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  1. Store Robberies Evolved
  2. Configuration Settings
  3. Stores Config
  4. Individual Store Settings

Stealable Settings

Discover all the settings incorporated dynamically into every store.

PreviousShopkeeper SettingsNextSecurity Settings

Last updated 1 year ago

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The stealables section in the configuration file defines the items and objects that players can steal from the store during a robbery. This section is divided into three main categories: shelves, register, and safe. Let's go through each category:

  1. shelves:

    • This is an array of shelf objects that players can steal items from.

    • Each shelf object has the following properties:

      • name: The name of the shelf.

      • blipID: The ID of the blip (map icon) representing the shelf.

      • message: The message displayed to the player when near the shelf, prompting them to steal items.

      • messageDistance: The distance from the shelf at which the message is displayed.

      • messageButton: The button the player needs to press to initiate the stealing action (default is 'E').

      • location: The position of the shelf as a vec4 (X, Y, Z coordinates and heading).

      • getCaughtChanceMultiplier: A multiplier that affects the chance of getting caught while stealing from this shelf.

      • items: An array of items that can be stolen from the shelf, each with a name, min (minimum quantity), and max (maximum quantity).

  2. register:

    • This is an array of cash register objects that players can break into.

    • Each register object has the following properties:

      • main: Indicates if the register is the main register of the store (true) or a secondary register (false).

      • name: The name of the register.

      • blipID: The ID of the blip representing the register.

      • message: The message displayed to the player when near the register, prompting them to break into it.

      • messageRobbed: The message displayed after the register has been robbed.

      • messageDistance: The distance from the register at which the message is displayed.

      • messageButton: The button the player needs to press to initiate the breaking action.

      • location: The position of the register as a vec4.

      • money: The range of money (min and max) that can be stolen from the register.

  3. safe:

    • This object represents the store's safe that players can break into.

    • The safe object has the following properties:

      • message: The message displayed to the player when near the safe, prompting them to break into it.

      • blipID: The ID of the blip representing the safe.

      • messageRobbed: The message displayed after the safe has been robbed.

      • messageButton: The button the player needs to press to initiate the breaking action.

      • messageDistance: The distance from the safe at which the message is displayed.

      • type: The type of safe (e.g., "keypad").

      • location: The position of the safe as a vec4.

      • items: An array of items that can be stolen from the safe, each with a name, min, and max quantity.

      • money: The range of money (min and max) that can be stolen from the safe.

By configuring the stealables section, you can define the items and objects available for players to steal during a store robbery. This includes the locations of shelves, registers, and safes, the items and quantities that can be stolen, and the money available in registers and safes. You can customize the messages, blip IDs, and other properties to suit your store's specific setup and gameplay requirements.

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