> ## Documentation Index
> Fetch the complete documentation index at: https://docs.nexdevelopment.xyz/llms.txt
> Use this file to discover all available pages before exploring further.

# Creator panel

> The admin panel is where you build everything — drugs, zones, recipes, selling channels, territories, and settings. Open it with /drugscreator and changes go live immediately.

The admin panel is where you build everything — drugs, zones, recipes, selling channels, territories, and settings. Open it with `/drugscreator` and changes go live immediately, with no restarts.

## Opening the panel

```
/drugscreator
```

You need either the `nex_drugscreator.admin` ACE permission or a matching framework group (`admin`, `superadmin`, `god` by default). Either check is enough:

```
add_ace group.admin nex_drugscreator.admin allow
```

If you get a "You do not have permission to use the Drugs Creator" notification, you don't pass either check.

## Panel layout

The sidebar is grouped into sections:

| Section    | Tabs                                                                                                                   |
| ---------- | ---------------------------------------------------------------------------------------------------------------------- |
| —          | **Dashboard**, **Effects** (your drugs)                                                                                |
| Production | **Harvestable Items**, **Drug Fields**, **Crafting Recipes**, **Laboratories**, **Drug Factories**                     |
| Selling    | **Sellable Drugs**, **Street & NPC**, **Corner Selling**, **Plane & Boat Runs**, **Narcos**, **Pushers**, **Auctions** |
| Turf       | **Territories**, **Territory Wars**, **Hired Dealers**, **Dealer Spots**                                               |
| System     | **Advanced**, **Settings**                                                                                             |

The **Dashboard** shows live counts plus the statistics view — revenue, harvest/craft counters, and per-method and per-item breakdowns with time filters.

## Creating a drug

1. The item must already exist in your inventory (e.g. ox\_inventory `data/items.lua`, `qb-core/shared/items.lua`, or your ESX items table). The panel validates the name as you type and tells you whether it was found.
2. Go to **Effects**, click **New Drug**, and enter the item's spawn name.
3. Configure the consumable:
   * **Label** and **custom notification** shown on use.
   * **Use time** (0.5–30 seconds; per puff when puffing).
   * **Max puffs** — `0` for a single progress use, up to `50` for puff-based smoking.
   * **Required item** (e.g. a lighter), optionally consumed on use.
   * **Remove on use** toggle.
   * **Progress options** — cancelable, and disable movement / driving / combat / mouse.
   * **Use animation** — a preset (smoke, pill, snort, drink, eat, …), a scenario, an emote, or a custom dictionary/clip.
4. Build the **effects timeline** and **Save Drug**. The item becomes usable immediately.

## The effects timeline

Stack up to **20 effects** per drug on a timeline of up to **600 seconds**. Each entry has its own start time, duration, and strength, scheduled relative to consumption. Timeline blocks are draggable.

| Category | Effects                                                                                                                         |
| -------- | ------------------------------------------------------------------------------------------------------------------------------- |
| Visual   | Screen Effect, Timecycle Filter (with strength)                                                                                 |
| Camera   | Camera Shake (with intensity)                                                                                                   |
| Movement | Walk Style, Sprint Boost, Swim Boost, Random Falls                                                                              |
| Stats    | Health, Armor, Infinite Stamina, Hunger Restore, Thirst Restore, Health Drain, Armor Drain, Stress Gain, Stress Relief          |
| Special  | Super Jump, Night Vision, Thermal Vision, Slow Motion, Hallucination: Stalker Car, Hallucination: Ghost Ped, Remove Old Effects |

Some notes on behavior:

* Hunger, thirst, and stress apply **server-side the moment the drug is consumed** — for puff drugs, fractionally per puff.
* Health and armor with duration `0` apply instantly; a longer duration regenerates the amount over time.
* Every effect is validated server-side against the catalogs in `config.lua` before saving.

## Live preview

**Preview** runs the drug's effect timeline on yourself without consuming anything — only available while the panel is open. Stop it any time from the same button.

## Unsaved changes protection

Switching drugs, creating a new one, or closing the panel with unsaved edits pops an alert panel first. Overwrites and renames are double-checked too.

## World editors

Every tab under **Production**, **Selling**, and **Turf** is a CRUD editor for one collection — harvest zones, fields, recipes, labs, factories, sellable drugs, pushers, auctions, territories, and dealer spots. Zone forms can grab your current in-game position for coordinates, and each zone can toggle its own map blip. Everything is stored in `data/world.json` (or MySQL) and synced to all players on save.

Some tabs also expose live actions:

* **Auctions** — force-start a scheduled auction.
* **Territory Wars** — reset all territory points, or force a hot-zone rotation, with a live territory-status view.

## Settings tab

The **Settings** tab controls the selling economy (sell command, per-player cooldown, decline chance, police chance) and the interface style — **ox\_lib vs native GTA** notifications and interaction prompts. Saving applies to every player instantly and persists in `data/world.json`.

<Info>
  Command names edited here (street selling, corner selling, trap phone) are registered immediately, but the old command name stays active until the next server restart.
</Info>
