reFlow Trap phone is the trap phone of your dreams, you just havn't had them yet.
It's one of the best looking Trap phones that you'll find, with in-depth features, and a simple concept to understand but what is under the hood is really complex, streamlining a ton of fun for you as a player.
Each Contact has a Randomized Personality (Greedy, Push Over, Hardliner, Loyal, Snitch, Addict, Normal)
* Each Personality provides some different pros &/or cons, like an Addict for example will want more drugs, and more often.
A Hardliner will be harder to negotiate with, won't go as high on prices and will want a higher quality (if your drugs have metadata, explained later below).
* Each Personality will Walk Differently, Some will text differently, it's important to pay attention to and make note of the contacts and which personality type they are to maximize profits
Every Contact is a unique model, so a Contact named "Frank" will ALWAYS be model `a_m_m_hillbilly` for example.
* This is done to provide personality to the script, you'll always recognize and learn who each contact is, provides for some great RP, and allows you to get personal with each deal.
Each Contact has their own Reputation. Gain enough reputation and that contact will refer a friend to you, increasing your contact count.
* More Contacts you have = more opportunities to sell drugs. Each contact has their own internal cooldown, so the more the better.
* Reputation also affects how high Contacts will negotiate, also taking into account their Personalities.
The phone is set up titled with a real-ingame brand of phone in the GTA Universe (bittersweet), although originally a Blackberry, we made it a more modern-mix of a phone.
It includes several helpful apps including:
* Contacts - holds all the messages & Reputation for your contacts. Clicking will open up the message allowing you to view and interact with deals.
After accepting a deal, the home screen will have a Reminder displayed like so "Roxy meth 13", letting you know which contact you're meeting, the drug, and the amount so you don't have to dig through messages should you forget.
* A fully functional Calculator, for figuring out whatever math questions you have, like how much you're getting per drug in a deal before accepting it, etc.
* A Notes App - Write down information about Contacts, what Personality you think they may have, or trash talk them because they tried to rob you.
* Weather & Time - Just to provide some more useful information, the home screen displays both the current ingame weather & time of day.
* E-Mail, By default three e-mails are pre-setup on each phone which include Helpful information for your players, so they won't have to ask how the script works, they can just read about it and figure it out Ingame
There's also an email you get as a reminder when you've reached your max contacts and need to upgrade your phone
* Settings - Change your Wallpaper & notification sound (When you get a new Deal, Contact, or Email)
* An Upgrade System if you choose to use it, included is a Shop Ped which also will upgrade your phones (If you want it, it's a config option), allowing you to set up as many upgrade tiers (memory upgrades) you desire (more max contacts per phone)
* Each and every phone is Unique, meaning any contacts gained on Player A's phone will remain on the phone even if Player B steal's A's phone. Player B now has all of A's contacts, the entire phone including notes.
This makes the phones themselves worth protecting/stealing/using, as they are now a commodity as well and a dealer who has a ton of contacts is a prime robbery target for the phone's alone
* Once a deal comes in, you can choose to accept their price, decline the deal, or negotiate for a better price
* Each Personality is either more accepting or less, and their acceptance level also uses your Reputation to determine if it's a good deal or not
* Shorting the Contacts or Giving them the wrong drugs has a chance of triggering two "negative" options
1) The Contact will just quit the deal all together and walk away, costing you Reputation
2) The Contact will decide to beat you up, or try to, also costing you Reputation
* Even if all of the drugs are handed over, also depending on your Reputation the ped may decide to try and just take your drugs and run, and they send you a taunting message.
You can get the drugs back by catching and beating them up (killing them, but we treat it as them being *knocked out* or you'd lose a contact and it'd be useless)
Once they're on the ground, you can target & open their stash, getting both the drugs & their money they brought to the deal. Win Win, exceptttt you lose Reputation
By default this is a pretty low chance (<3% with 0 Rep) but is pretty hilarious when it happens
* As you've guessed, each successful deal will increase your Reputation, while declining or failing a negotiate will low it by half of what you'd gain
* After accepting a deal, you have a certain amount of time to complete the deal, so don't linger to long. This is affected by your Reputation with the Contact as well as their Personality
Your drugs have Metadata like Quality or something else? Perfect, even better!
* With Metadata, the Contacts now all have different Tolerances for the drugs
Someone like an Addict will accept pretty much everything they can get, but a Greedy Contact will want atleast 40% of the deal to be of a higher quality, and someone like a Hardliner would want nearly 80% (All Configurable)
Works with any type of Metadata, you can choose what it's searching for and the Weight of each right in the config.
Framework: ESX, QBCore, QBox
Inventory: qb-inventory, qs-inventory, ox_inventory
Target: qb-target, qtarget, ox_target
