Server-authoritative store robbery with complex mechanics, heat/fatigue anti-farm, PvE mode, location-based start (no clerk ped required), and optional prp-shops with fallback. Version 2.0.2.
storerobbery:doctor| System | Support | Notes |
|---|---|---|
| Framework | Qbox, QBCore, ESX | Auto-detect or force in config |
| Target | ox_target, qb-target | Optional; aim fallback |
| Inventory | ox_inventory, qb-inventory | Reward + optional items |
| Shops | prp-shops (default) | Any resource with GetShops() |
| Dispatch | ps-dispatch, cd_dispatch, qs-dispatch, core_dispatch | Optional; auto-detect |
| Hack minigame | bl_ui (PathFind) | Optional; fallback chance roll |
| Camera | rcore_cam | Optional; shotsFired integration |
Use prp-shops (or any resource with GetShops()) for store locations, or enable Config.Integrations.AllowRobberySettingsFallback = true and define stores in robberylocations.lua only. Location-based start lets you rob stores without clerk peds.
No. Set Config.Integrations.AllowRobberySettingsFallback = true and define stores in robberylocations.lua (storeCoords/startCoords, computerCoords, safeCoords). prp-shops is optional when fallback is enabled. You can also point Config.Integrations.ShopsResource at any resource that exposes GetShops().
No. Police jobs are blocked from starting robberies. Minimum on-duty cops can be set (including 0 for PvE).
Store heat and player fatigue reduce payouts and can block repeat robberies. Configurable thresholds, decay, and extra cooldown. PvE mode applies reduced payouts when no cops are on duty.
Logic can be escrowed; config.lua and robberylocations.lua remain editable so you can tune security, rewards, cooldowns, and items.