Reward System Configuration
You can configure rewards based on the number of hours a player has worked on duty. Each job can have its own list of rewards, and every reward must have a unique index ID (even if deleted, don't reuse the same ID).
Reward Types
item
Gives the player a specific item (must define item
, amount
).
money
Gives the player money — supports "cash"
, "bank"
, and "black_money"
(or crypto if not ESX).
xp
Grants XP to a specific skill (requires args.name
to define the skill). You will need to integrate this with your own skill system—relevant functions can be found in src/server/sv_edit.lua
.
custom
You can define custom reward types—related functions can be found in src/server/sv_edit.lua
.
🛑 Important Notes
Do not reuse reward IDs, even if the reward is removed later.
Each reward can have its own
image
,label
, anddesc
for UI clarity.
SV_CONFIG.Rewards = {
["police"] = {
[4] = { -- This ID must be unique. Once it has been used, do not reuse it again.
required_hours = 4,
type = "item",
label = "Medikit",
desc = "Essential first-aid kit for emergencies.",
item = "medikit",
amount = 2,
image = "medikit",
disable = false,
progressbarColor = "lime"
},
[5] = {
required_hours = 0,
type = "money",
label = "Cash",
desc = "Financial bonus for your service.",
item = "bank",
amount = 100,
image = "money",
disable = false,
args = {}
},
[6] = {
required_hours = 2,
type = "xp",
label = "XP",
desc = "Boost your skills with extra XP.",
item = "money",
amount = 100,
image = "xp",
disable = false,
args = {
name = "shooting"
}
}
-- Add more rewards as needed
},
["ambulance"] = {
[11] = {
required_hours = 4,
type = "item",
label = "Medikit",
desc = "Essential first-aid kit for emergencies.",
item = "medikit",
amount = 2,
image = "medikit",
disable = false,
progressbarColor = "lime"
},
[12] = {
required_hours = 0,
type = "money",
label = "Cash",
desc = "Financial bonus for your service.",
item = "bank",
amount = 100,
image = "money",
disable = false,
args = {}
}
}
}
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