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An in-game drugs creator for FiveM. Admins turn any inventory item into a drug consumable with a stackable effects timeline, then run a full street economy — harvesting, crafting, selling, territories, and dealers — all from one panel. No restarts, no file editing.

In this section

What you get

  • Works on ESX, QBCore, and Qbox — detected at runtime
  • ox_inventory preferred when running, otherwise the framework’s own inventory
  • UI ships ready to use — no build step, nothing to compile
  • Effects timeline — stack up to 20 effects per drug, each with its own start time, duration, and strength: screen effects, timecycle filters, camera shakes, walk styles, sprint/swim boosts, health/armor, hunger/thirst, stress, hallucinations, super jump, night/thermal vision, slow motion, and more
  • Consumption — single progress use or puff-based smoking, required item gate (e.g. a lighter), use animations (presets, scenarios, emotes, or custom dict/clip), remove-on-use, custom notifications
  • Drug sharing — pass a burning puff drug to a nearby player with [G]
  • World economy, all managed live from the panel: harvestable items, drug fields with wild plants, crafting recipes, laboratories with risky advanced cooking, buyable drug factories, street selling, corner selling, plane & boat runs, narcos, pushers, auctions, dealer spots
  • Territory wars — factions earn points from sales and kills; owners get sell bonuses and fewer police alerts
  • Hired dealers + trap phone — hire tiered AI dealers into owned turf and manage them from a phone-style UI
  • Police systems — minimum-cops gates, alert blips, low-cop price reduction, external dispatch hook
  • Statistics dashboard — revenue, harvest/craft counters, and per-method breakdowns, plus Discord webhook logging
  • JSON or MySQL storage — flat files by default, oxmysql optional, with lossless switching
  • Server-authoritative — item checks, value clamping, and anti-spam on every consumption