Kartik Scripts

Conflicts

Gang wars and police raids.

⚔️ Wars

SettingDefaultWhat it does
RequiredLevel1Gang level both gangs need
RequireUpgradetrueBoth gangs need the Gang Wars upgrade
Types.kills.enabledtrueAllow kill wars
Types.kills.goalMin / goalMax5 / 500Kill goal range
Types.drugs.enabledtrueAllow drug wars
Types.drugs.goalMin / goalMax10 / 1000000Drug goal range
Types.drugs.scoreBy'amount'Score by units sold ('amount') or dollars earned ('price')
Wager.min / max0 / 10000000Allowed wager, paid from the gang's clean money
AcceptorPaystrueThe accepting gang also puts up the wager
WinnerMultiplier2.0Winner gets wager × this
DurationHours24War length. Higher score wins at the end; a tie is a draw
RequestExpiryHours24Unanswered requests expire and are refunded
MaxOutgoingRequests3Open requests per gang
PairCooldownHours12Before the same two gangs can fight again
CountOnlyInsideTurftrueIf a turf was picked, only count inside it
SameVictimCooldownSeconds30Killing the same player again within this time doesn't score
WinXpfalseXP for winning. false uses 300 from progression; a number replaces it
AllowSurrendertrueGangs can surrender
Stakes.TurfstrueEach gang can put one turf it owns on the line. The loser's influence there goes to the winner
Stakes.ItemstrueMembers can put weapons and items from their own inventory on the line. The winner gets all of them
Stakes.MaxItems5Item stacks each side can put on the line
Stakes.Blacklistmoney, IDs, phoneItem names that can't be put on the line
Negotiation.CounterstrueThe receiving gang can answer a request with new terms
Negotiation.MaxRounds5Offers in one negotiation, the first request included
Negotiation.MessagestrueBoth gangs can message on a request
Negotiation.MaxMessages30Messages per request
Negotiation.MessageLength200Characters per message
HudtrueShow the war score HUD
HistoryPageSize8History rows per page
Stakes = {
    Turfs = true,

    -- weapons / items from the member's own inventory, held until the war ends, then all go to the winner
    Items = true,
    MaxItems = 5,
    Blacklist = { 'money', 'black_money', 'markedbills', 'id_card', 'driver_license', 'phone' },
},
Negotiation = {
    Counters = true,
    MaxRounds = 5,
    Messages = true,
    MaxMessages = 30,
    MessageLength = 200,
},

Without the Stakes and Negotiation blocks, wars work as before (no turf or item stakes, no counter-offers, no messages). Stakes.Turfs, Stakes.Items, Stakes.MaxItems, Negotiation.Counters, Negotiation.MaxRounds and Negotiation.Messages can also be changed in Admin → Wars settings.

Item stakes work with ox_inventory, qb-inventory (and ps / lj), codem-inventory and tgiann-inventory. Items keep their metadata (serial number, durability, attachments) while they are held and when they are collected. Add any item your server treats as an ID, key or bound item to Blacklist.

If you turn off AcceptorPays, set WinnerMultiplier to 1.0. Otherwise the winner gets more money than was put in.


🚓 Raids

Commands

SettingDefaultWhat it does
Command'gangraid'Police start a raid
EndCommand'endgangraid'End a raid
ApproveCommand / DenyCommand'approveraid' / 'denyraid'Staff approve or deny raids

Who and when

SettingDefaultWhat it does
Jobspolice and sheriff, grade 2+Jobs that can raid, and minimum grade
RequireOnDutytrueOfficers must be on duty
MinPolice1Officers needed online
MinGangOnline0Gang members needed online
Window.enabled / start / stoptrue / '00:00' / '11:00'Raid hours
DurationMinutes30Raid length
Cooldown.job2Hours before a police job can raid again
Cooldown.gang24Hours before the same gang can be raided again
MaxActivePerJob1Raids per job at once
RequireApprovalfalseStaff must approve raids
ApprovalExpireMinutes15Unapproved raids are cancelled after this

Seizing funds

SettingDefaultWhat it does
Seize.enabledtrueOfficers can seize gang money
Seize.stashtrueOfficers can open the gang stash (MLO hideouts)
Seize.cashPercent25% of clean money taken
Seize.dirtyPercent50% of dirty money taken
Seize.maxCash / maxDirty0 / 0Most money taken. 0 = no limit
Seize.payTo'officer''officer': the officer keeps it. 'society': clean money goes to the police job account, dirty money is destroyed
Seize.officerCashAccount'cash'Officer's 'cash' or 'bank'
Seize.officerDirtytrueOfficer also gets the dirty money. Off = destroyed
Seize.distance6.0Range from the hideout entrance, desk or stash
Seize.progressSeconds10Seize progress time

Alerts & blips

SettingDefaultWhat it does
Alert.gangtrueGang members get a raid notification and banner
Alert.gangBliptrueGang members see their hideout marked (needs Alert.gang)
Blip.enabled / sprite / color / scaletrue / 437 / 1 / 1.0Officer blip on the hideout
Blip.routetrueGPS route for officers

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