Final packaging determines product quality and street value, making this stage critical for maximizing profits.
The three-tier quality system adds depth to the drug economy and rewards skilled players:
Quality is influenced by player experience level, processing methods, and sometimes RNG factors that keep production interesting. High-quality products become status symbols in criminal organizations and command premium prices from NPC dealers or player customers.
The configurable XP system creates long-term progression for criminal specialists:
This progression system encourages players to specialize in particular drug types, creating natural division of labor in criminal organizations. Some players become master meth cooks while others focus on cocaine processing, fostering realistic criminal enterprise structures.
Drugs aren't just for selling - players can consume certain products for gameplay bonuses:
The consumption system is fully configurable, allowing server owners to choose which effects each drug provides. This creates strategic value for drugs beyond pure economic gameplay, as criminals might use products for tactical advantages during heists or territorial conflicts.
Most drug scripts offer simple press E to harvest mechanics with instant rewards. QB Drug System creates actual production chains that require time investment, location discovery, and risk management. The three-stage process for each drug means criminals must expose themselves to law enforcement at multiple points, creating natural conflict opportunities and making police raids more meaningful.
The quality tier system prevents the drug economy from becoming flat and predictable. New players can produce bad quality products for quick cash, but master criminals can develop reputations for premium products that command higher prices. This creates natural hierarchy in criminal organizations and gives experienced players advantages beyond pure grinding.
The location discovery mechanic transforms drug production from a mundane task into an exploration-based activity. Players must find the harvest zones, processing stations, and packaging locations - information that becomes valuable to criminal networks. Organizations can control zones, charge access fees, or keep locations secret from rival gangs.
The optional XP system allows players to build criminal reputations as drug specialists. A Level 20 meth cook becomes a valuable asset to any organization, while a novice might only produce low-quality product that's risky to sell. This creates realistic division of labor and makes recruiting skilled criminals meaningful.
Full configurability means you can tune the system to match your server's economy and pace. Disable XP for arcade-style gameplay, or enable it for long-term progression. Require rare items for production to create supply chain dependencies, or allow free production to focus on territory control. All zones are configurable, so you can place drug operations anywhere on your map that fits your server's geography and faction territories.
The multi-stage production system naturally creates price variations and supply chain economics. Raw materials, processed drugs, and packaged products all have value, allowing for specialization and trade between players. Some might focus on harvesting and selling raw materials, while others invest in processing operations. This economic complexity keeps illegal markets dynamic and interesting.
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