mailbox.lua
The complete default mailbox.lua for Petty Crimes (sd-pettycrime). Use this as a reference or a starting point for your own configuration.
TIP
This is the full, unedited config file. For a detailed explanation of each option, see the Configuration page.
lua
return {
Enable = true, -- Master on/off switch for this crime. false = fully disabled (no targets, no events).
Cooldown = 2, -- Cooldown until a mailbox is robbable again. (in minutes)
Items = { 'WEAPON_HAMMER' }, -- Tools (any one is enough) — used to smash the mailbox open.
-- Tool wear for this crime (how it works + the master switches live in
-- config.lua under ToolWear). The tool that wears is the one the player
-- actually used (their lowest-durability matching tool from Items above), and
-- it only happens on a successful mailbox robbery. WEAPON_* tools in Items
-- only wear while ToolWear.IncludeWeapons is on (this crime's only tool is a
-- weapon, so wear is off unless that flag is set).
--
-- ToolDrain is the DEFAULT method (durability): the used tool loses this many
-- points each success and breaks once it hits 0. Active while
-- ToolWear.Durability.Enable is on (the default).
ToolDrain = 5,
-- ToolBreakChance is the OPTIONAL alternative (random break): a flat % chance
-- to break the used tool outright on a success, independent of durability.
-- Active only while ToolWear.BreakChance.Enable is on (off by default).
ToolBreakChance = 10,
ShowTargetWithoutItem = false, -- Show the target even without a required tool (false = only show when you have one). The action still requires the tool.
Time = 15, -- Time in seconds it takes to look for loot in a mailbox. (progressbar time)
BaseXP = 15, -- Base XP awarded for successful mailbox robbery
GiveXPForItems = true, -- Whether to give additional XP based on items received
Models = { -- Props to create interaction points for
'prop_letterbox_01',
'prop_letterbox_02',
'prop_letterbox_03',
'prop_letterbox_04',
},
Logging = true, -- Enables lib.logger usage for this action. Will log a players source, character name and identifier as well as the action they took and the items and cash they received from it.
Minigame = {
Enable = true, -- Enable/disable custom minigame (if false, no minigame will be used)
Start = function()
-- Runs a built-in minigame and returns pass/fail. Swap `mash` for
-- any other minigame.* (see client/minigame.lua for the full list)
-- or your own function that returns true/false. Tune below.
return Minigames.mash({
fillPerTap = 0.08, -- bar gained per E tap (0..1)
decayPerSec = 0.4, -- bar lost per second (0..1)
timeLimitSec = 6, -- seconds to fill it; 0 = no limit
}).success
end,
},
PoliceAlert = {
Enable = true, -- Enable/disable police alerts for mailbox robberies
Chance = 25, -- Percentage chance (0-100) that police will be alerted
Send = function()
-- Police alerts route through this resource's dispatch bridge at
-- bridge/client/alert.lua, which auto-detects your dispatch system.
-- You can freely change this Send function to whatever you want.
Alert.send({
displayCode = '10-15',
title = 'Mail Theft',
message = 'Mailbox tampering reported',
description = 'Mailbox tampering reported',
blipText = '911 - Mail Theft',
sprite = 431,
colour = 3,
scale = 1.2,
})
end,
},
-- The openable item mailbox robberies hand out, and the loot pool it rolls
-- into. Self-contained here (no longer the shared `package`). Made usable on
-- the server via the inventory bridge; its ox_inventory entry points
-- `server.export` at `sd-pettycrime.useMail_package`.
-- OpenTime : seconds for the open-package progress bar.
-- LootCount : distinct items rolled per open (no repeats). Every open yields loot.
Package = {
Item = 'mail_package',
OpenTime = 2,
LootCount = { min = 1, max = 2 },
-- Any reward row below can take `guaranteed = true` to always be granted
-- (its `chance` is ignored); it fills one LootCount slot while the rest
-- roll normally. (Handled by the package loot roller in server/packages.lua.)
Rewards = {
{ item = 'lockpick', chance = 22, min = 1, max = 2 },
{ item = 'phone', chance = 18, min = 1, max = 1 },
{ item = 'goldchain', chance = 16, min = 1, max = 1 },
{ item = 'purse', chance = 16, min = 1, max = 1 },
{ item = 'gold_watch', chance = 14, min = 1, max = 1 },
{ item = 'rolex', chance = 10, min = 1, max = 1 },
{ item = 'gang-keychain', chance = 8, min = 1, max = 1 },
{ item = '10kgoldchain', chance = 5, min = 1, max = 1 },
{ item = 'goldbar', chance = 3, min = 1, max = 1 },
},
-- Booby trap: chance an opened package is rigged. On a trapped open the
-- player gets no loot (the grid never opens). Pick which reactions fire.
-- Enable : master switch for the trap.
-- Chance : percentage (0-100) an opened package is trapped.
-- Particle : play the firework/glitter burst on the player.
-- Ragdoll : briefly knock the player down.
-- Sound : audible (invisible) explosion for the bang, like xt-porchpirate.
-- Damage : if true, the explosion is real (hurts + flings the player,
-- the xt-porchpirate behaviour). If false it's harmless — only
-- the bang plays, so use Ragdoll for the knockdown. Needs Sound.
Trap = {
Enable = true,
Chance = 10,
Particle = true,
Ragdoll = true,
Sound = true,
Damage = true,
},
-- Carry animation: while holding this package the player carries the prop
-- with movement controls locked. Enable = false to skip the forced carry.
Carry = {
Enable = true,
Prop = 'prop_cs_package_01',
},
},
-- Per-level loot count now lives in each Rewards level bucket below (lootCount).
-- Any reward row below can take `guaranteed = true` to always be granted
-- (its `chance` is ignored); it fills one lootCount slot while the rest roll
-- normally. Supported in every reward table routed through server/rewards.lua.
Rewards = { -- Level-based rewards from robbing mailboxes
-- HOW WEIGHTED CHANCE WORKS:
-- The "chance" number is like putting that many tickets in a hat.
-- Higher chance = more tickets = more likely to be picked.
--
-- Example: cash=10, laptop=50, rolex=25, package=25 tickets
-- Total tickets in hat = 110 tickets
-- laptop has 50/110 = 45% chance to be picked
-- cash has 10/110 = 9% chance to be picked
-- rolex and package each have 25/110 = 23% chance
--
-- You can use any numbers you want - 1, 100, 1000, etc.
-- What matters is the ratio between them!
[1] = { -- Level 1 rewards (basic)
lootCount = { min = 1, max = 1 },
items = {
{item = "cash", chance = 15, min = 3, max = 8, xp = 0},
{item = "mail_package", chance = 30, min = 1, max = 1, xp = 5},
{item = "metalscrap", chance = 25, min = 1, max = 2, xp = 2},
},
},
[2] = { -- Level 2 rewards (improved)
lootCount = { min = 1, max = 1 },
items = {
{item = "cash", chance = 12, min = 8, max = 15, xp = 0},
{item = "laptop", chance = 20, min = 1, max = 1, xp = 12},
{item = "rolex", chance = 15, min = 1, max = 1, xp = 8},
{item = "mail_package", chance = 25, min = 1, max = 2, xp = 5},
},
},
[3] = { -- Level 3 rewards (advanced)
lootCount = { min = 1, max = 1 },
items = {
{item = "cash", chance = 10, min = 15, max = 25, xp = 0},
{item = "laptop", chance = 25, min = 1, max = 2, xp = 12},
{item = "rolex", chance = 20, min = 1, max = 2, xp = 8},
{item = "goldchain", chance = 15, min = 1, max = 1, xp = 15},
{item = "mail_package", chance = 20, min = 2, max = 3, xp = 5},
},
},
},
}