Rackets
Rackets are shops that pay protection money to the gang that owns their turf.
💵 Collecting
- Go to a racket shop inside a turf your gang owns. They're marked on the tablet map.
- Interact with the shopkeeper (needs the Racketeering permission).
- A short collection animation plays while the shopkeeper puts their hands up.
- The money goes into the gang's dirty money, and the gang earns 50 XP.
Police may get an extortion alert (60% chance by default).
⏳ How payouts work
There are two modes. Passive is the default.
Passive
- While your gang owns the turf, the shop fills up with money every hour: $1,500 per hour with the default payout range.
- It stores up to 6 hours of money.
- You need at least $100 stored to collect, and there's a 5-minute wait between collections.
- If the turf loses its owner, the stored money is lost.
- A robbery nearby wipes half of the stored money.
Cooldown
- Each collection pays a random amount between the shop's minimum and maximum, then the shop locks for 30 minutes.
- A nearby robbery halves the payout for the next hour.
The tablet shows how much each shop has stored and when it's ready.
🏪 Business sales from other scripts
Businesses run by your other scripts (restaurants, shops, player businesses) can pay a cut of their sales to the gang that owns the turf.
- Your business script reports each sale with one line (see BusinessSale).
- The nearest racket shop within 60 m of the sale is found, along with its turf.
- The gang that owns the turf gets a cut (10% by default).
- The cut is added to that shop's stored protection money, on top of the hourly income. A member still has to go and collect it, with the usual animation, police alert chance and ownership check.
- The gang's activity log shows "Burgershot in Grove Street paid a $150 cut (waiting at 24/7 Grove)".
- A busy business fills its shop faster, which makes busy turfs worth fighting over.
- Sale money can go above the shop's normal 6-hour cap, up to its own limit (+$50,000).
- If there's no racket shop nearby, the cut goes straight to the turf owner's treasury (or nowhere, if you choose).
- Nothing happens if no gang owns the turf, or if the gang's tier doesn't unlock racketeering.
- The usual rules apply: a nearby robbery wipes part of the stored money, and losing the turf loses it.
Tax or bonus? The export returns the cut. Your business script can take it off the sale (the owner gets less) or ignore it (the gang's cut is extra money).
🛠️ Admin setup
In Admin → Rackets:
- Add a shop by clicking the map, or with Use my position (recommended, so the height and facing direction are right).
- Set the name and minimum / maximum payout.
- Link it to a turf. Auto works it out from the location.
- Reset cooldown unlocks a shop straight away.
⚙️ Settings
In shared/territory.lua under Rackets:
| Setting | Default | Meaning |
|---|---|---|
| Mode | Passive | passive fills up hourly, cooldown pays per collection |
| Max stored hours | 6 | Storage cap in passive mode |
| Minimum to collect | $100 | Stored money needed to collect |
| Collect cooldown | 5 minutes | Wait between collections (passive) |
| Cooldown | 30 minutes | Lock after collecting (cooldown mode) |
| Default payout | $500 to $2,500 | Range for new shops |
| Account | Dirty | Where the money goes |
| Require turf ownership | On | Only the turf owner can collect |
| Collect time | 8 seconds | Length of the animation |
| Police alert chance | 60% | Chance of an extortion alert |
| Business sales | 10% cut | Cut of sales reported by other scripts. See Rackets.BusinessSales in Territory |