Legends Drugs V2 | VORP CORE

:skull: Legends: Drugs v2

:alembic: The Most Advanced Drug & Crime Economy for RedM


:skull: Step Deeper Into the Underworld

Legends: Drugs v2.1 takes RedM criminal roleplay to the next level.
This isn’t just a drug script — it’s a living ecosystem with intelligent NPCs, production chains, deliveries, laundering, raids, and now informant intelligence that can twist your story in every direction.

Do you rise as a ruthless kingpin, or take them down as law enforcement?
The streets are alive — and every choice has consequences.


:rotating_light: NEW IN v2.1 – “The Informant Update”

:male_detective: Informants System (Rewritten)

  • :handshake: NPC informants can now be approached and questioned for intel.
  • :world_map: They may provide accurate or false black market locations, forcing players to verify leads in the world.
  • :speech_balloon: Smart dialogue trees — “Talk” and “Negotiate” prompts coexist cleanly for multi-NPC interactions.
  • :jigsaw: Integrated with law enforcement raids and street networks for dynamic information loops.

:left_speech_bubble: Every informant is unique — some lie for cash, others fear the law. Who you trust could decide your empire.


:gear: Integration & Developer Suite

  • :link: Added full export suite for:

    • Street Sales
    • Processing & Production
    • Packaging
    • Deliveries
    • Raids
    • Recipe Unlocks
  • :blue_book: New docs/INTEGRATIONS.md provides full payload schemas and examples.

  • :brain: Designed for analytics, skill tracking, and dispatch hooks — plug into your own ecosystem safely.


:pill: Custom Drug System – Rebuilt

  • :brick: Custom drugs now work identically to standard recipes.
  • :alembic: Unified processing flow and consistent events.
  • :closed_lock_with_key: Steam ID whitelist validation for VIP or faction-restricted drugs.
  • :art: Full animation, progress bar, and XP reward support.
  • :stethoscope: Fixed prior server load issues — all custom drug handlers now initialize correctly.

:rocket: Performance Overhaul

  • :brain: CPU usage reduced by 50–80% with coordinate caching & dynamic sleep cycles.
  • :broom: Smart entity cleanup (health monitor, dead ped cleanup, 2s intervals).
  • :feather: Prompt flicker completely eliminated across selling, crafting, informants, and emote systems.
  • :bulb: Intelligent ped scanning cooldowns (400ms for dealers, 500ms for informants).
  • :balance_scale: Ultra-responsive prompts (0–1ms in hideouts) with optimized idle sleeping (1200ms+).

:speech_balloon: Interaction & Realism Updates

  • :no_pedestrians: Prompts now only appear on foot — no interactions on horseback or in wagons.
  • :racehorse: Mounted or wagon NPCs are ignored as valid sale or informant targets.
  • :no_bell: Prompts automatically hide when player mounts or enters a vehicle.
  • :handshake: Synced animations between all players during drug sales and deliveries.
  • :artificial_satellite: Alert blips now radius-only (BLIP_MODIFIER_AREA_NO_BLIP) for stealth realism.

:bomb: Law Enforcement & Raids

  • :compass: Raid system now includes callbacks for:

    • Creation
    • Attempts
    • Success
    • Failure
    • Respawn
  • :crossed_swords: Lawmen can track, breach, and loot criminal hideouts.

  • :moneybag: Rewards include configurable money & item payouts.

  • :satellite: Discord webhooks log all major events (raids, laundering, sales).


:brain: Core Gameplay Overview

:derelict_house: Hideouts & Black Markets

  • Dynamic hideouts with regeneration after raids.
  • Separate black market system for rare items and drug sales.
  • Fully synced access control for gangs or individuals.

:dollar: Drug Sales & Laundering

  • Realistic street selling with smart NPC behavior.
  • NPCs may refuse, attack, or alert law enforcement.
  • Dynamic pricing, randomized quantities, and sell limits.
  • Currency-based laundering — convert dirty money into clean cash.

:test_tube: Production Chain

  • Multi-stage process: Harvest → Process → Package → Deliver.
  • Configurable recipes, ingredients, and town-based restrictions.
  • Full VORP Core skill integration for XP progression.

:racehorse: Delivery Missions

  • Wagon-based contraband runs with ambush risks.
  • Level-gated access with XP & reward scaling.
  • Dynamic drop points and law enforcement response times.

:jigsaw: Dependencies

  • :brick: vorp_core
  • :brick: vorp_inventory
  • :brick: oxmysql

:movie_camera: Showcase

:arrow_forward: Watch Legends: Drugs v2.1


:shopping_cart: Purchase

:receipt: Tebex Store


:receipt: Technical Info

Feature Status
Code Access :lock: Escrow Protected
Subscription :x: No
Lines 4500+
Requirements VORP Core, VORP Inventory, oxmysql
Support Yes

:loudspeaker: Update Release — Legends Drugs V2.1.6

Dynamic Skill System, Fixes & Enhancements


:hammer_and_wrench: Skill System Enable/Disable

  • Added a global toggle to turn the entire skill system on or off

  • Config.SkillSystem.enabled = false → No skill checks, no XP rewards

  • When disabled:

    • All crafting/processing/packaging works with no level requirements
    • No XP is awarded
  • CheckSkillRequirement() now automatically returns true if disabled

  • AddSkillExperience() exits early with no XP when disabled


:bug: Bug Fixes

  • Fixed critical nil value errors in skill requirement checks

  • Fixed skillData nil issues in packaging, processing, and production fail notifications

  • Added proper GetDrugsSkillData() calls before accessing skill data

  • Files fixed:

    • server/s-packaging.lua
    • server/s-process.lua
    • server/s-production.lua

:zap: Dynamic Skill Assignment System

  • Fully flexible skill selection for each activity

  • Three-level priority system:

    1. Per-recipe override
    2. Category override
    3. Default skill
  • Category overrides for: processing, production, packaging, deliveries, selling

  • Per-recipe skill overrides (e.g., SwampGram → Herbalism)

  • Backward compatible — defaults to "Drugs" skill

  • Added: GetSkillForAction() in shared/utils.lua


:moneybag: Drug Selling XP

  • New XP rewards for selling drugs to NPCs

  • Config.DrugSellingXP supports:

    • Base XP
    • Per-item overrides
    • Quantity multipliers
  • Informants do not award XP

  • Uses dynamic skill system (ex: switch to “Trading” skill)


:wrench: Core Function Improvements

  • Skill functions now support dynamic skill names
  • AddSkillExperience() now accepts optional skillName
  • CheckSkillRequirement() works with any skill & respects enabled setting
  • GetSkillData() now supports all skills

:bookmark: Version:

V2.1.6