shoplift.lua
The complete default shoplift.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 shelve is robbable again. (in minutes)
Time = 10, -- Time in Seconds to loot a shelve for loot (progressbar time)
BaseXP = 6, -- Base XP awarded for successful shoplift
GiveXPForItems = true, -- Whether to give additional XP based on items received
Models = { -- Props to create interaction points for
'v_ret_247shelves01',
'v_ret_247shelves02',
'v_ret_247shelves03',
'v_ret_247shelves04',
'v_ret_247shelves05',
},
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 `stealth`
-- for any other minigame.* (see client/minigame.lua for the full
-- list) or your own function that returns true/false. Tune below.
return Minigames.stealth({
steps = 4, -- look-away presses needed to win
safeDurationSec = 1.1, -- base length of a look-away window
watchDurationSec = 0.9, -- base length of a watching window
jitterSec = 0.35, -- random +/- applied to each window
timeLimitSec = 8, -- seconds before caught; 0 = no limit
}).success
end,
},
PoliceAlert = {
Enable = true, -- Enable/disable police alerts for shoplifting
Chance = 75, -- 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 = 'Store Robbery',
message = 'Shoplifting reported',
description = 'Shoplifting reported',
blipText = '911 - Store Robbery',
sprite = 431,
colour = 3,
scale = 1.2,
})
end,
},
-- 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 looting shelves
-- 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: water_bottle=30, fruit_candy=30, flour=30 tickets
-- Total tickets in hat = 90 tickets
-- Each item has 30/90 = 33.3% chance to be picked
-- Since all items have equal chance (30), they're equally likely
--
-- You can use any numbers you want - 1, 100, 1000, etc.
-- What matters is the ratio between them!
-- To make flour more rare, you could change it to chance = 10
-- Then: water=30, candy=30, flour=10 = 70 total
-- water=43%, candy=43%, flour=14%
[1] = { -- Level 1 rewards (basic)
lootCount = { min = 1, max = 2 },
items = {
{item = "water_bottle", chance = 35, min = 1, max = 2, xp = 1},
{item = "fruit_candy", chance = 25, min = 1, max = 2, xp = 2},
},
},
[2] = { -- Level 2 rewards (improved)
lootCount = { min = 1, max = 2 },
items = {
{item = "water_bottle", chance = 30, min = 2, max = 3, xp = 1},
{item = "fruit_candy", chance = 30, min = 2, max = 3, xp = 2},
{item = "flour", chance = 20, min = 1, max = 2, xp = 3},
},
},
[3] = { -- Level 3 rewards (advanced)
lootCount = { min = 1, max = 2 },
items = {
{item = "water_bottle", chance = 25, min = 3, max = 4, xp = 1},
{item = "fruit_candy", chance = 25, min = 3, max = 4, xp = 2},
{item = "flour", chance = 30, min = 2, max = 4, xp = 3},
{item = "bread", chance = 15, min = 1, max = 2, xp = 4},
},
},
},
}