Gang Wars
Challenge another gang to a war with money on the line. The first gang to hit the goal takes the whole pot.

✅ Before you can fight
- The gang must own the Gang Wars upgrade ($200,000).
- Until then, the Wars page is locked and shows a shortcut to upgrades.
📨 Declaring war
Members with the Gang Wars permission open Tablet → Wars → Declare war:
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Pick a gang.
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Pick a war type:
Type How you score Kills 1 point for every enemy gang member you kill (goal 5 to 500) Drugs Points for every unit of drugs sold on corners (goal 10 to 1,000,000) -
Set the goal and wager. The wager comes from your clean treasury and is held until the war ends.
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Pick a turf (optional). Only kills or sales inside that turf will count.
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Put a turf on the line (optional). Stake a turf your gang owns, ask for a turf the other gang owns, or both. See Turf stakes.
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Put weapons or items on the line (optional). Pick up to 5 item stacks from your own inventory, and choose whether the other gang must put items in too. See Item stakes.
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Add a message (optional). It opens the conversation on the request.
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Send the request. The other gang is notified.
About requests:
- A request stays open for 24 hours, then the wager is refunded.
- A gang can have up to 3 open requests.
- The sender can cancel and the receiver can decline. Both refund the wager and give the items on the line back.
💬 Negotiating
Before a war starts, both gangs can talk terms on the request:
- Messages: press the message button on a request to open its conversation. Both gangs see every message, and members with the Gang Wars permission can write (up to 30 messages per request, 200 characters each). The other gang's war managers get a notification.
- Counter-offer: instead of accepting or declining, the receiving gang presses Counter and changes the terms: war type, goal, wager, turf, turf stakes, items on the line and a message. Their new offer goes back to the first gang, the first gang's wager and items are given back and the countering gang's wager and items are held instead. The conversation carries over.
- Offers can go back and forth up to 5 times (the first request included). After that, the last offer can only be accepted or declined.
🤝 Accepting
- The other gang puts up the same wager and the war starts straight away.
- With item stakes on, the accepting member can put items from their own inventory on the line too. If the request asks for items in return, at least one item is needed to accept.
- Any other open requests involving either gang are cancelled and refunded.
- If a turf on the line changed hands since the offer was made, the war can't start. Send new terms or decline.
🔫 During the war
- A war HUD shows both gangs, the score, the goal, the time left and the turf (if one was picked).
- A sound plays whenever either side scores.
- Killing the same person again within 30 seconds doesn't score.
🏁 How it ends
| Result | What happens |
|---|---|
| A gang hits the goal | That gang wins |
| 24 hours pass | The higher score wins. A tie is a draw and both wagers are refunded |
| A gang surrenders | The other gang wins |
The winner gets both wagers (the pot) and 300 gang XP. The same two gangs then can't fight again for 12 hours.
🏴 Turf stakes
Each gang can put one turf it owns on the line:
- The loser's turf goes to the winner: all of the losing gang's influence in that turf moves to the winning gang, so the winner normally becomes the new owner.
- The winner keeps its own staked turf.
- A draw or a cancelled war moves nothing.
- While the war runs, a gang can't abandon a turf it has on the line.
- Surrendering counts as losing, so a surrendering gang hands over its turf too.
- The war history shows Took [turf] or Lost [turf].
🎒 Item stakes
Gangs can also put weapons and other items on the line:
- The member who sends the request (or the counter-offer) picks up to 5 item stacks from their own inventory, and how many of each. The member who accepts can add theirs the same way.
- Ask for items in return: the sender can require the other gang to put at least one item on the line before they can accept.
- Items leave the inventory straight away and are held by the script until the war ends. Every item keeps its serial number, condition, attachments and other details.
- The winner gets every item on the line, both its own and the loser's.
- A draw or a cancelled war gives each gang its own items back. A declined, cancelled, countered or expired request gives the sender's items back.
- Items are not dropped into anyone's inventory. They wait in Items to collect on the gang's Wars page, where any member with the Gang Wars permission collects them one by one. Nothing is lost when an inventory is full or nobody is online.
- If a gang is deleted while it still has items waiting, each item goes back to the member who put it in (on their next login if they are offline).
- Money, ID cards and phones can't be put on the line (you can change this list).
The Wars page keeps a full history of past wars with scores and payouts.
🛠️ Admin
In Admin → Wars:
- See active wars, open requests and history.
- Cancel a war (both wagers are refunded) or remove a request.
⚙️ Settings
In shared/conflicts.lua under Wars:
| Setting | Default | Meaning |
|---|---|---|
| Required level | 1 | Gang level needed |
| Require upgrade | On | Gang Wars upgrade needed |
| War types | Kills and Drugs | Enable or disable each type and set goal limits |
| Wager | $0 – $10,000,000 | Allowed wager range |
| Acceptor pays | On | Both gangs put up the wager |
| Winner multiplier | 2× | Winner receives wager × this |
| Duration | 24 hours | War length |
| Request expiry | 24 hours | How long requests stay open |
| Rematch cooldown | 12 hours | Before the same gangs can fight again |
| Count only inside turf | On | If a turf was picked, only count inside it |
| Allow surrender | On | Gangs can surrender |
| Turf stakes | On | Gangs can put turfs on the line |
| Item stakes | On | Gangs can put weapons and items on the line |
| Max item stacks | 5 | Item stacks per side |
| Blocked items | money, black_money, markedbills, id_card, driver_license, phone | Items that can't be put on the line |
| Counter-offers | On | The receiving gang can answer with new terms |
| Max offers | 5 | Offers per negotiation, the first request included |
| Messages | On | Messages on war requests (30 per request, 200 characters) |
If you turn off Acceptor pays, keep the winner multiplier at 1×. Otherwise the winner is paid more than was put in.