BJ | Cocaine System
Grow coca from a seed to a finished product: place a pot, plant a seed, wait for it to grow, cut the leaves, macerate them with gasoline and cut the paste with your agents. The higher the purity, the harder it hits โ and the bigger the overdose risk.
๐ Features
- Full growing cycle โ place a pot, plant, water, and harvest through real growth stages. Quality (0-100%) drops if you skip watering.
- Persistent, server-authoritative plants โ every pot and table survives a restart; nothing is client-sided.
- Freestyle placement โ drag-and-drop prop preview with rotation, height adjustment and live validity checks.
- Chemistry table as a placeable prop โ no floating menus, walk up and use it.
- Maceration minigame โ skill-based needle check turns leaves + gasoline into base paste.
- Cutting / mixing system โ blend paste with cutting agents (creatine, caffeine, lidocaine, baking soda, or your own) to trade yield against purity, live-previewed before you commit.
- Purity-scaled effects โ sprint, swim speed, camera shake, armour and screen FX all scale with purity, plus configurable overdose risk.
- Dedicated plant inspection UI โ growth stage, harvest countdown, quality, watering status and owner.
- Optional grow/production zones โ restrict placement and the lab to specific map areas.
- Framework bridge โ notifications, progress bars and targeting switch between ox_lib, ESX, QBCore or your own hooks from one config block.
- Anti-cheat throughout โ every action server-validated (tokens, timing, distance, item checks) with flag/kick system and Discord webhook logging.
๐ ๏ธ Dependencies
es_extended/qb_core/q-box ยท ox_lib ยท ox_inventory
Notifications, progress bars and targeting are bridged โ pick what your server already runs (ox, ESX, QBCore, or custom).
๐ฎ Gameplay Loop
Plant a seed โ water & grow โ harvest coca leaves โ macerate into base paste โ cut with agents to your desired purity โ use, with effects scaling to how pure (and risky) your product is.
๐ Security
Server-authoritative plants, token + timing + distance validated actions, minigame hit-rate limits, and a configurable anti-cheat flag/kick system with webhook logging.