# Diver

{% hint style="warning" %}
Ma**ke sure to add the necessary items, item images and job names required for the job**
{% endhint %}

***

### 🔤 General Settings

* **`name`**: <mark style="color:yellow;">`@string`</mark>\
  The label shown in menus and notifications.\
  **Example**: `"Diver"`
* **`debug`**: <mark style="color:yellow;">`@boolean`</mark>\
  Enables debug mode for development and testing purposes.
* **`disabled`**: <mark style="color:yellow;">`@boolean`</mark>\
  If set to `true`, the job will be disabled and unavailable for players.

***

## 👥 Multiplayer Settings

* **`can_multiplayer`**: <mark style="color:yellow;">`@boolean`</mark>\
  Indicates whether the job can be performed in groups.\
  `true`: Multiplayer/group support is enabled.\
  `false`: Only solo players can perform the job.
* **`show_members_blips`**: <mark style="color:yellow;">`@boolean`</mark>\
  If `true`, blips of group members will be visible on the map.
* **`teleport_when_mission_finished`**: <mark style="color:yellow;">`@boolean`</mark>\
  If `true`, players are teleported back to the menu position after completing a task.\
  Recommended to keep this `false` for better roleplay continuity.
* **`oxygen_finish`**: <mark style="color:yellow;">`@number`</mark> (in milliseconds)\
  Extra oxygen time given to the player after finishing an underwater task, allowing them to safely surface.\
  After this duration, drowning may begin.\
  **Example**: `10 * 1000` (10 seconds)

***

## 📍 Menu Settings

```lua
["menu"] = {
  ["job_menu"] = vec3(x, y, z),
  ["interaction_distance"] = float,
  ["blips"] = { ... }
}
```

* **`job_menu`**: <mark style="color:yellow;">`@vector3`</mark>\
  The location where players can access the job menu.
* **`interaction_distance`**: <mark style="color:yellow;">`@float`</mark>\
  Distance within which a player can interact with the menu.
* **`blips`**:\
  Settings for displaying a map marker for the job menu.
  * **`show`**: <mark style="color:yellow;">`@boolean`</mark> – Whether to show the blip.
  * **`label`**: <mark style="color:yellow;">`@string`</mark> – Blip name.
  * **`sprite`**: <mark style="color:yellow;">`@number`</mark> – Blip icon ID.
  * **`color`**: <mark style="color:yellow;">`@number`</mark> – Blip color ID.
  * **`scale`**: <mark style="color:yellow;">`@float`</mark> – Size of the blip on the map.

***

## 🚤 Vehicle Settings

```lua
["car_settings"] = {
  ["model"] = "vehicle_model",
  ["spawnCoords"] = vec4(x, y, z, heading)
}
```

* **`model`**: <mark style="color:yellow;">`@string`</mark>\
  The spawn name of the vehicle (must be a valid model in-game).\
  **Example**: `"avisa"`
* **`spawnCoords`**: <mark style="color:yellow;">`@vector4`</mark>\
  The exact coordinates and heading where the vehicle will be spawned.

***

## 📑 Missions / Projects List

```lua
["mission_list"] = {
  [1] = {
    ...
  }
}
```

Each object inside the `mission_list` defines one diving project/job.

### **Main Fields**

* **`type`**: <mark style="color:yellow;">`@string`</mark>\
  The mission category or object type to collect.\
  **Example**: `"Sea Urchin"`
* **`area`**: <mark style="color:yellow;">`@vector3`</mark>\
  The central area associated with the mission (e.g., start point or general diving zone).
* **`reward`**: <mark style="color:yellow;">`@number`</mark>\
  Payment in dollars upon successful completion.
* **`title`**: <mark style="color:yellow;">`@string`</mark>\
  Mission title shown in UI or notifications.

## **Timer Settings**

```lua
["timer"] = {
  ["extra_time"] = number,
  ["mission_time"] = number,
  ["deducted_per_min"] = number
}
```

* **`extra_time`**: <mark style="color:yellow;">`@number`</mark> (ms)\
  Additional time granted after the mission timer ends.
* **`mission_time`**: <mark style="color:yellow;">`@number`</mark> (ms)\
  Time limit to complete the mission.
* **`deducted_per_min`**: <mark style="color:yellow;">`@number`</mark>\
  Amount deducted from reward for each extra minute.

## **Other Fields**

* **`split_reward_members`**: <mark style="color:yellow;">`@boolean`</mark>\
  If `true`, the total reward is divided among group members.
* **`model`**: <mark style="color:yellow;">`@string`</mark>\
  The in-world prop model to collect/interact with.\
  **Example**: `"prop_sealife_02"`
* **`blip`**:\
  Blip settings for mission-related targets.
  * `show`, `label`, `sprite`, `color`, `scale`, `alpha`
* **`collecting_duration`**: <mark style="color:yellow;">`@number`</mark> (ms)\
  Time it takes to collect or interact with the target object.
* **`coords`**: <mark style="color:yellow;">`@vector3[]`</mark>\
  Array of underwater positions where mission items (e.g., sea urchins) can be found.
