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Store Robbery

Comprehensive store robbery system featuring interactive jewelry cases and cash registers with timed robbery mechanics. Players can steal various valuable items including cash bundles (0-500 value), jewelry bags (100-300 value), gold watches (50-150 value), and diamond rings (200-500 value) with weighted probability drops. The system includes police requirements (minimum 1-2 officers), configurable respawn timers (15-30 minutes), cooldown states, inventory management, and faction blacklist support. Features visual feedback with entity information display, action progress bars, and success/failure notifications.


Generator

Robbery Location Generator

Create new robbery locations with configurable settings and faction restrictions.

Used as the entity class name for lia.robberies.registerEntity() and becomes the spawned entity class.
Player-facing name shown for this robbery location/entity.
World model used by the robbery entity.
Minimum number of police players required online to start the robbery.
Seconds required to complete the robbery interaction.
Cooldown time before this robbery can be performed again.
Each row is one faction constant (e.g., FACTION_CITIZEN).
Each row is one entry in the "stealable" list (chance is 1-100).

Generated Code


Changelog

Version 1.0
  • Initial Release