Corner Selling
Drug dealing is built in. Gang members sell to people on the street, haggle for better prices, and watch their heat. Every sale also helps their gang take over turf.
Already using another drug selling script? Turn off Corners in shared/core.lua, and have that script report sales with the DrugSold export so turfs, wars and rivalries still count them.
π Who can sell
- Gang members who are not police.
- You must be carrying a sellable drug (
weed,methorcoke_brickby default). - You must be on foot and not tied up.
πΆ Walk-up selling
- Target any person on the street and choose to offer product, or press E when the prompt shows near them. Which of the two your server uses is set with
InteractMode(target, text prompt or both). Without a target script the E prompt is always used. - They'll react in one of three ways:
- Refuse: they aren't interested.
- Snitch: they run off and call the police.
- Interested: they walk up to you and wait.
- When someone is interested, a small menu appears:
- Accept: hand over the drugs and get paid.
- Haggle: try for a better price (once per deal). Success adds 10β25%. Fail and they walk away, and sometimes they call the police.
- Decline: send them away.
You can't pitch to the same person again for 10 minutes.
π§ Corner mode
Type /corner to post up at your spot. Type it again to stop.
- Buyers come to you on their own every 20 to 45 seconds.
- Buyers in corner mode never refuse, but they can still snitch.
- You build heat a little faster.
- You take out a burner phone to call your buyers in, and check a text each time the next one is on the way.
- If the server requires a burner phone, you need the
burner_phoneitem to start corner mode. - Selling in a turf owned by another gang alerts that gang as soon as you start, not only after a sale.
Corner mode ends if you:
- move away
- pull a weapon
- get hurt
- get in a vehicle
- get tied up
- run out of drugs
- lose your burner phone (when one is required)
π² Prices
| Drug | Price per unit | Units per sale |
|---|---|---|
| Weed | $45 β $70 | 1 β 3 |
| Meth | $90 β $130 | 1 β 2 |
| Coke brick | $120 β $170 | 1 β 2 |
Prices change with:
- Street demand. Each turf has its own demand. It drops a little with every sale and recovers over time. Flood one area and prices fall, down to 40% of normal.
- Your own turf. Selling in a turf your gang owns pays +15%, and people snitch half as often.
- Enemy turf. Selling on another gang's turf pays +25%, but people snitch 50% more often. High risk, high reward.
- Hot product. Every 6 hours, each turf picks one drug that sells for +35%. Buyers pick the hot product first if you're carrying it.
Payment goes into your dirty money.
πΊοΈ Zones: what sells where
Staff can decide which drugs buyers take in each turf, and at what price, in Admin β Corners β Zones. For example:
- Grove Street: coke only, at $150β$200.
- Vespucci Beach: everything except meth.
- Outside all turfs: its own rule too.
Each zone has one of two rules:
| Rule | Meaning |
|---|---|
| All drugs, with exceptions | Every drug sells unless it's switched off for this zone |
| Only the selected drugs | Only the drugs switched on sell here. Drugs added to the global list later don't sell here |
Each drug can also have its own min / max price in the zone. Empty prices use the global price.
- If you carry something nobody in the area buys, you're told "Nobody around here buys what you are carrying." This also applies when starting
/corner. - The hot product only rotates between drugs the zone allows. A zone with only one drug has no hot product.
- The tablet turf details list what buyers take there and the price range for each.
Check a turf's street market in Tablet β Turfs to see its demand, current price and hot product before you go.
π‘οΈ Heat
- Every sale adds heat. Refusals and snitches add a little too.
- Heat cools down by itself over time.
- The more heat you have, the more people refuse, the more they snitch, and the harder haggling gets.
π What a sale counts towards
- Turf influence (+50) and gang XP (+15)
- Rivalry totals and prize pots
- Drug war scores
- The Corner Hustle contract
π οΈ Admin setup
Everything about corner selling can be changed live in Admin β Corners, with no restart:
- Drug list: item name, price range and units per sale.
- Zones: which drugs sell in each turf, and their prices there.
- Heat, buyer odds, street demand, turf bonuses, hot product, haggling and corner mode.
Changed values show the config value underneath with a use config link to reset just that value. Reset to config puts everything back.
Once you save changes in the admin panel, they override shared/corners.lua. Press Reset in the panel if you want the file values back.
βοΈ Settings
In shared/corners.lua (or live in the admin panel):
| Setting | Default | Meaning |
|---|---|---|
| Gang only | On | Only gang members can sell |
| Allow police | Off | Police jobs can sell |
| Minimum police | 0 | Police needed online to sell |
| Account | Dirty | Where sale money goes |
| Person memory | 10 minutes | Before the same person can be asked again |
| Refuse chance | 8% (rises with heat) | Chance a buyer says no |
| Snitch chance | 2% (rises with heat) | Chance a buyer calls police |
| Own turf bonus | +15% | Price bonus in your own turf |
| Rival turf bonus | +25% | Price bonus in turfs owned by another gang (0 = off) |
| Hot product | Every 6 h, +35% | Rotating bonus drug |
| Haggle | On, 55% success | Haggling |
| Corner mode | On, /corner | Buyers walk up to you |