JRS COREDocs
Scripts

Crime

15 scripts in the [CRIME] folder

Outlaw gameplay: robberies, lockpicking, looting and bounties.

This folder has 15 scripts. Pick a script in the tabs below.

Paid (server only)   Jrs_ability_card

disable ability card ui on RedM

Resource Jrs_ability_card
Folder [CRIME]
Version 1.0.0
Author jrs team
Interface No
Languages ar, en
Code size 19 Lua lines
Notes from the README#
text
# ability_card
disable ability card ui on RedM
# RankBar & Cards Loadout
# Horse Info

Paid (server only)   jrs_armour

jrs core Armour - Simple item-only armor system

Resource jrs_armour
Folder [CRIME]
Version 3.0.0-simple-four-piece
Author jrs team
Depends on jrs_core, jrs_inventory, oxmysql
Interface No
Languages ar, en
Code size 1,461 Lua lines

Exports

GetArmourHudData, GetEquipment

Database tables

jrs_armour_equipment

shared/config.lua - 26 options#

General

Setting Default What it does
Debug false Debug output for debug: true = yes, false = no (default false).
RegisterUsableItems true Switch for register usable items: true = on, false = off (default true).
MetabolismHUD table Optional bridge to the armor icon inside jrs_metabolism.
  ↳ enabled true Turns enabled on or off (default true).
  ↳ resource "jrs_metabolism" Setting for resource.
TorsoVisual table This uses Red Dead Online's dedicated Armor (MP) MetaPed category, so it does not replace the player's normal vest slot. Change the component hashes here if you want a different built-in armor look later.
  ↳ enabled true Turns enabled on or off (default true).
  ↳ categoryHash 0x72E6EF74 Armor (MP)
  ↳ maleComponent 0x61396EA0 built-in metal/golden armor chest piece
  ↳ femaleComponent 0x35A189B4 Setting for female component.
  ↳ reapplyAfterCharacterReadyMs 1200 Number for reapply after character ready ms (default 1200).
Slots table The entire system is intentionally limited to these four slots only.
ArmorPieces table Armor is a real jrs_inventory item. Use use the same item again = unequip. condition/maxCondition controls durability. damageReduction is the percentage of incoming damage absorbed when that body zone is hit.
  ↳ jrs_armor_head table Table of jrs armor head entries. Add, remove or edit entries following the examples in the file.
  ↳ jrs_armor_torso table Table of jrs armor torso entries. Add, remove or edit entries following the examples in the file.
  ↳ jrs_armor_legs table Table of jrs armor legs entries. Add, remove or edit entries following the examples in the file.
  ↳ jrs_armor_arms table Table of jrs armor arms entries. Add, remove or edit entries following the examples in the file.
Durability table Table of durability entries. Add, remove or edit entries following the examples in the file.
  ↳ wearPerDamage 0.55 Condition lost for each point of raw incoming damage.
  ↳ minWearPerHit 0.50 Minimum or level requirement for min wear per hit.
  ↳ maxWearPerHit 20.0 Upper limit for max wear per hit.
  ↳ serverMinWearIntervalMs 35 Prevent spam / duplicate damage events.
  ↳ clientDamagePollMs 5 Number for client damage poll ms (default 5).
  ↳ clientIdlePollMs 250 Number for client idle poll ms (default 250).
  ↳ batchIntervalMs 175 Flush small wear batches often so HUD condition updates quickly.
FallbackSlotOrder table When RedM cannot resolve a body bone, prefer torso, then any equipped slot.
Notes from the README#
text
# REDEMPIRE Armour v3
A deliberately simple item-only armor system for REDEMPIRE / RedM.
## Armor items
- `jrs_armor_head` - Head Armor
- `jrs_armor_torso` - Chest & Back Armor
- `jrs_armor_legs` - Leg Armor
- `jrs_armor_arms` - Arm Armor
There are no sets, passives, crafting menu, armor UI, amulets, trinkets, belts, boots, vests, environmental effects, stamina modifiers, deadeye modifiers, or st
Use an armor item from `jrs_inventory` once to equip it. Use the same physical item again to unequip it. The item remains in the inventory and stores its condit
When condition reaches 0, that exact inventory item is removed and the HUD piece count decreases automatically.
## HUD
When `jrs_metabolism` is running, REDEMPIRE Armour sends:
- armor icon visibility
- total equipped piece count (0-4)
- combined condition percentage
## Install
1. Import `sql/jrs_armour_equipment.sql` once if the table does not exist.
2. Import `sql/jrs_armour_items.sql` to add the four inventory items.
3. Start resources in this order:
'''cfg
ensure oxmysql
ensure jrs_core
ensure jrs_inventory
ensure jrs_metabolism
ensure jrs_armour
'''
## Torso visual armor
`jrs_armor_torso` now also applies a visible Red Dead Online Armor (MP) MetaPed component to the player. It is removed automatically when the torso item is uneq
Configure the built-in component hashes in `shared/config.lua` under `Config.TorsoVisual`.

Paid (server only)   jrs_carcano_logo_prop

Independent Carcano stock logos with a transparent shield image

Resource jrs_carcano_logo_prop
Folder [CRIME]
Version 0.9.3
Author JRS
Interface No
Code size 109 Lua lines

Commands

  • /jrslogogun

Paid (server only)   jrs_hanging_electric

JRS Hanging and Electric Chair roleplay executions for RedM

Resource jrs_hanging_electric
Folder [CRIME]
Version 1.3.1
Author JRS
Interface No
Code size 1,534 Lua lines
config.lua - 81 options#

General

Setting Default What it does
Debug false Debug output for debug: true = yes, false = no (default false).
Permission "jrs.execution" Who may operate the gallows and the chair: anyone with the ACE below, plus (optionally) any on-duty police officer through jrs_police's read-only IsOnDutyOfficer export.
RequirePermission true Requires permission: true = yes, false = no (default true).
AllowOnDutyPolice true Allows on duty police: true = yes, false = no (default true).
PoliceMinimumGrade 0 Minimum or level requirement for police minimum grade.
Police table jrs_police link: radial-menu entries for on-duty officers and an MDT record in the prisoner's file after every execution.
  ↳ radialMenu true Switch for radial menu: true = on, false = off (default true).
  ↳ mdtRecord true Switch for mdt record: true = on, false = off (default true).
  ↳ nearestPrisonerDistance 3.0 radial "Put suspect on gallows" picks the nearest player within this
Government table or chair stands in may operate it, the city can lock executions down from its Municipal Facilities page, and every sentence goes into the city's government audit log.
  ↳ allowCityLeaders true Allows city leaders: true = yes, false = no (default true).
  ↳ facilityType "executions" Setting for facility type.
  ↳ auditLog true Switch for audit log: true = on, false = off (default true).
Locations table Each location must point to an existing RedM gallows/map prop.
Controls table Verified against resources/[ADMIN]/jrs_utils/shared/keys.lua
  ↳ interact 0xCEFD9220 E (gallows lever, chair, generator)
  ↳ release 0x24978A28 H (prisoner asks to be released)
  ↳ powerUp 0x6319DB71 Arrow Up (INPUT_FRONTEND_UP)
  ↳ powerDown 0x05CA7C52 Arrow Down (INPUT_FRONTEND_DOWN)
Interaction table Table of interaction entries. Add, remove or edit entries following the examples in the file.
  ↳ startCommand "jrshang" /jrshang <server id>
  ↳ releaseCommand "jrsrelease" /jrsrelease <server id>
  ↳ executeCommand "jrsexecute" /jrsexecute <server id>
  ↳ cutRopeCommand "jrscutrope" /jrscutrope <server id> (nearby rescue)
  ↳ cutRopeDistance 2.0 Distance in game units that applies to cut rope distance.
  ↳ releaseRequestCooldown 20 seconds between H requests from a prisoner
  ↳ promptDistance 3.0 distance to the lever for the E prompt
Hanging table Table of hanging entries. Add, remove or edit entries following the examples in the file.
  ↳ animationDictionary 'script_re@public_hanging@cr... Animation settings for animation dictionary.
  ↳ animationName "intro_idle" Text shown to the player for animation name. Change it to translate or rebrand.
  ↳ animationFlag 1 Animation settings for animation flag.
  ↳ nooseModel 357863945 p_cs_noose01xb
  ↳ nooseBone 21030 Number for noose bone (default 21030).
  ↳ nooseOffset vector3(0.0, -0.07, 0.015) Setting for noose offset.
  ↳ nooseRotation vector3(183.0, 88.5, -50.0) Setting for noose rotation.
  ↳ autoReleaseSeconds 180 Number for auto release seconds (default 180).
  ↳ executionSeconds 5 Number for execution seconds (default 5).
  ↳ killPlayerOnExecution false Switch for kill player on execution: true = on, false = off (default false).
  ↳ ragdollAfterExecution true Switch for ragdoll after execution: true = on, false = off (default true).
  ↳ trapdoorSeconds 3.3 Number for trapdoor seconds (default 3.3).
  ↳ leverAnimationDictionary "script_re@public_hanging@lever" Animation settings for lever animation dictionary.
  ↳ leverAnimationName "push_lever_deputy_lever" Text shown to the player for lever animation name. Change it to translate or rebrand.
  ↳ trapdoorAnimationName "pull_lever_deputy_trapdoor_val" Text shown to the player for trapdoor animation name. Change it to translate or rebrand.
Electric table Electric chair and generator locations. Props spawn locally when a player approaches.
  ↳ enabled true Turns enabled on or off (default true).
  ↳ chairModel "p_cs_electricchair01x" Game model or entity used for chair model.
  ↳ generatorModel "p_cs_generator01x" Game model or entity used for generator model.
  ↳ spawnRange 35.0 Distance in game units that applies to spawn range.
  ↳ promptDistance 2.5 Distance in game units that applies to prompt distance.
  ↳ targetDistance 2.0 Distance in game units that applies to target distance.
  ↳ operatorDistance 3.0 Distance in game units that applies to operator distance.
  ↳ effectDistance 45.0 Distance in game units that applies to effect distance.
  ↳ startingPower 10 Number for starting power (default 10).
  ↳ powerStep 10 Number for power step (default 10).
  ↳ minimumPower 10 Minimum or level requirement for minimum power.
  ↳ maximumPower 100 Upper limit for maximum power.
  ↳ lethalPower 70 Number for lethal power (default 70).
  ↳ shockCooldownSeconds 6 Time setting for shock cooldown seconds. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
  ↳ effectDurationMs 4000 Time setting for effect duration ms. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
  ↳ executionKillsPlayer true Switch for execution kills player: true = on, false = off (default true).
  ↳ autoReleaseSeconds 300 Number for auto release seconds (default 300).
  ↳ chairAnimationDictionary "script_rc@rtl@leadin@rc_6" Animation settings for chair animation dictionary.
  ↳ chairAnimationName "leadin_chair" Text shown to the player for chair animation name. Change it to translate or rebrand.
  ↳ prisonerAnimationDictionary "script_rc@rtl@leadout@rc_6" Animation settings for prisoner animation dictionary.
  ↳ prisonerAnimationName "leadout_alive_prisoner" Text shown to the player for prisoner animation name. Change it to translate or rebrand.
  ↳ seatOffset vector3(0.0, 0.0, 0.45) Setting for seat offset.
  ↳ prisonerHeadingOffset 180.0 Number for prisoner heading offset (default 180.0).
  ↳ effectDictionary "cut_rrtl" Setting for effect dictionary.
  ↳ effectName "cs_rrtl_electric_arcs" Text shown to the player for effect name. Change it to translate or rebrand.
  ↳ effectBone 247 Number for effect bone (default 247).
  ↳ zones table Table of zones entries. Add, remove or edit entries following the examples in the file.
Blips table Map blips: one per gallows, plus one per electric chair that does not already stand next to a gallows (so Valentine shows a single marker).
  ↳ enabled true Turns enabled on or off (default true).
  ↳ sprite "blip_honor_bad" skull
  ↳ scale 0.2 Rate or multiplier for scale.
  ↳ showChairs true Shows chairs: true = yes, false = no (default true).
  ↳ mergeDistance 30.0 a chair this close to a gallows shares its blip
DefaultLanguage "en" Interface language of this script (en or ar).
Text table Text shown to the player for text. Change it to translate or rebrand.
  ↳ en table Table of en entries. Add, remove or edit entries following the examples in the file.
  ↳ ar table Table of ar entries. Add, remove or edit entries following the examples in the file.
Notes from the README#
text
# jrs_hanging_electric
One standalone RedM resource for the gallows and electric chair. The hanging feature is based on the supplied `redm-hanging` archive. The chair animation, props
## Features
- Synchronized gallows scene, lever and trapdoor animation, noose attachment, timed execution, release, and disconnect cleanup.
- The prisoner can **plead** for release with **H** (notifies the operator and nearby authorised players; it no longer frees them). A witness close to the priso
- Electric chair and generator props spawn near configured locations and clean up as players leave the area.
- The operator can secure the nearest player to the chair, adjust current from 10% to 100%, then apply a synchronized electric effect.
- Current at or above the configured lethal level kills the prisoner by default. Set `Config.Electric.executionKillsPlayer = false` to keep it as roleplay shock
- Server-side ACE and distance checks protect all start, current, release, and execution actions. Client requests cannot select arbitrary remote players or pass
- Operators: ACE `jrs.execution` **or** any on-duty police officer (`Config.AllowOnDutyPolice`, via `jrs_police:IsOnDutyOfficer`). Operator prompts are hidden f
- EN/AR texts follow the player's jrs_core language; notifications use the jrs_core toast.
## Install
1. Place the `jrs_hanging_electric` folder under `resources/[jrs]/`.
2. Add `ensure jrs_hanging_electric` to `server.cfg`.
3. Grant the permission to authorized operators, for example:
   '''cfg
   add_ace group.admin jrs.execution allow
   '''
4. Set gallows and chair coordinates in `config.lua` for your map.
## Commands and controls
| Action | Command or control |
|---|---|
| Put a nearby player on the gallows | `/jrshang <server id>` |
| Start a hanging execution | `/jrsexecute <server id>` or hold **E** at the lever |
| Release a gallows or chair prisoner | `/jrsrelease <server id>` |
| Cut the gallows rope nearby | `/jrscutrope <server id>` |
| Secure a nearby prisoner in the chair | hold **E** at the chair |
| Release the chair prisoner | hold **H** at the generator |
| Plead for release (prisoner) | hold **H** on the gallows |
| Increase or decrease current | Arrow Up / Arrow Down at the generator |
| Apply current | hold **E** at the generator |
## Configuration notes
- `Config.Permission` and `Config.RequirePermission` control server authorization.
- `Config.Locations` holds gallows map props and animation position.
- `Config.Electric.zones` holds chair and generator coordinates/headings.
- `Config.Electric.targetDistance`, `operatorDistance`, `lethalPower`, and `executionKillsPlayer` control chair behavior.
- The bundled assets/props and RedM animation dictionaries must exist in the server's game build. Check the chair placement and noose offsets in-game before pub
The supplied electric-chair archive has no license file. Keep its original credit and verify the upstream author's redistribution terms before sharing the merge
## 1.1.0 fixes
- Prisoner could free themselves instantly with H, or with `/jrscutrope <own id>` -> now a plea / blocked.
- Hang idle anim was re-played every second during the drop, cancelling the ragdoll -> skipped while executing.
- Prisoner could walk off the trapdoor / chair -> position frozen while held, unfrozen on release, execution, and resource stop.
- Every server sync re-teleported the prisoner onto the trapdoor -> teleport once per session.
- Stale timers (auto-release / execution) could hit a NEW session for the same player -> session identity check.
- Chair `E` was `0x5415BE48` (G on this server) and chair + generator groups (1.8 m apart) fought each other -> E, nearest one only.

Paid (server only)   jrs_hideouts

Gang hideouts: secret entrance, shared ledger, members, decor upgrades, storage and raids

Resource jrs_hideouts
Folder [CRIME]
Version 1.1.0
Author jrs team
Depends on jrs_core, jrs_inventory, oxmysql
Interface Yes (NUI)
Languages ar, en
Code size 1,368 Lua lines

Database tables

jrs_hideout_members, jrs_hideouts

config.lua - 44 options#

General

Setting Default What it does
Debug false Debug output for debug: true = yes, false = no (default false).

Buying

Setting Default What it does
Price 1500 cash, paid to the dealer
OnePerCharacter true a character may own (and be member of) one hideout
MaxMembers 6 not counting the owner
AllowGangLink true Owner can link the hideout to their jrs_organizations gang: every gang member gets in.
Command "hideout" place / relocate the entrance, see status
GetOutCommand "hideout_getout" Setting for get out command.
RelocateCost 400 taken from the ledger
Dealers table Table of dealers entries. Add, remove or edit entries following the examples in the file.

Entrance placement rules (checked on the server with the player position)

Setting Default What it does
MinDistanceBetweenHideouts 150.0 Distance in game units that applies to min distance between hideouts.
Towns table Table of towns entries. Add, remove or edit entries following the examples in the file.
EntranceProp "p_trapdoor01x" Visual marker at the entrance (local prop; skipped if the model is missing).

Interior: one RDO moonshine shack, private routing bucket per hideout.

Setting Default What it does
BucketBase 74000 jrs_moonshine uses the same interior in its own buckets; entity sets are snapshotted on enter and restored on leave so the two never fight.
Interior table Table of interior entries. Add, remove or edit entries following the examples in the file.
  ↳ id 77313 Number for id (default 77313).
  ↳ spawn vector4(1785.01, -821.53, 19... World coordinates (x, y, z) used for spawn.
  ↳ exit vector3(1785.01, -821.53, 19... Setting for exit.
  ↳ ledger vector3(1789.48, -813.10, 19... Setting for ledger.
  ↳ storage vector3(1784.12, -817.10, 18... Setting for storage.
  ↳ baseSets table Table of base sets entries. Add, remove or edit entries following the examples in the file.
GetOutCoords vector3(1514.6, 438.11, 89.9... Where a player stuck inside with no known hideout is sent.

Ledger / storage

Setting Default What it does
MaxLedger 100000 Upper limit for max ledger.
Storage table Table of storage entries. Add, remove or edit entries following the examples in the file.

Decor upgrades, paid from the ledger. One set per category is active.

Setting Default What it does
DefaultTheme "mp006_mshine_theme_hunter" Setting for default theme.
Upgrades table Table of upgrades entries. Add, remove or edit entries following the examples in the file.
  ↳ theme table Table of theme entries. Add, remove or edit entries following the examples in the file.
  ↳ struct table Table of struct entries. Add, remove or edit entries following the examples in the file.
  ↳ shelf table Table of shelf entries. Add, remove or edit entries following the examples in the file.
  ↳ frame table Table of frame entries. Add, remove or edit entries following the examples in the file.
  ↳ bench table Table of bench entries. Add, remove or edit entries following the examples in the file.
  ↳ band table Table of band entries. Add, remove or edit entries following the examples in the file.
UpgradeOrder table Table of upgrade order entries. Add, remove or edit entries following the examples in the file.

Raids

Setting Default What it does
Raid table Table of raid entries. Add, remove or edit entries following the examples in the file.
  ↳ Enabled true Turns enabled on or off (default true).
  ↳ PoliceOnly false true: only on-duty police may raid
  ↳ LockpickItem "lockpick" Inventory items used by lockpick item. Names must exist in the jrs_items table.
  ↳ RequireMemberOnline true someone from the hideout must be on the server
  ↳ CooldownHours 72 per hideout, persisted in the database
  ↳ DelayMinutes 10 warning time before the door gives
  ↳ WindowMinutes 20 door stays open to anyone this long
  ↳ AlertPolice true Switch for alert police: true = on, false = off (default true).
Keys table Key or control used for keys. Controls are hash values from the game input list.
  ↳ Use 0x760A9C6F G
  ↳ Alt 0xCEFD9220 E

Paid (server only)   jrs_hogtie

Better hogtie: struggle free, untie others, police ties hold, job restriction, auto-release

Resource jrs_hogtie
Folder [CRIME]
Version 0.1.0
Author jrs team
Depends on jrs_core
Interface No
Languages ar, en
Code size 373 Lua lines
config.lua - 20 options#

General

Setting Default What it does
RestrictToJobs false Only these jobs may hogtie other PLAYERS (NPC hogties are never touched). A player hogtied by someone without permission is released at once.
AllowedJobs table Who is allowed: jobs, groups or permissions for allowed jobs.
  ↳ police true, marshal = true, sherif... Setting for police.
Struggle table Struggling free (the hogtied player mashes a key).
  ↳ Enabled true Turns enabled on or off (default true).
  ↳ DelaySeconds 20 after being tied, before the first try
  ↳ CooldownSeconds 15 between tries
  ↳ Key 0xD9D0E1C0 SPACE
  ↳ WindowSeconds 5 how long the mashing lasts
  ↳ PressesNeeded 22 presses inside the window
  ↳ SuccessChance 45 % rolled on the server after a good mash
PoliceNoEscape true An on-duty officer's knots can't be struggled out of.
Untie table Untying someone else.
  ↳ Enabled true Turns enabled on or off (default true).
  ↳ Key 0x760A9C6F G (hold)
  ↳ HoldMs 1500 Number for hold ms (default 1500).
  ↳ Distance 1.8 Distance in game units that applies to distance.
  ↳ Seconds 3 crouch animation before the knot gives
  ↳ PoliceKnotsOfficersOnly true an on-duty officer's hogtie can only be undone by an officer
MaxHogtieMinutes 6 Nobody stays tied forever (anti-grief). 0 = off.

Free (included in JRS Core)   jrs_lockpick

storage script locations or and as items

Resource jrs_lockpick
Folder [CRIME]
Version 1.0
Author JRS TEAM
Interface Yes (NUI)
Code size 54 Lua lines

Exports

startLockpick

Paid (server only)   jrs_loot_hunter

jrs Loot Hunter - Red Dead Online style world container looting (drawers, cabinets, chests, strongboxes) for jrs_core / jrs_inventory

Resource jrs_loot_hunter
Folder [CRIME]
Version 1.0.0
Author jrs team
Depends on jrs_core, jrs_inventory, oxmysql
Interface No
Languages ar, en
Code size 1,309 Lua lines

Commands

  • /loothunter_reset

Database tables

jrs_loot_hunter_spots

config/config.lua - 37 options#

General

Setting Default What it does
Debug false Prints every container the player opens (model name, hash, tier, coords) and enables /loothunter_reset for the console. Leave off on the live server.
NotifyDuration 3500 Time setting for notify duration. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.

Detection

Setting Default What it does
Detection table Table of detection entries. Add, remove or edit entries following the examples in the file.
  ↳ ignoreScriptProps true Containers placed by our own scripts (housing furniture, jrs_stashes, spooner props, store props) are mission entities. They are never paid: only the map's own world containers are, like in Red Dead Online.
  ↳ fallbackTier "generic" A lootable container whose model is not listed in config/props.lua is still recognised and paid from this tier, so no container is ever silently ignored. Set to false to pay only the listed models.

Server-side validation (every roll happens on the server)

Setting Default What it does
Security table Table of security entries. Add, remove or edit entries following the examples in the file.
  ↳ maxDistance 5.0 Player must be this close (metres) to the container the client reports.
  ↳ playerCooldownMs 1500 Minimum time between two searches by the same player.
  ↳ containerRestockMinutes table A searched container stays empty for everyone for a random time in this range (RDO restock). Saved in the database, so a restart does not refill it.
  ↳ maxSearchesPerHour 45 Per-character hard caps over a rolling hour. Once reached, containers are still searchable but come up empty until the hour rolls over.
  ↳ maxCashPerHour 6.00 below the Tier 1 job rate ($4-9/h) in jrs_core economy.lua
  ↳ maxGoldPerHour 0.06 Money value for max gold per hour. Rewards go through the economy multiplier of jrs_core.

Item pools - every name below exists in jrs_items. Names that ever go

Setting Default What it does
Pools table missing from the table are dropped at boot with a console warning, so a deleted item can never be handed out. amount = { min, max }, weight = relative pick weight inside the pool.
  ↳ provisions table Table of provisions entries. Add, remove or edit entries following the examples in the file.
  ↳ smokes table Table of smokes entries. Add, remove or edit entries following the examples in the file.
  ↳ tonics table Table of tonics entries. Add, remove or edit entries following the examples in the file.
  ↳ ammo table Table of ammo entries. Add, remove or edit entries following the examples in the file.
  ↳ valuables table Fence trinkets (RDO jewellery / watches) - kept rare on purpose.
  ↳ horse table Game model or entity used for horse.

Loot tiers (Red Dead Online values)

Setting Default What it does
Tiers table cash : chance %, min/max dollars (paid straight, already RDO cents) gold : chance %, one of amounts gold bars (0.01 = one nugget-sized bit) rolls: each entry rolls independently; max = up to N different items
  ↳ drawer table Table of drawer entries. Add, remove or edit entries following the examples in the file.
  ↳ cabinet table Table of cabinet entries. Add, remove or edit entries following the examples in the file.
  ↳ medicine table Table of medicine entries. Add, remove or edit entries following the examples in the file.
  ↳ ammo table Table of ammo entries. Add, remove or edit entries following the examples in the file.
  ↳ chest table Table of chest entries. Add, remove or edit entries following the examples in the file.
  ↳ strongbox table Table of strongbox entries. Add, remove or edit entries following the examples in the file.
  ↳ generic table Any lootable container not listed in config/props.lua.

A native item whose name is also a jrs_items name (consumable_peaches_can,

Setting Default What it does
Pickups table consumable_cigar, ...) maps itself automatically, as long as its jrs_items category is in autoCategories. Anything named differently goes in map. Unmapped pickups are printed once in the server console so they can be added.
  ↳ enabled true Turns enabled on or off (default true).
  ↳ amount 1 One item per pickup, like RDO.
  ↳ containerGraceMs 5000 Pickups within this long after a container search are the container's own contents (already paid by the container tier) and are ignored.
  ↳ playerCooldownMs 800 Time setting for player cooldown ms. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
  ↳ maxPerHour 40 Upper limit for max per hour.
  ↳ respawnMinutes table Once taken, a pickup disappears for every player and comes back after a random time in this range. Saved in the database (jrs_loot_hunter_spots), so a server restart does not bring it back early.
  ↳ hideRange 80.0 Taken pickups are hidden for players within this range (metres).
  ↳ autoCategories table Table of auto categories entries. Add, remove or edit entries following the examples in the file.
  ↳ map table native item name = jrs item name
config/props.lua - 8 options#

Built from the full RDR3 object list (jrs_spooner/data/rdr3/objects.lua).

Setting Default What it does
Props table The game only raises EVENT_CONTAINER_INTERACTION for containers it lets the player search, so listing a model that is not searchable costs nothing. Unlisted searchable containers use Config.Detection.fallbackTier.
  ↳ drawer table Drawers, dressers, nightstands, desks, small boxes ----------------------
  ↳ cabinet table Cabinets, cupboards, hutches, wardrobes ---------------------------------
  ↳ medicine table Doctor / medicine cabinets ---------------------------------------------
  ↳ ammo table Ammo boxes, gun cabinets, weapon chests ---------------------------------
  ↳ chest table Chests, trunks, footlockers, luggage, satchels --------------------------
  ↳ strongbox table Strongboxes, lockboxes, money / jewellery boxes, coffers ----------------

Never paid, even through the fallback tier.

Setting Default What it does
PropBlacklist table Game model or entity used for prop blacklist.
Notes from the README#
text
# jrs_loot_hunter
Red Dead Online style world container looting for `jrs_core` / `jrs_inventory`.
Searching a drawer, cabinet, chest, trunk, footlocker or strongbox in the world
(the game's own "Search" prompt) rolls RDO-sized loot on the server.
- `config/props.lua` - ~290 RDR3 container models sorted into tiers
  (drawer, cabinet, medicine, ammo, chest, strongbox) plus a blacklist.
  Any other searchable container uses `Config.Detection.fallbackTier`.
- `config/config.lua` - tiers, item pools, security caps.
- Items are checked against `jrs_items` at boot; missing ones are skipped.
- Cash/gold are RDO cents paid with `jrs_core` `AddMoney` / `AddGold`.
- Props spawned by scripts (housing, stashes, spooner) are never paid.
- Loose world pickups (gun oil on a counter, cans/tonics on shelves) give the
  matching jrs item, 1 per pickup. Native names that already exist in
  `jrs_items` map themselves; others go in `Config.Pickups.map`. Unmapped
  pickups are printed once in the server console with their hash.
- NPC bodies are handled by `jrs_lootnpcs`, not here.
Debug: set `Config.Debug = true` to print every searched model/hash/tier in
the client console (F8) and enable the console command `loothunter_reset`.

Free (included in JRS Core)   jrs_lootnpcs

jrs core Loot NPCs - NPC loot system for jrs_core / jrs_inventory

Resource jrs_lootnpcs
Folder [CRIME]
Version 2.0.1
Author jrs team
Depends on jrs_core, jrs_inventory
Interface No
Languages ar, en
Code size 1,592 Lua lines
shared/config.lua - 34 options#

General

Setting Default What it does
CoreResource "jrs_core" Main resources
InventoryResource "jrs_inventory" Setting for inventory resource.
Language "ar" Language file key from shared/language.lua
Debug false Turn this on only while testing.
Notify table Text shown to the player for notify. Change it to translate or rebrand.
  ↳ duration 3000 Time setting for duration. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
  ↳ style "righttip" righttip is used when the detected core supports it. Otherwise the script will fall back to a simple client notification event.
XP table Red Dead Online XP Parity: looting fallen enemies grants +5 XP
  ↳ enabled true Turns enabled on or off (default true).
  ↳ amount 5 Number for amount (default 5).
  ↳ reason "loot_enemy" Setting for reason.
Client table Table of client entries. Add, remove or edit entries following the examples in the file.
  ↳ eventGroup 0 RedM game event used for NPC loot completion (EVENT_LOOT_COMPLETE).
  ↳ lootCompleteEvent 1376140891 Number for loot complete event (default 1376140891).
  ↳ allowedPedTypes nil Set to nil to allow all human NPCs (civilians, outlaws, lawmen, etc.)
  ↳ requireDeadPed true Requires dead ped: true = yes, false = no (default true).
  ↳ requireLootPrompt false Requires loot prompt: true = yes, false = no (default false).
  ↳ claimCooldownMs 1200 Stops the same client from sending repeated loot claims too fast.
Validation table Table of validation entries. Add, remove or edit entries following the examples in the file.
  ↳ enabled true Turns enabled on or off (default true).
  ↳ maxDistance 6.0 Server-side distance check between the player and the looted NPC/coords.
  ↳ globalNpcLock true Prevents duplicate rewards from the same NPC key.
  ↳ npcKeyExpireMinutes 30 Time setting for npc key expire minutes. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
  ↳ playerCooldownMs 900 Per-player cooldown on the server. This is separate from the client cooldown.
  ↳ requireDeadPedWhenNetworked true If the NPC is networked and visible to the server, the script checks that it is dead.
Rewards table Reward groups roll separately. A player can receive more than one reward group from one NPC (just like Red Dead Online).
  ↳ money table 1. Money (Loose Cash / Cents) - RDO enemies almost always have pocket change
  ↳ gold table 2. Gold Nuggets (RDO Cent-scale gold) - Rare find on NPCs
  ↳ ammo table 3. Ammunition (Ammo for wild west firearms) - Very common on armed NPCs
  ↳ valuables table 4. Valuables & Jewelry & Watches (Fence loot / Trinkets)
  ↳ provisions table 5. Provisions & Smokes & Alcohol (Canned food, tobacco, liquor)
  ↳ tonics table 6. Tonics & Medicines (Health, Stamina, Dead Eye cures)
  ↳ items table 7. General items (Optional legacy container)
  ↳ weapons table 8. Weapons (Disabled by default, worn enemy firearms are typically broken in RDO)
Notes from the README#
text
# jrs_lootnpcs
Clean RedM NPC loot system built for REDEMPIRE.
**Core:** This script runs directly on `jrs_core` and uses `jrs_inventory` for item, money, gold, and weapon rewards.
## What changed
- Built the resource around `jrs_core` and `jrs_inventory`.
- Removed the old JS DataView export and replaced it with a local Lua DataView helper.
- Split the script into clear folders:
  - `shared/config.lua`
  - `shared/language.lua`
  - `client/dataview.lua`
  - `client/client.lua`
  - `server/server.lua`
- Moved the `jrs_core` and `jrs_inventory` connection directly into `server/server.lua`.
- Added server-side validation to reduce duplicate loot abuse:
  - player cooldown
  - NPC key lock
  - distance check
  - dead ped check when the NPC is networked
- Rebuilt reward logic into separate item, money, gold, and weapon reward handlers.
- Moved all visible text into `shared/language.lua`.
## Dependencies
'''cfg
ensure jrs_core
ensure jrs_inventory
ensure jrs_lootnpcs
'''
The resource names are configurable in `shared/config.lua`:
'''lua
Config.CoreResource = 'jrs_core'
Config.InventoryResource = 'jrs_inventory'
'''
## Rewards
All rewards are controlled from `shared/config.lua` under `Config.Rewards`.
Example item reward:
'''lua
{ name = 'raisin', label = 'Raisin', amount = { min = 1, max = 1 } }
'''
Example random amount:
'''lua
{ name = 'ammoriflenormal', label = 'Normal Rifle Ammo', amount = { min = 1, max = 3 } }
'''
## Notes
If your `jrs_inventory` exports use different names, update the direct inventory functions inside `server/server.lua`. The script already tries common names suc
- `addItem`, `AddItem`, `giveItem`, `GiveItem`
- `canCarryItem`, `CanCarryItem`

Paid (server only)   jrs_organizations

jrs core Organizations System - separate Tribe and Family systems with unified Wars, Occupations and Missions

Resource jrs_organizations
Folder [CRIME]
Version 6.7.2
Author jrs team
Depends on jrs_core, oxmysql
Interface Yes (NUI)
Languages ar, en
Code size 47,913 Lua lines

Commands

  • /campreset
  • /cancelcampmission
  • /checkdb
  • /checkgang
  • /checkgangmembers
  • /checkplayer
  • /cleanUtilityPoleBlip
  • /cleanallblips
  • /creategang
  • /debugUtilityPole
  • /delgraffiti
  • /desfreeze
  • /devgraffiti
  • /endterritorymission
  • /familyadmin
  • /familyjobsevent
  • /forcecapture
  • /gang
  • /gangaccess
  • /hunt
  • /jrsUiReset
  • /jrsclearui
  • /listgangs
  • /myterritories
  • /orgwar
  • /pirataria
  • /setgang
  • /setgangmenu
  • /startUtilityPolesMission
  • /startWagonMission

Exports

AddBounty, AddCampMissionProgress, AddWarScore, AwaitDatabase, CallFrameworkCurrency, CanOpenMenus, CloseInventory, CompleteMission, EndExtortionMission, ExecuteTerritorySQL, FailMission, FamilyCanOpenMenus, FamilyHasFullAccess, GetAccessState, GetActiveWarBetween, GetClanMissions, GetFamilyAccessState, GetFamilyFrameworkCharacter, GetFamilyFrameworkName, GetFamilyFrameworkPlayer, GetFamilyInventoryBridge, GetFrameworkCharacter, GetFrameworkMoney, GetFrameworkName, GetFrameworkPlayer, GetGangTerritories, GetInventoryBridge, GetMissionConfig, GetMissionPlayerGangInfo, GetPlayerGangInfo

Database tables

and, jrs_clan_alliances, jrs_clan_blackmarket, jrs_clan_camps, jrs_clan_chest_breaches, jrs_clan_daily_missions, jrs_clan_furniture_inventory, jrs_clan_market_stock, jrs_clan_market_transactions, jrs_clan_member_permissions, jrs_clan_notifications, jrs_clan_packed_camps, jrs_clan_poison, jrs_clan_raid_protection, jrs_clan_random_missions, jrs_clan_territories, jrs_clan_test_runs, jrs_clan_treasury_robberies, jrs_clan_upgrades, jrs_clan_weekly_missions

config/clan/admin_items.lua - 9 options#

General

Setting Default What it does
AdminItemGrant table REDEMPIRE ORGANIZATIONS - Full-access organization item grants Persistent grant history is stored in the database. This config only defines policy/defaults.
  ↳ enabled true Turns enabled on or off (default true).
  ↳ maxAmountPerGrant 100 Upper limit for max amount per grant.
  ↳ allowCustomItem true Allows custom item: true = yes, false = no (default true).
  ↳ requestCooldownMs 600 Time setting for request cooldown ms. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
  ↳ grantCooldownMs 850 Time setting for grant cooldown ms. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
  ↳ historyLimit 50 Upper limit for history limit.
  ↳ familyItems table Inventory items used by family items. Names must exist in the jrs_items table.
  ↳ tribeItems table Inventory items used by tribe items. Names must exist in the jrs_items table.
config/clan/advanced_build.lua - 1 options#

General

Setting Default What it does
CampAdvancedBuild Config.CampAdvancedBuild or ... Setting for camp advanced build.
config/clan/build_animations.lua - 12 options#

General

Setting Default What it does
CampBuildAnimations table Table of camp build animations entries. Add, remove or edit entries following the examples in the file.
  ↳ enabled true Turns enabled on or off (default true).
  ↳ preventOverlap true Prevent two construction animations from running on the same client.
  ↳ maxDurationMs 15000 Safety limits. The animation controller always restores movement and clears tasks when a profile finishes, fails, times out, or is canceled.
  ↳ dictionaryTimeoutMs 3500 Time setting for dictionary timeout ms. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
  ↳ cancelOnDeath true Switch for cancel on death: true = on, false = off (default true).
  ↳ cancelInWater true Switch for cancel in water: true = on, false = off (default true).
  ↳ cancelWhenMounted true Switch for cancel when mounted: true = on, false = off (default true).
  ↳ cancelWhenInVehicle true Switch for cancel when in vehicle: true = on, false = off (default true).
  ↳ freezePlayer true Keep this false to avoid the player becoming stuck if another resource interrupts a task. Scenario animations already keep the ped in place.
  ↳ notifications table Table of notifications entries. Add, remove or edit entries following the examples in the file.
  ↳ profiles table Table of profiles entries. Add, remove or edit entries following the examples in the file.
config/clan/config.lua - 168 options#

General

Setting Default What it does
keys table Key or control used for keys. Controls are hash values from the game input list.
  ↳ F 0xB2F377E8 Setting for f.
  ↳ B 0x4CC0E2FE Setting for b.
  ↳ G 0x760A9C6F Setting for g.
  ↳ ENTER 0xC7B5340A Setting for enter.
  ↳ DOWN 0x05CA7C52 Setting for down.
  ↳ SHIFT 0x8FFC75D6 Setting for shift.
  ↳ UP 0x6319DB71 Setting for up.
  ↳ LEFT 0xA65EBAB4 Setting for left.
  ↳ RIGHT 0xDEB34313 Setting for right.
  ↳ RIGHTBRACKET 0xA5BDCD3C Setting for rightbracket.
  ↳ LEFTBRACKET 0x430593AA Setting for leftbracket.
  ↳ BACKSPACE 0x156F7119 Setting for backspace.
  ↳ ALT 0x8AAA0AD4 Setting for alt.
  ↳ CTRL 0xDB096B85 Setting for ctrl.
  ↳ 1 0xE6F612E4 Setting for 1.
  ↳ 2 0x1CE6D9EB Setting for 2.
  ↳ 3 0x4F49CC4C Setting for 3.
  ↳ 4 0x8F9F9E58 Setting for 4.
  ↳ I 0xC1989F95 Setting for i.
  ↳ X 0x8CC9CD42 Setting for x.
restatsperday 4 Number for restatsperday (default 4).
debug false KEEP FALSE ON LIVE SERVER
metadata true set to true when using meta data 3.5 inventory update
useDecayitems true set to true to enable item decay
ItemBlacklist table New Item Blacklist for storage items in this list will not beable to be stored in the storage
flagitem "flag" Usable inventory item required to start building a camp.
flagBuildRadius 50.0 Maximum distance the flag can be positioned from where the item was used.
consumeFlagItemOnBuild true The item is removed only after the player confirms the completed build.
timesave 30 save info every 10 minutes to database
autocleanhorse false turn true or false the cleaning of skins on horses
autocleananimals 100 dont use if u dont know
viewinvites "viewinvites" Setting for viewinvites.
changeleader "changeleader" admin command to change clan leader, new leader must be online /changeleader playerid clanid
maxclan 10 set to 0 if you want unlimited clan members for each clan
rading true allow players to raid each other
raidcooldown true Switch for raidcooldown: true = on, false = off (default true).
campownerraidonly true only players who are a part of a clan can raid. if set to false any player can raid any camp
raidcooldowncycles 12 this is related to your server restart cycle. set to 12 a camp can be raided once every 3 days (12 restart cycles)
clancountraid 2 this is the number of clan members that have to be online to allow a camp to be raided. set to 0 if you want camps to be raided when all members are offline. setting to 2 means only allowed to be raided if atleast 2 clan members a
raidtimer 10 raiders have to wait in minutes between when they start the raid until they can lockpick. this gives the clan members a chance to respond to the raid.
lockpicktimer 5 raiders have to this much time to lockpick, if they dont lockpick raid is reset (considered failed)
openloottimer 10 the camp is marked open for loot for time in minutes after lockpicking
processtimer 30 wait 30 minutes before any option to raid clan re-appears after inital raid trigger
lockpickitem "lockpick" Setting for lockpickitem.
CampChest table Direct camp chest inventory / lockpick robbery. Static behavior lives in config; breach/attempt state is persisted in MySQL.
  ↳ enabled true Turns enabled on or off (default true).
  ↳ functional "inv" Setting for functional.
  ↳ promptDistance 2.0 Distance in game units that applies to prompt distance.
  ↳ serverDistance 4.0 Distance in game units that applies to server distance.
  ↳ lockpickItem "lockpick" keep in sync with Config.lockpickitem above
  ↳ breachSeconds 600 keep in sync with Config.openloottimer above (minutes * 60, min 60)
  ↳ pendingSeconds 60 Number for pending seconds (default 60).
  ↳ failedAttemptCooldown 30 Time setting for failed attempt cooldown. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
  ↳ consumeOnFailure true Switch for consume on failure: true = on, false = off (default true).
  ↳ consumeOnSuccess false Switch for consume on success: true = on, false = off (default false).
  ↳ acceptWeapons true Switch for accept weapons: true = on, false = off (default true).
  ↳ inventoryPrefix "jrs_camp_storage_" Setting for inventory prefix.
  ↳ inventoryLabel "Camp Chest" Text shown to the player for inventory label. Change it to translate or rebrand.
raiddistancecheck 100 Number for raiddistancecheck (default 100).
poisonsnake false if toggled true snakes will be poisonus
cureitem table Table of cureitem entries. Add, remove or edit entries following the examples in the file.
poisonticktime 6 tickets a health reduction every 6 seconds
enablehealthdamage true Switch for enablehealthdamage: true = on, false = off (default true).
healthloss 5 health loss every tick until lowest
lethal false poison will not kill the player
saveserver true if true poison data is saved on the server meaning a relog wont register it gone
disablepoisonondeath false Switch for disablepoisonondeath: true = on, false = off (default false).
visualclicks 30 poisonticktime until visual effect
ticksuntilwalk 60 poisonticktime until forced walk
clickstilldamage 120 Number for clickstilldamage (default 120).
adminfurniresetcommand "adminresetfurni" reset furniture to the unpitched state for a clan /command clanid
furnilimit 75 Number for furnilimit (default 75).
blip 1754365229 Map blip or icon settings for blip.
campspacing 200 distance of camps from each other -- camp spacing should always be 2.5 the render distance
render 150 distance to render camp
placementradius 50.0 Full camp building radius from the Camp Flag
changeblipcost 500 Number for changeblipcost (default 500).
relocatecost 800 Number for relocatecost (default 800).
roaddistcheck 20 distance check from road
relocatecommand "movecamp" Setting for relocatecommand.
CampPacking table Packed camp relocation. Packing removes every spawned camp prop and gives the authorized holder one item. Using the item restores the same camp ID, ownership, members, money, storage, upgrades, furniture and building layout.
  ↳ enabled true Turns enabled on or off (default true).
  ↳ itemName "packed_camp" Inventory items used by item name. Names must exist in the jrs_items table.
  ↳ itemLabel "Packed Camp" Inventory items used by item label. Names must exist in the jrs_items table.
  ↳ requireLeader true Requires leader: true = yes, false = no (default true).
  ↳ serverDistance 6.0 Distance in game units that applies to server distance.
  ↳ placementRadius 50.0 Distance in game units that applies to placement radius.
  ↳ cooldownSeconds 10 Time setting for cooldown seconds. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
  ↳ preserveFurnitureLayout true Switch for preserve furniture layout: true = on, false = off (default true).
  ↳ chargeRelocationCost true Switch for charge relocation cost: true = on, false = off (default true).
  ↳ allowAdminRemotePack true Allows admin remote pack: true = yes, false = no (default true).
CampClothingIntegration table Optional clothing-script bridge used by wardrobe furniture. mode: "builtin", "event", or "export".
  ↳ mode "builtin" Setting for mode.
  ↳ eventName "" Text shown to the player for event name. Change it to translate or rebrand.
  ↳ resource "" Setting for resource.
  ↳ exportName "" Text shown to the player for export name. Change it to translate or rebrand.
  ↳ fallbackToBuiltin true Switch for fallback to builtin: true = on, false = off (default true).
CampAdminMenu table Full-access camp administration menu.
  ↳ enabled true Turns enabled on or off (default true).
  ↳ command "campadmin" Setting for command.
  ↳ requireFullAccess true Requires full access: true = yes, false = no (default true).
  ↳ maxCash 10000000 Money value for max cash. Rewards go through the economy multiplier of jrs_core.
  ↳ maxLevel 100 Upper limit for max level.

Taxes

Setting Default What it does
adminunrepocommand "unrepoclan" Setting for adminunrepocommand.
adminrepocommand "repoclan" Setting for adminrepocommand.
taxcost 5000 amount the player will be charged come tax time
allocationlimit 5000 amount player is allowed to deposit in their tax ledger. limit this to the same amount as the tax cost if you want to ensure players are active monthly and are returning to put money in the ledger so that no big amounts are placed
minmembers true set to true if you want to repo camps that dont meet the member count requirement
minmembercount 5 this is the member count requirement that is checked when repo time comes. if players dont meet this count their camp is repoed
monthlyrepo true Switch for monthlyrepo: true = on, false = off (default true).
repotime table day, hour, and minute of monthly repo of clans. when the server time matches these values. camps that dont have money in their ledger = or more than the tax rate of the camp will
  ↳ day 15 be put in a disabled state, and marked as repo 1 in the database. u can switch them back to active state by changing databse from 1 to 0 when the script is disabled
  ↳ hour 6 Number for hour (default 6).
  ↳ minute 30 Number for minute (default 30).
weeklyrepo false sam,e as above but weekly instead of monthly, only of of the 2 active.
repotime2 table Table of repotime2 entries. Add, remove or edit entries following the examples in the file.
  ↳ day1 3 Number for day1 (default 3).
  ↳ day2 10 Number for day2 (default 10).
  ↳ day3 17 Number for day3 (default 17).
  ↳ day4 24 Number for day4 (default 24).
  ↳ hour 6 Number for hour (default 6).
  ↳ minute 10 Number for minute (default 10).
huntingwagon true set to true if you want to allow players to buy hunting wagons functionallity
huntingwagoncost 1000 cost to buy a hunting wagon for the camp
maxanimals 30 max animals and pelts stored in wagon
clanflagprop "mp001_s_mpcorona01x" Setting for clanflagprop.
requireBuiltFlagForMenu true Camp menu prompt and all menu events require a completed active flag.
flagMenuDistance 1.5 Interaction distance measured from the built flag, not the camp center.
stocktime 30 time in minutes where material is changed to stock.
stockprocessing 10 amount of materials that is turned into stock as Config.stocktime passes
supplyprice 5 price per supplie if the player decided to buy them instead of doing mission to gain supplies
supplyperstock 1 supply amount drained from supply count every time materials is turned to supplies as Config.stocktime passes
randomizedsaleprice true set to true if you want to randomize sale price according to the Config.randomprice
randomprice table money the player makes per stock piece is a random number between min and max multiplied by the amount of stock
statifprice 10 sale price per stock if Config.randomizedsaleprice is set to false.
beerstats table Table of beerstats entries. Add, remove or edit entries following the examples in the file.
  ↳ hunger 0 Number for hunger (default 0).
  ↳ thirst 5 Number for thirst (default 5).
  ↳ metabolism 5 Number for metabolism (default 5).
  ↳ innercorestamina 0.0 Number for innercorestamina (default 0.0).
  ↳ innercorestaminagold 0.0 Number for innercorestaminagold (default 0.0).
  ↳ outercorestaminagold 0.0 Number for outercorestaminagold (default 0.0).
  ↳ innercorehealth 0.0 Number for innercorehealth (default 0.0).
  ↳ innercorehealthgold 0.0 Number for innercorehealthgold (default 0.0).
  ↳ outercorehealthgold 0.0 Number for outercorehealthgold (default 0.0).
  ↳ drunkcount 2 apply drunk effect if player drinks this amount of beers
  ↳ drunktime 1 be drunk for 1 minute
stewpot table Table of stewpot entries. Add, remove or edit entries following the examples in the file.

Clan Systems Configuration

Setting Default What it does
ClanDefaults table Table of clan defaults entries. Add, remove or edit entries following the examples in the file.
  ↳ memberSlots 10 Upper limit for member slots.
  ↳ furnitureSlots 20 Upper limit for furniture slots.
  ↳ storageWeight 1000 Upper limit for storage weight.
RaidMinOnline 2 Minimum or level requirement for raid min online.
RaidMaxDuration 600 Time setting for raid max duration. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
RaidDistance 100.0 Distance in game units that applies to raid distance.
CancelRaidDistance 150.0 Distance in game units that applies to cancel raid distance.
RaidProtectionHours 72 Number for raid protection hours (default 72).
AttackerProtectionHours 24 Number for attacker protection hours (default 24).
NewClanProtectionHours 48 Number for new clan protection hours (default 48).
RaidProtectionCost 500 Money value for raid protection cost. Rewards go through the economy multiplier of jrs_core.
CaptureTime 30 Number for capture time (default 30).
NPCWaveCount 3 Number for npc wave count (default 3).
NPCPerWave 5 Number for npc per wave (default 5).
PayoutInterval 3600 Time setting for payout interval. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
MaxDailyMissions 3 Upper limit for max daily missions.
MaxWeeklyMissions 1 Upper limit for max weekly missions.
DailyResetHour 6 Number for daily reset hour (default 6).
config/clan/economy.lua - 6 options#

General

Setting Default What it does
CampFurnitureStore Config.CampFurnitureStore or... Setting for camp furniture store.
CampTreasury Config.CampTreasury or &#123;&#125; Setting for camp treasury.
CampStarterFunding Config.CampStarterFunding or... Starter funding lets a newly created camp move a limited amount of the leader's personal cash into shared camp funds. No physical treasury is needed. It never creates money: the server removes the same amount from the player.
CampRobbery Config.CampRobbery or &#123;&#125; Setting for camp robbery.
clanfurni Config.clanfurni or &#123;&#125; Add a dedicated treasury chest to the furniture catalog.
CampMarket Config.CampMarket or &#123;&#125; Build every configured furniture definition into the integrated market. These entries are camp-owned database records, not inventory items.
config/clan/furniture.lua - 116 options#

types of functionallity:

Setting Default What it does
clanfurni table Table of clanfurni entries. Add, remove or edit entries following the examples in the file.
  ↳ xmaspole table Table of xmaspole entries. Add, remove or edit entries following the examples in the file.
  ↳ arabtent table Table of arabtent entries. Add, remove or edit entries following the examples in the file.
  ↳ changer table Table of changer entries. Add, remove or edit entries following the examples in the file.
  ↳ bookcase table Table of bookcase entries. Add, remove or edit entries following the examples in the file.
  ↳ nativebed table Table of nativebed entries. Add, remove or edit entries following the examples in the file.
  ↳ nativemask table Table of nativemask entries. Add, remove or edit entries following the examples in the file.
  ↳ nativearms table Table of nativearms entries. Add, remove or edit entries following the examples in the file.
  ↳ cage table Table of cage entries. Add, remove or edit entries following the examples in the file.
  ↳ xmastree table Table of xmastree entries. Add, remove or edit entries following the examples in the file.
  ↳ tipi table Table of tipi entries. Add, remove or edit entries following the examples in the file.
  ↳ tent2 table Table of tent2 entries. Add, remove or edit entries following the examples in the file.
  ↳ tent3 table Table of tent3 entries. Add, remove or edit entries following the examples in the file.
  ↳ tent4 table Table of tent4 entries. Add, remove or edit entries following the examples in the file.
  ↳ dreamcatcher table Table of dreamcatcher entries. Add, remove or edit entries following the examples in the file.
  ↳ woodfence table Table of woodfence entries. Add, remove or edit entries following the examples in the file.
  ↳ nativepot table Table of nativepot entries. Add, remove or edit entries following the examples in the file.
  ↳ nativebasket1 table Table of nativebasket1 entries. Add, remove or edit entries following the examples in the file.
  ↳ nativebasket2 table Table of nativebasket2 entries. Add, remove or edit entries following the examples in the file.
  ↳ nativeskull table Table of nativeskull entries. Add, remove or edit entries following the examples in the file.
  ↳ skullpost table Table of skullpost entries. Add, remove or edit entries following the examples in the file.
  ↳ loungechair table Table of loungechair entries. Add, remove or edit entries following the examples in the file.
  ↳ loungechair2 table Table of loungechair2 entries. Add, remove or edit entries following the examples in the file.
  ↳ pokerset table Table of pokerset entries. Add, remove or edit entries following the examples in the file.
  ↳ decortent1 table Table of decortent1 entries. Add, remove or edit entries following the examples in the file.
  ↳ decortent2 table Table of decortent2 entries. Add, remove or edit entries following the examples in the file.
  ↳ decortent3 table Table of decortent3 entries. Add, remove or edit entries following the examples in the file.
  ↳ horsehitches table Table of horsehitches entries. Add, remove or edit entries following the examples in the file.
  ↳ robberyplanning table Table of robberyplanning entries. Add, remove or edit entries following the examples in the file.
  ↳ naturalwagon table Table of naturalwagon entries. Add, remove or edit entries following the examples in the file.
  ↳ lamppost1 table Table of lamppost1 entries. Add, remove or edit entries following the examples in the file.
  ↳ lamppost2 table Table of lamppost2 entries. Add, remove or edit entries following the examples in the file.
  ↳ mountainmen table Table of mountainmen entries. Add, remove or edit entries following the examples in the file.
  ↳ undertaker1 table Table of undertaker1 entries. Add, remove or edit entries following the examples in the file.
  ↳ undertaker2 table Table of undertaker2 entries. Add, remove or edit entries following the examples in the file.
  ↳ kitchencounter table Table of kitchencounter entries. Add, remove or edit entries following the examples in the file.
  ↳ standingtorch table Table of standingtorch entries. Add, remove or edit entries following the examples in the file.
  ↳ shootingtarget table Table of shootingtarget entries. Add, remove or edit entries following the examples in the file.
  ↳ trayoffood table Table of trayoffood entries. Add, remove or edit entries following the examples in the file.
  ↳ chesta table Table of chesta entries. Add, remove or edit entries following the examples in the file.
  ↳ chestb table Table of chestb entries. Add, remove or edit entries following the examples in the file.
  ↳ chestc table Table of chestc entries. Add, remove or edit entries following the examples in the file.
  ↳ pokerset table Table of pokerset entries. Add, remove or edit entries following the examples in the file.
  ↳ hitchingpost table Table of hitchingpost entries. Add, remove or edit entries following the examples in the file.
  ↳ butchertable3 table Table of butchertable3 entries. Add, remove or edit entries following the examples in the file.
  ↳ butchertable2 table Table of butchertable2 entries. Add, remove or edit entries following the examples in the file.
  ↳ butchertable1 table Table of butchertable1 entries. Add, remove or edit entries following the examples in the file.
  ↳ nativedecor table Table of nativedecor entries. Add, remove or edit entries following the examples in the file.
  ↳ gypsywagon table Table of gypsywagon entries. Add, remove or edit entries following the examples in the file.
  ↳ beerbox table Table of beerbox entries. Add, remove or edit entries following the examples in the file.
  ↳ waterbarrel table Table of waterbarrel entries. Add, remove or edit entries following the examples in the file.
  ↳ tent table this is the item name on db
  ↳ wood_chair table Table of wood chair entries. Add, remove or edit entries following the examples in the file.
  ↳ leather_chair table Table of leather chair entries. Add, remove or edit entries following the examples in the file.
  ↳ round_table table Table of round table entries. Add, remove or edit entries following the examples in the file.
  ↳ standard_table table Table of standard table entries. Add, remove or edit entries following the examples in the file.
  ↳ rectangle_table table Table of rectangle table entries. Add, remove or edit entries following the examples in the file.
  ↳ rectangle_table table Table of rectangle table entries. Add, remove or edit entries following the examples in the file.
  ↳ timber_table table Table of timber table entries. Add, remove or edit entries following the examples in the file.
  ↳ crafting_fire table Table of crafting fire entries. Add, remove or edit entries following the examples in the file.
  ↳ pota table Table of pota entries. Add, remove or edit entries following the examples in the file.
  ↳ water_pump table Table of water pump entries. Add, remove or edit entries following the examples in the file.
  ↳ flowerboxes table Table of flowerboxes entries. Add, remove or edit entries following the examples in the file.
  ↳ deer_pelt table Table of deer pelt entries. Add, remove or edit entries following the examples in the file.
  ↳ coyote_pelt table Table of coyote pelt entries. Add, remove or edit entries following the examples in the file.
  ↳ blanket_box table Table of blanket box entries. Add, remove or edit entries following the examples in the file.
  ↳ gun_barrel table Table of gun barrel entries. Add, remove or edit entries following the examples in the file.
  ↳ apple_barrel table Table of apple barrel entries. Add, remove or edit entries following the examples in the file.
  ↳ apple_basket table Table of apple basket entries. Add, remove or edit entries following the examples in the file.
  ↳ food_barrel table Table of food barrel entries. Add, remove or edit entries following the examples in the file.
  ↳ washtub table Table of washtub entries. Add, remove or edit entries following the examples in the file.
  ↳ clothes_line table Table of clothes line entries. Add, remove or edit entries following the examples in the file.
  ↳ tool_barrel table Table of tool barrel entries. Add, remove or edit entries following the examples in the file.
  ↳ coyote_taxidermy table Table of coyote taxidermy entries. Add, remove or edit entries following the examples in the file.
  ↳ pheasant_taxidermy table Table of pheasant taxidermy entries. Add, remove or edit entries following the examples in the file.
  ↳ deer_taxidermy table Table of deer taxidermy entries. Add, remove or edit entries following the examples in the file.
  ↳ cougar_taxidermy table Table of cougar taxidermy entries. Add, remove or edit entries following the examples in the file.
  ↳ vulture_taxidermy table Table of vulture taxidermy entries. Add, remove or edit entries following the examples in the file.
  ↳ bear_bench table Table of bear bench entries. Add, remove or edit entries following the examples in the file.
  ↳ log_bencha table Table of log bencha entries. Add, remove or edit entries following the examples in the file.
  ↳ log_benchb table Table of log benchb entries. Add, remove or edit entries following the examples in the file.
  ↳ cloth_bench table Table of cloth bench entries. Add, remove or edit entries following the examples in the file.
  ↳ wooden_bench table Table of wooden bench entries. Add, remove or edit entries following the examples in the file.
  ↳ wicker_bench table Table of wicker bench entries. Add, remove or edit entries following the examples in the file.
  ↳ bwdresser table Table of bwdresser entries. Add, remove or edit entries following the examples in the file.
  ↳ bmdresser table Table of bmdresser entries. Add, remove or edit entries following the examples in the file.
  ↳ nightstand table Table of nightstand entries. Add, remove or edit entries following the examples in the file.
  ↳ side_table table Table of side table entries. Add, remove or edit entries following the examples in the file.
  ↳ side_tablea table Table of side tablea entries. Add, remove or edit entries following the examples in the file.
  ↳ side_tableb table Table of side tableb entries. Add, remove or edit entries following the examples in the file.
  ↳ lanterna table Table of lanterna entries. Add, remove or edit entries following the examples in the file.
  ↳ dbcandle table Table of dbcandle entries. Add, remove or edit entries following the examples in the file.
  ↳ candlea table Table of candlea entries. Add, remove or edit entries following the examples in the file.
  ↳ smallmcandle table Table of smallmcandle entries. Add, remove or edit entries following the examples in the file.
  ↳ bcandle table Table of bcandle entries. Add, remove or edit entries following the examples in the file.
  ↳ obed table Table of obed entries. Add, remove or edit entries following the examples in the file.
  ↳ bunkbed table Table of bunkbed entries. Add, remove or edit entries following the examples in the file.
  ↳ singlebed table Table of singlebed entries. Add, remove or edit entries following the examples in the file.
  ↳ fancydouble table Table of fancydouble entries. Add, remove or edit entries following the examples in the file.
  ↳ nativeskullchair table NEW NATIVE FURNITURE
  ↳ nativechair table Table of nativechair entries. Add, remove or edit entries following the examples in the file.
  ↳ nativewickchair table Table of nativewickchair entries. Add, remove or edit entries following the examples in the file.
  ↳ nativebench table Table of nativebench entries. Add, remove or edit entries following the examples in the file.
  ↳ simplenativetent table Table of simplenativetent entries. Add, remove or edit entries following the examples in the file.
  ↳ nativeelkcanvas table Table of nativeelkcanvas entries. Add, remove or edit entries following the examples in the file.
  ↳ deernativetent table Table of deernativetent entries. Add, remove or edit entries following the examples in the file.
  ↳ wolfnativetent table Table of wolfnativetent entries. Add, remove or edit entries following the examples in the file.
  ↳ nativeplatform table Table of nativeplatform entries. Add, remove or edit entries following the examples in the file.
  ↳ nativesmoker table Table of nativesmoker entries. Add, remove or edit entries following the examples in the file.
  ↳ nativebloodrock table Table of nativebloodrock entries. Add, remove or edit entries following the examples in the file.
  ↳ nativecage table Table of nativecage entries. Add, remove or edit entries following the examples in the file.
  ↳ nativebowdisplay table Table of nativebowdisplay entries. Add, remove or edit entries following the examples in the file.
  ↳ nativecookpot table Table of nativecookpot entries. Add, remove or edit entries following the examples in the file.
  ↳ nativearrowdisplay table Table of nativearrowdisplay entries. Add, remove or edit entries following the examples in the file.
  ↳ nativebuckskull table Table of nativebuckskull entries. Add, remove or edit entries following the examples in the file.
  ↳ nativeleatherstand table Table of nativeleatherstand entries. Add, remove or edit entries following the examples in the file.
Notes from the README#
text
# REDEMPIRE Organizations v6.7.0
## v6.7.0 - Family Jobs (Delivery Caravan / Hunting Party / Endurance Event)
- New `config/family/jobs.lua` + `server/family/jobs.lua` + `client/family/jobs.lua` add three
  family-scoped income jobs: a wagon delivery run, a group hunting party, and a rare 240-minute
  endurance event.
- All job income is credited directly to `jrs_families.cash` and `jrs_family_members.contribution` -
  there is no separate vault, membership or family system involved. A player must already belong
  to a Family (see the Advanced Family System below) to use family jobs.
- Job-specific leaderboard totals are tracked in new tables (`jrs_family_job_contributions`,
  `jrs_family_job_income_log`, `jrs_family_job_events`, `jrs_family_job_event_participants`), so
  manual treasury deposits never inflate the job leaderboard.
- A new **Jobs** tab was added to the Family menu (`html/familymenu`) showing job availability,
  cooldowns, the live endurance event, and the family's top job contributors.
- Delivery/hunting world prompts reuse the existing `DrawText3D` helper and marker natives from
  `client/paintwall/client.lua` and the shared `exports.jrs_core:Toast` notification renderer -
  no new NUI page or notification system was introduced.
- All new strings are registered in `locales/en.lua` / `locales/ar.lua` (server/client) and
  `html/locales/en.js` / `html/locales/ar.js` (Family menu Jobs tab), following the existing
  per-player `_U`/`_Up`/`_UE`/`JrsI18n.t` translation system.
## v6.6.5 - Original Gizmo Mouse Host / Free-Walk Placement / Unified Market & Building
- The user-supplied files under `vendor/jrs_gizmo` remain byte-for-byte unchanged.
- The original Gizmo React canvas is mounted directly in the top-level NUI instead of an iframe, so RedM mouse pointer capture and TransformControls receive nat
- The single-resource host rewrites only the original `https://jrs_gizmo/...` NUI callback URL to `jrs_organizations`; no vendor Gizmo Lua/JS/config file is edi
- New object placement is two-stage again: walk normally while the object follows in front of the player, press ENTER, then use the original mouse Gizmo for pre
- Camp Market and Furniture/Building are now one top-level **Market / Build** tab with full market browsing, furniture preview/store, placement, editing, and tr
- Leader-controlled storage access from v6.6.4 remains enforced.
## v6.6.4 - Direct Original Gizmo / Leader Storage Access / Instant Camp Open
- Historical v6.6.4 behavior entered the untouched original REDEMPIRE Gizmo immediately; v6.6.5 restores the free-walk preview before the editor.
- Added `can_storage` as a database-backed member permission. Only the camp leader can grant or revoke it.
- Co-leaders no longer receive physical storage access automatically.
- Camp Economy/Services open the physical REDEMPIRE storage directly through the server.
- Camp menu opening is instant: no entrance/page-pulse transition and no player opening scenario.
- Files under `vendor/jrs_gizmo` remain byte-for-byte unchanged.
## v6.6.2 - Single Resource / Original Gizmo Preserved
- `jrs_organizations` is the only resource that must be started.
- The user-supplied original `jrs_gizmo` Lua/config/NUI runtime files are stored byte-for-byte unchanged under `vendor/jrs_gizmo`.
- A separate loader isolates the original Gizmo globals from Organization globals; the Gizmo implementation itself is not edited.
- v6.6.2 originally used a host iframe; v6.6.5 replaces that integration layer with a top-level host while leaving the original Gizmo bundle untouched.
- `object_gizmo` compatibility is still provided by the original Gizmo code.
- Direct camp chest inventory and lockpick robbery from v6.6.1 remain included.
## v6.5.6 - Free Furniture Placement
- Removed the minimum furniture-to-furniture spacing restriction completely.
- Furniture can be placed side-by-side or overlapping other camp furniture.
- Legacy `minObjectSpacing` values are forced to `0.0` server-side so old runtime data cannot restore the restriction.
- The existing camp build-area radius remains authoritative.

Free (included in JRS Core)   jrs_outlaws

A Npc outlaw ambush scrip for jrs core framework

Resource jrs_outlaws
Folder [CRIME]
Version 1.0
Author JRS TEAM
Interface No
Code size 462 Lua lines
config.lua - 7 options#

General

Setting Default What it does
Cooldown 1000 * 60 300000 = 5 minutes in how many miliseconds should check the lucky number when crossing the location. if you put 0 it will defenitly spawn npcs Advise to keep it 50000
DeleteNPcsAfterPlayerDied 1000 * 60 after player is dead delte npcs after cool down so that firends can kill them
Outlaws table Table of outlaws entries. Add, remove or edit entries following the examples in the file.
  ↳ firstLocation table World coordinates (x, y, z) used for first location.
  ↳ secondLocation table World coordinates (x, y, z) used for second location.
  ↳ thirdLocation table World coordinates (x, y, z) used for third location.
  ↳ fourthLocation table World coordinates (x, y, z) used for fourth location.

Free (included in JRS Core)   jrs_robbery

JRS Core robbery - rob players with their hands up

Resource jrs_robbery
Folder [CRIME]
Version 1.0.0
Author JRS TEAM
Depends on jrs_core, jrs_inventory
Interface No
Code size 381 Lua lines
config.lua - 11 options#

General

Setting Default What it does
Language "en" 'en' or 'ar'
RobDistance 2.5 metres to start a robbery
SearchDistance 4.0 the search closes if the robber walks further than this
HandcuffItem "handcuffs" Inventory items used by handcuff item. Names must exist in the jrs_items table.
ConsumeHandcuffs false true = the cuffs are used up
RobCooldown 60 seconds between two robberies by the same player
AutoUncuffTime 120 seconds before the victim breaks free (0 = never)
HandsUpCommand "handsup" Hands up: /handsup or the key below (X). nil = command only.
HandsUpKey 0x8CC9CD42 Key or control used for hands up key. Controls are hash values from the game input list.
PromptKey 0x760A9C6F Prompts (G = rob / uncuff)
ProtectedJobs table Jobs that can never be robbed while on duty (none by default)

Paid (server only)   jrs_theftsystem

Secure, modular and configurable robbery network for JRS

Resource jrs_theftsystem
Folder [CRIME]
Version 4.29.1
Author JRS
Depends on jrs_core, jrs_inventory, jrs_lockpick, oxmysql
Interface Yes (NUI)
Languages ar, de, en, es, fr, it, nl, pl
Code size 28,195 Lua lines

Exports

AttemptBigTrainRobbery, CompleteBigTrainRobbery, GetBigTrainCooldown, jrs_cancel_armed_grenade, jrs_get_active_robbery, jrs_get_black_market_location, jrs_get_house_session, jrs_get_player_crime_overview, jrs_has_armed_grenade, jrs_has_internal_session, jrs_is_art_heist_active, jrs_is_grave_robbery_active, jrs_is_house_robbing, jrs_is_player_robbing, jrs_notify_police, jrs_open_admin_panel, jrs_open_theft_menu

Database tables

jrs_blackmarket_state, jrs_house_character_cooldowns, jrs_house_property_cooldowns, jrs_house_sentences, jrs_nazar_card_cooldowns, jrs_nazar_hint_cooldowns, jrs_nazar_hunts, jrs_nazar_state, jrs_posse_groups, jrs_posse_members, jrs_theft_cooldowns, jrs_theft_logs, jrs_theft_profiles, jrs_theft_refunds, jrs_theft_session_state, jrs_weed_plants

Free (included in JRS Core)   jrs_weapons

Weapon Store & Customisation - jrs core

Resource jrs_weapons
Folder [CRIME]
Version 1.24.5
Author jrs team
Depends on jrs_carcano_logo_prop, jrs_core, jrs_inventory
Interface Yes (NUI)
Languages ar, en
Code size 17,561 Lua lines

Commands

  • /-jrs_weapon_clean_key
  • /dirtweapon
  • /dirtygun
  • /fixbrokenweapons
  • /inspectvar
  • /jrs_scope_remove_temp
  • /jrs_scope_restore_temp
  • /jrslogobounds
  • /jrslogodepth
  • /jrslogooffset
  • /jrslogorightinset
  • /jrslogostock
  • /testclean
  • /weapoon

Exports

GetShopPoints, GetWeaponAmmoItem, GetWeaponRequiredLevel, GiveWeaponAmmo, GiveWeaponPackage, GrantPoliceLicense, OpenLicenseCard, RevokePoliceLicense, StartMoveLocation, licenseNumber

Database tables

jrs_broken_weapons, jrs_weapon_licenses, jrs_weapon_packages, jrs_weapon_shop_locations

config/config.lua - 327 options#

General

Setting Default What it does
GovernmentRevenue table Completed weapon-store payments are deposited into the matching city treasury. This integration never edits or replaces jrs_inventory.
  ↳ Enabled true Turns enabled on or off (default true).
  ↳ GovernmentResource "jrs_government" Setting for government resource.
  ↳ MaximumSinglePayment 100000000.0 Upper limit for maximum single payment.
  ↳ GoldToCashRate 1.0 Money value for gold to cash rate. Rewards go through the economy multiplier of jrs_core.
  ↳ ShopCities table Table of shop cities entries. Add, remove or edit entries following the examples in the file.
Lang_job "~e~ليس لديك وظيفة" Gunsmith jobs are configured per city in config/shops.lua (Config.weaponShops.<City>.Job).
RequireWeaponMaterials false Weapon and ammunition purchases are money-only. When false, the optional material catalogue below is kept for reference but is not checked or consumed during a purchase.
ScopeQuickToggle table Temporary scope quick-toggle. This never changes the saved weapon components in the database. Mouse wheel down removes the equipped rifle scope; mouse wheel up restores the same scope.
  ↳ Enabled true Turns enabled on or off (default true).
  ↳ RemoveControl "INPUT_CURSOR_SCROLL_DOWN" RedM control action names. No RegisterKeyMapping is used.
  ↳ RestoreControl "INPUT_CURSOR_SCROLL_UP" Key or control used for restore control. Controls are hash values from the game input list.
  ↳ ModifierControl "INPUT_PC_FREE_LOOK" The mouse wheel is the native aim/scope zoom. The scope is only removed or restored while this key is held (Left Alt), so plain scrolling always zooms. Set to false to go back to the old "wheel alone" behaviour.
  ↳ CooldownMs 300 Time setting for cooldown ms. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
  ↳ Notify true Switch for notify: true = on, false = off (default true).
  ↳ AutoRestoreOnWeaponSwitch true Automatically handles restore on weapon switch: true = yes, false = no (default true).
  ↳ KeepScopeCommand true Switch for keep scope command: true = on, false = off (default true).
RedEmpireEmblem table Per-weapon RedEmpire ornament. This is a network-synchronised visual prop, not a replacement YTD, so only players whose saved weapon selected engraving 7 receive it. Swap Model to the streamed RedEmpire YDR model when it is ready.
  ↳ Enabled true Turns enabled on or off (default true).
  ↳ Component 'COMPONENT_LONGARM_GRIPSTOCK... Setting for component.
  ↳ Model "redempire_emblem" Game model or entity used for model.
  ↳ Longarm table Table of longarm entries. Add, remove or edit entries following the examples in the file.
  ↳ Shortarm table Table of shortarm entries. Add, remove or edit entries following the examples in the file.
CarcanoEngravings table (textures streamed by the separate resource jrs_carcano_engraving, which s/carcano_stream.lua starts/stops to match this flag). false = original game artwork. Restart jrs_weapons and reconnect after changing it.
  ↳ Enabled false Turns enabled on or off (default false).
CarcanoLogo table Table of carcano logo entries. Add, remove or edit entries following the examples in the file.
  ↳ Enabled true Turns enabled on or off (default true).
  ↳ Category "Logo on Stock" Setting for category.
  ↳ Option "JRS_CARCANO_LOGO_PROP" Setting for option.
  ↳ Model "jrs_carcano_logo_prop" Game model or entity used for model.
  ↳ Options table One saved choice per weapon. Keep the original option for existing owners.
  ↳ Models table Game model or entity used for models.
  ↳ Price 5.55 Money value for price. Rewards go through the economy multiplier of jrs_core.
  ↳ DebugPlacement false set true temporarily only while tuning the placement
  ↳ Placement table SurfaceInset is indexed by the thin axis X/Y/Z, in metres. FineOffset is a small correction in weapon-local metres, not a position measured from the player's hand or an attachment bone.
  ↳ ImagePlacement table The image prop also has a shallow convex profile to follow the wood. FaceDepth is an outward correction in metres for each stock side; FaceAngles permits separate final alignment after an in-game check.
weaponDamig 1 The weapon's breakage rate every time you use it / The weapon is broken at a rate of 100
Weaponrepair "weapon_repair_kit" Setting for weaponrepair.
LanguageFilter table Interface language of this script (en or ar).
  ↳ revolver "Revolver" Setting for revolver.
  ↳ pistol "Pistol" Setting for pistol.
  ↳ repeater "Repeater" Setting for repeater.
  ↳ rifle "Rifle" Setting for rifle.
  ↳ shotgun "Shotgun" Setting for shotgun.
  ↳ arrows "Arrows" Setting for arrows.
  ↳ varmint "Varmint" Setting for varmint.
LanguageWeapons table Interface language of this script (en or ar).
  ↳ barrel_type "Type of Barrel" Setting for barrel type.
  ↳ case_type "Type of Case" Setting for case type.
  ↳ hammer_material "Material of Hammer" Setting for hammer material.
  ↳ frame_material "Material of Frame" Setting for frame material.
  ↳ scope_type "Type of scope" Setting for scope type.
  ↳ trigger_material "Material of Trigger" Setting for trigger material.
  ↳ grip_type "Type of Grip" Setting for grip type.
  ↳ frame_engraving "Engravings on Frame" Setting for frame engraving.
  ↳ scope_material "Material of scope" Setting for scope material.
  ↳ set_type "Type of Set" Setting for set type.
  ↳ magazine_type "Type of Magazine" Setting for magazine type.
  ↳ frame_engraving_color "Color of Engravings on Frame" Setting for frame engraving color.
  ↳ barrel_material "Material of Barrel" Setting for barrel material.
  ↳ barrel_engraving "Engravings on Barrel" Setting for barrel engraving.
  ↳ barrel_engraving_color "Color of Engravings on Barrel" Setting for barrel engraving color.
  ↳ cylinder_material "Material of Cylinder" Setting for cylinder material.
  ↳ cylinder_engraving "Engravings on Cylinder" Setting for cylinder engraving.
  ↳ cylinder_engraving_color "Color of Engravings on Cylinder" Setting for cylinder engraving color.
  ↳ grip_material "Material of Grip" Setting for grip material.
  ↳ grip_engraving "Engravings on Grip" Setting for grip engraving.
  ↳ barrel_polishing "Polishing of Barrel" Setting for barrel polishing.
  ↳ case_material "Material of Case" Setting for case material.
  ↳ case_color "Color of Case" Setting for case color.
  ↳ strap "Strap" Setting for strap.
  ↳ strap_color "Color of Strap" Setting for strap color.
  ↳ scope "scope" Setting for scope.
  ↳ stock "Stock" Setting for stock.
  ↳ bow_wood_color "Color of Bow Wood" Setting for bow wood color.
  ↳ leather_color "Color of Leather" Setting for leather color.
  ↳ cord_color "Color of Cord" Setting for cord color.
  ↳ fishing_line "Fishing Line with Float" Setting for fishing line.
  ↳ blade_material "Material of Blade" Setting for blade material.
  ↳ blade_engraving "Engravings on Blade" Setting for blade engraving.
  ↳ blade_engraving_color "Color of Engravings on Blade" Setting for blade engraving color.
  ↳ wood_color "Color of Wood" Setting for wood color.
  ↳ logo "Logo on Stock" Setting for logo.
priceTable table Money value for price table. Rewards go through the economy multiplier of jrs_core.
  ↳ Config.LanguageWeapons.barrel_type 6.55 Number for config.language weapons.barrel type (default 6.55).
  ↳ Config.LanguageWeapons.case_type 6.55 Number for config.language weapons.case type (default 6.55).
  ↳ Config.LanguageWeapons.hammer_material 6.25 Number for config.language weapons.hammer material (default 6.25).
  ↳ Config.LanguageWeapons.frame_material 5.25 Number for config.language weapons.frame material (default 5.25).
  ↳ Config.LanguageWeapons.scope_type 6.25 Number for config.language weapons.scope type (default 6.25).
  ↳ Config.LanguageWeapons.trigger_material 6.25 Number for config.language weapons.trigger material (default 6.25).
  ↳ Config.LanguageWeapons.grip_type 5.25 Number for config.language weapons.grip type (default 5.25).
  ↳ Config.LanguageWeapons.frame_engraving 5.25 Number for config.language weapons.frame engraving (default 5.25).
  ↳ Config.LanguageWeapons.scope_material 5.50 Number for config.language weapons.scope material (default 5.50).
  ↳ Config.LanguageWeapons.set_type 5.0 Number for config.language weapons.set type (default 5.0).
  ↳ Config.LanguageWeapons.magazine_type 5.0 Number for config.language weapons.magazine type (default 5.0).
  ↳ Config.LanguageWeapons.frame_engraving_color 5.55 Number for config.language weapons.frame engraving color (default 5.55).
  ↳ Config.LanguageWeapons.barrel_material 5.55 Number for config.language weapons.barrel material (default 5.55).
  ↳ Config.LanguageWeapons.barrel_engraving 5.55 Number for config.language weapons.barrel engraving (default 5.55).
  ↳ Config.LanguageWeapons.barrel_engraving_color 5.55 Number for config.language weapons.barrel engraving color (default 5.55).
  ↳ Config.LanguageWeapons.cylinder_material 5.55 Number for config.language weapons.cylinder material (default 5.55).
  ↳ Config.LanguageWeapons.cylinder_engraving 5.55 Number for config.language weapons.cylinder engraving (default 5.55).
  ↳ Config.LanguageWeapons.cylinder_engraving_color 5.55 Number for config.language weapons.cylinder engraving color (default 5.55).
  ↳ Config.LanguageWeapons.grip_material 5.55 Number for config.language weapons.grip material (default 5.55).
  ↳ Config.LanguageWeapons.grip_engraving 5.55 Number for config.language weapons.grip engraving (default 5.55).
  ↳ Config.LanguageWeapons.barrel_polishing 5.55 Number for config.language weapons.barrel polishing (default 5.55).
  ↳ Config.LanguageWeapons.case_material 5.55 Number for config.language weapons.case material (default 5.55).
  ↳ Config.LanguageWeapons.case_color 5.55 Number for config.language weapons.case color (default 5.55).
  ↳ Config.LanguageWeapons.strap 5.55 Number for config.language weapons.strap (default 5.55).
  ↳ Config.LanguageWeapons.strap_color 4.55 Number for config.language weapons.strap color (default 4.55).
  ↳ Config.LanguageWeapons.scope 3.55 Number for config.language weapons.scope (default 3.55).
  ↳ Config.LanguageWeapons.stock 1.55 Number for config.language weapons.stock (default 1.55).
  ↳ Config.LanguageWeapons.bow_wood_color 1.55 Number for config.language weapons.bow wood color (default 1.55).
  ↳ Config.LanguageWeapons.leather_color 5 Number for config.language weapons.leather color (default 5).
  ↳ Config.LanguageWeapons.cord_color 5 Number for config.language weapons.cord color (default 5).
  ↳ Config.LanguageWeapons.fishing_line 5 Number for config.language weapons.fishing line (default 5).
  ↳ Config.LanguageWeapons.blade_material 10 Number for config.language weapons.blade material (default 10).
  ↳ Config.LanguageWeapons.blade_engraving 9 Number for config.language weapons.blade engraving (default 9).
  ↳ Config.LanguageWeapons.blade_engraving_color 5 Number for config.language weapons.blade engraving color (default 5).
  ↳ Config.LanguageWeapons.wood_color 5 Number for config.language weapons.wood color (default 5).
  ↳ Config.LanguageWeapons.logo Config.CarcanoLogo.Price Setting for config.language weapons.logo.

MELEE & THROWN

Setting Default What it does
  ↳ WEAPON_MELEE_KNIFE table Game model or entity used for weapon melee knife.
  ↳ WEAPON_MELEE_KNIFE_TRADER table Game model or entity used for weapon melee knife trader.
  ↳ WEAPON_MELEE_KNIFE_JAWBONE table Game model or entity used for weapon melee knife jawbone.
  ↳ WEAPON_MELEE_KNIFE_HORROR table Game model or entity used for weapon melee knife horror.
  ↳ WEAPON_MELEE_CLEAVER table Game model or entity used for weapon melee cleaver.
  ↳ WEAPON_MELEE_HATCHET table Game model or entity used for weapon melee hatchet.
  ↳ WEAPON_MELEE_HATCHET_HUNTER table Game model or entity used for weapon melee hatchet hunter.
  ↳ WEAPON_MELEE_MACHETE table Game model or entity used for weapon melee machete.
  ↳ weapon_melee_machete_collector table Game model or entity used for weapon melee machete collector.
  ↳ WEAPON_THROWN_TOMAHAWK table Game model or entity used for weapon thrown tomahawk.
  ↳ WEAPON_THROWN_THROWING_KNIVES table Game model or entity used for weapon thrown throwing knives.

BOWS & LASSO

Setting Default What it does
  ↳ WEAPON_BOW table Game model or entity used for weapon bow.
  ↳ WEAPON_BOW_IMPROVED table Game model or entity used for weapon bow improved.
  ↳ WEAPON_LASSO table Game model or entity used for weapon lasso.
  ↳ weapon_lasso_reinforced table Game model or entity used for weapon lasso reinforced.

REVOLVERS

Setting Default What it does
  ↳ WEAPON_REVOLVER_CATTLEMAN table Game model or entity used for weapon revolver cattleman.
  ↳ WEAPON_REVOLVER_SCHOFIELD table Game model or entity used for weapon revolver schofield.
  ↳ weapon_revolver_navy table Game model or entity used for weapon revolver navy.
  ↳ WEAPON_REVOLVER_LEMAT table Game model or entity used for weapon revolver lemat.
  ↳ WEAPON_REVOLVER_DOUBLEACTION table Game model or entity used for weapon revolver doubleaction.

PISTOLS

Setting Default What it does
  ↳ WEAPON_PISTOL_SEMIAUTO table Game model or entity used for weapon pistol semiauto.
  ↳ WEAPON_PISTOL_MAUSER table Game model or entity used for weapon pistol mauser.
  ↳ WEAPON_PISTOL_VOLCANIC table Game model or entity used for weapon pistol volcanic.
  ↳ WEAPON_PISTOL_M1899 table Game model or entity used for weapon pistol m1899.

REPEATERS

Setting Default What it does
  ↳ WEAPON_REPEATER_CARBINE table Game model or entity used for weapon repeater carbine.
  ↳ WEAPON_REPEATER_WINCHESTER table Game model or entity used for weapon repeater winchester.
  ↳ WEAPON_REPEATER_HENRY table Game model or entity used for weapon repeater henry.
  ↳ WEAPON_REPEATER_EVANS table Game model or entity used for weapon repeater evans.

RIFLES

Setting Default What it does
  ↳ WEAPON_RIFLE_VARMINT table Game model or entity used for weapon rifle varmint.
  ↳ WEAPON_RIFLE_SPRINGFIELD table Game model or entity used for weapon rifle springfield.
  ↳ WEAPON_RIFLE_BOLTACTION table Game model or entity used for weapon rifle boltaction.
  ↳ WEAPON_SNIPERRIFLE_ROLLINGBLOCK table Game model or entity used for weapon sniperrifle rollingblock.
  ↳ WEAPON_SNIPERRIFLE_CARCANO table Game model or entity used for weapon sniperrifle carcano.
  ↳ weapon_rifle_elephant table Game model or entity used for weapon rifle elephant.

SHOTGUNS

Setting Default What it does
  ↳ WEAPON_SHOTGUN_DOUBLEBARREL table Game model or entity used for weapon shotgun doublebarrel.
  ↳ WEAPON_SHOTGUN_SAWEDOFF table Game model or entity used for weapon shotgun sawedoff.
  ↳ WEAPON_SHOTGUN_PUMP table Game model or entity used for weapon shotgun pump.
  ↳ WEAPON_SHOTGUN_REPEATING table Game model or entity used for weapon shotgun repeating.
  ↳ WEAPON_SHOTGUN_SEMIAUTO table Game model or entity used for weapon shotgun semiauto.

TOOLS & KITS

Setting Default What it does
  ↳ WEAPON_FISHINGROD table Game model or entity used for weapon fishingrod.
  ↳ WEAPON_KIT_CAMERA table Game model or entity used for weapon kit camera.
  ↳ weapon_kit_camera_advanced table Game model or entity used for weapon kit camera advanced.
  ↳ weapon_kit_binoculars table Game model or entity used for weapon kit binoculars.
  ↳ weapon_kit_binoculars_improved table Game model or entity used for weapon kit binoculars improved.
  ↳ weapon_melee_davy_lantern table Game model or entity used for weapon melee davy lantern.
  ↳ WEAPON_MELEE_LANTERN table Game model or entity used for weapon melee lantern.
  ↳ WEAPON_MELEE_LANTERN_HALLOWEEN table Game model or entity used for weapon melee lantern halloween.

THROWABLES

Setting Default What it does
  ↳ weapon_thrown_bolas table Game model or entity used for weapon thrown bolas.
weapon_object_load_for_redner table Game model or entity used for weapon object load for redner.
  ↳ WEAPON_MELEE_KNIFE "w_melee_knife02" Knives & Melee
  ↳ WEAPON_MELEE_KNIFE_TRADER "w_melee_knife02" Game model or entity used for weapon melee knife trader.
  ↳ weapon_melee_knife_trader "w_melee_knife02" Game model or entity used for weapon melee knife trader.
  ↳ WEAPON_MELEE_KNIFE_CIVIL_WAR "w_melee_knife16" Game model or entity used for weapon melee knife civil war.
  ↳ WEAPON_MELEE_KNIFE_JAWBONE "w_melee_knife03" Game model or entity used for weapon melee knife jawbone.
  ↳ WEAPON_MELEE_KNIFE_MINER "w_melee_knife14" Game model or entity used for weapon melee knife miner.
  ↳ WEAPON_MELEE_KNIFE_VAMPIRE "w_melee_knife18" Game model or entity used for weapon melee knife vampire.
  ↳ WEAPON_MELEE_KNIFE_HORROR "w_melee_knife18" Game model or entity used for weapon melee knife horror.
  ↳ WEAPON_MELEE_KNIFE_RUSTIC "w_melee_knife02" Game model or entity used for weapon melee knife rustic.
  ↳ WEAPON_MELEE_KNIFE_BEAR "w_melee_knife02" Game model or entity used for weapon melee knife bear.
  ↳ WEAPON_MELEE_KNIFE_JOHN "w_melee_knife02" Game model or entity used for weapon melee knife john.
  ↳ WEAPON_MELEE_BROKEN_SWORD "w_melee_knife02" Game model or entity used for weapon melee broken sword.
  ↳ WEAPON_MELEE_CLEAVER "w_melee_hatchet02" Game model or entity used for weapon melee cleaver.
  ↳ WEAPON_MELEE_HATCHET "w_melee_hatchet01" Game model or entity used for weapon melee hatchet.
  ↳ WEAPON_MELEE_HATCHET_DOUBLE_BIT "w_melee_hatchet06" Game model or entity used for weapon melee hatchet double bit.
  ↳ WEAPON_MELEE_HATCHET_DOUBLE_BIT_RUSTED "w_melee_hatchet06" Game model or entity used for weapon melee hatchet double bit rusted.
  ↳ WEAPON_MELEE_HATCHET_HEWING "w_melee_hatchet05" Game model or entity used for weapon melee hatchet hewing.
  ↳ WEAPON_MELEE_HATCHET_HUNTER "w_melee_hatchet07" Game model or entity used for weapon melee hatchet hunter.
  ↳ WEAPON_MELEE_HATCHET_HUNTER_RUSTED "w_melee_hatchet07" Game model or entity used for weapon melee hatchet hunter rusted.
  ↳ WEAPON_MELEE_HATCHET_VIKING "w_melee_hatchet04" Game model or entity used for weapon melee hatchet viking.
  ↳ WEAPON_MELEE_ANCIENT_HATCHET "w_melee_hatchet04" Game model or entity used for weapon melee ancient hatchet.
  ↳ WEAPON_MELEE_HAMMER "w_melee_hammer01" Game model or entity used for weapon melee hammer.
  ↳ WEAPON_MELEE_MACHETE "w_melee_machete01" Game model or entity used for weapon melee machete.
  ↳ WEAPON_MELEE_MACHETE_HORROR "w_melee_machete01" Game model or entity used for weapon melee machete horror.
  ↳ WEAPON_MELEE_MACHETE_COLLECTOR "p_machete01x" Game model or entity used for weapon melee machete collector.
  ↳ weapon_melee_machete_collector "p_machete01x" Game model or entity used for weapon melee machete collector.
  ↳ WEAPON_BOW "w_sp_bowarrow" Bows
  ↳ WEAPON_BOW_IMPROVED "w_sp_bowarrow" Game model or entity used for weapon bow improved.
  ↳ WEAPON_PISTOL_SEMIAUTO "w_pistol_semiauto01" Pistols
  ↳ WEAPON_PISTOL_MAUSER "w_pistol_mauser01" Game model or entity used for weapon pistol mauser.
  ↳ WEAPON_PISTOL_MAUSER_DRUNK "w_pistol_mauser01" Game model or entity used for weapon pistol mauser drunk.
  ↳ WEAPON_PISTOL_VOLCANIC "w_pistol_volcanic01" Game model or entity used for weapon pistol volcanic.
  ↳ WEAPON_PISTOL_M1899 "w_pistol_m189902" Game model or entity used for weapon pistol m1899.
  ↳ WEAPON_REVOLVER_SCHOFIELD "w_revolver_schofield01" Revolvers
  ↳ WEAPON_REVOLVER_SCHOFIELD_CALLOWAY "w_revolver_schofield01" Game model or entity used for weapon revolver schofield calloway.
  ↳ WEAPON_REVOLVER_SCHOFIELD_GOLDEN "w_revolver_schofield01" Game model or entity used for weapon revolver schofield golden.
  ↳ WEAPON_REVOLVER_LEMAT "w_revolver_lemat01" Game model or entity used for weapon revolver lemat.
  ↳ WEAPON_REVOLVER_DOUBLEACTION "w_revolver_doubleaction01" Game model or entity used for weapon revolver doubleaction.
  ↳ WEAPON_REVOLVER_DOUBLEACTION_GAMBLER "w_revolver_doubleaction01" Game model or entity used for weapon revolver doubleaction gambler.
  ↳ WEAPON_REVOLVER_DOUBLEACTION_EXOTIC "w_revolver_doubleaction01" Game model or entity used for weapon revolver doubleaction exotic.
  ↳ WEAPON_REVOLVER_DOUBLEACTION_MICAH "w_revolver_doubleaction01" Game model or entity used for weapon revolver doubleaction micah.
  ↳ WEAPON_REVOLVER_CATTLEMAN "w_revolver_cattleman01" Game model or entity used for weapon revolver cattleman.
  ↳ WEAPON_REVOLVER_CATTLEMAN_MEXICAN "w_revolver_cattleman01" Game model or entity used for weapon revolver cattleman mexican.
  ↳ WEAPON_REVOLVER_CATTLEMAN_JOHN "w_revolver_cattleman01" Game model or entity used for weapon revolver cattleman john.
  ↳ WEAPON_REVOLVER_CATTLEMAN_PIG "w_revolver_cattleman01" Game model or entity used for weapon revolver cattleman pig.
  ↳ WEAPON_REVOLVER_NAVY "w_revolver_navy01" Game model or entity used for weapon revolver navy.
  ↳ weapon_revolver_navy "w_revolver_navy01" Game model or entity used for weapon revolver navy.
  ↳ WEAPON_REVOLVER_NAVY_CROSSOVER "w_revolver_navy01" Game model or entity used for weapon revolver navy crossover.
  ↳ WEAPON_RIFLE_VARMINT "w_repeater_pumpaction01" Rifles
  ↳ WEAPON_SNIPERRIFLE_ROLLINGBLOCK "w_rifle_rollingblock01" Game model or entity used for weapon sniperrifle rollingblock.
  ↳ WEAPON_SNIPERRIFLE_ROLLINGBLOCK_EXOTIC "w_rifle_rollingblock01" Game model or entity used for weapon sniperrifle rollingblock exotic.
  ↳ WEAPON_SNIPERRIFLE_CARCANO "w_rifle_carcano01" Game model or entity used for weapon sniperrifle carcano.
  ↳ WEAPON_RIFLE_SPRINGFIELD "w_rifle_springfield01" Game model or entity used for weapon rifle springfield.
  ↳ WEAPON_RIFLE_BOLTACTION "w_rifle_boltaction01" Game model or entity used for weapon rifle boltaction.
  ↳ WEAPON_RIFLE_ELEPHANT "w_dis_rif_elephant01" Game model or entity used for weapon rifle elephant.
  ↳ weapon_rifle_elephant "w_dis_rif_elephant01" Game model or entity used for weapon rifle elephant.
  ↳ WEAPON_REPEATER_WINCHESTER "w_repeater_winchester01" Repeaters
  ↳ WEAPON_REPEATER_LANCASTER "w_repeater_winchester01" Game model or entity used for weapon repeater lancaster.
  ↳ weapon_repeater_lancaster "w_repeater_winchester01" Game model or entity used for weapon repeater lancaster.
  ↳ WEAPON_REPEATER_HENRY "w_repeater_henry01" Game model or entity used for weapon repeater henry.
  ↳ WEAPON_REPEATER_EVANS "w_repeater_evans01" Game model or entity used for weapon repeater evans.
  ↳ WEAPON_REPEATER_CARBINE "w_repeater_carbine01" Game model or entity used for weapon repeater carbine.
  ↳ WEAPON_SHOTGUN_SEMIAUTO "w_shotgun_semiauto01" Shotguns
  ↳ WEAPON_SHOTGUN_SAWEDOFF "w_shotgun_sawed01" Game model or entity used for weapon shotgun sawedoff.
  ↳ WEAPON_SHOTGUN_REPEATING "w_shotgun_repeating01" Game model or entity used for weapon shotgun repeating.
  ↳ WEAPON_SHOTGUN_PUMP "w_shotgun_pumpaction01" Game model or entity used for weapon shotgun pump.
  ↳ WEAPON_SHOTGUN_DOUBLEBARREL "w_shotgun_doublebarrel01" Game model or entity used for weapon shotgun doublebarrel.
  ↳ WEAPON_SHOTGUN_DOUBLEBARREL_EXOTIC "w_shotgun_doublebarrel01" Game model or entity used for weapon shotgun doublebarrel exotic.
  ↳ WEAPON_THROWN_TOMAHAWK "w_melee_tomahawk01" Throwables
  ↳ WEAPON_THROWN_TOMAHAWK_ANCIENT "w_melee_tomahawk01" Game model or entity used for weapon thrown tomahawk ancient.
  ↳ WEAPON_THROWN_THROWING_KNIVES "w_melee_knife05" Game model or entity used for weapon thrown throwing knives.
  ↳ WEAPON_THROWN_BOLAS "w_thrown_bolas01" Game model or entity used for weapon thrown bolas.
  ↳ weapon_thrown_bolas "w_thrown_bolas01" Game model or entity used for weapon thrown bolas.
  ↳ WEAPON_THROWN_BOLAS_INTERTWINED "w_thrown_bolas01" Game model or entity used for weapon thrown bolas intertwined.
  ↳ weapon_thrown_bolas_intertwined "w_thrown_bolas01" Game model or entity used for weapon thrown bolas intertwined.
  ↳ WEAPON_THROWN_BOLAS_HAWKMOTH "w_thrown_bolas01" Game model or entity used for weapon thrown bolas hawkmoth.
  ↳ weapon_thrown_bolas_hawkmoth "w_thrown_bolas01" Game model or entity used for weapon thrown bolas hawkmoth.
  ↳ WEAPON_THROWN_BOLAS_IRONSPIKED "w_thrown_bolas01" Game model or entity used for weapon thrown bolas ironspiked.
  ↳ weapon_thrown_bolas_ironspiked "w_thrown_bolas01" Game model or entity used for weapon thrown bolas ironspiked.
  ↳ WEAPON_THROWN_DYNAMITE "w_thrown_dynamite01" Game model or entity used for weapon thrown dynamite.
  ↳ WEAPON_THROWN_MOLOTOV "w_thrown_molotov01" Game model or entity used for weapon thrown molotov.
  ↳ WEAPON_THROWN_POISONBOTTLE "w_thrown_molotov01" Game model or entity used for weapon thrown poisonbottle.
  ↳ weapon_thrown_poisonbottle "w_thrown_molotov01" Game model or entity used for weapon thrown poisonbottle.
  ↳ WEAPON_MOONSHINEJUG_MP "p_cs_jug01x" Game model or entity used for weapon moonshinejug mp.
  ↳ WEAPON_LASSO "w_melee_lasso01" Others & Utility
  ↳ WEAPON_LASSO_REINFORCED "w_melee_lasso01" Game model or entity used for weapon lasso reinforced.
  ↳ weapon_lasso_reinforced "w_melee_lasso01" Game model or entity used for weapon lasso reinforced.
  ↳ WEAPON_FISHINGROD "w_melee_fishingpole02" Game model or entity used for weapon fishingrod.
  ↳ WEAPON_KIT_CAMERA "p_camerabox01x" Game model or entity used for weapon kit camera.
  ↳ WEAPON_KIT_CAMERA_ADVANCED "p_camerabox01x" Game model or entity used for weapon kit camera advanced.
  ↳ weapon_kit_camera_advanced "p_camerabox01x" Game model or entity used for weapon kit camera advanced.
  ↳ WEAPON_KIT_BINOCULARS "p_binocular01x" Game model or entity used for weapon kit binoculars.
  ↳ weapon_kit_binoculars "p_binocular01x" Game model or entity used for weapon kit binoculars.
  ↳ WEAPON_KIT_BINOCULARS_IMPROVED "p_binocular01x" Game model or entity used for weapon kit binoculars improved.
  ↳ weapon_kit_binoculars_improved "p_binocular01x" Game model or entity used for weapon kit binoculars improved.
  ↳ WEAPON_KIT_METAL_DETECTOR "w_sp_metaldetector01" Game model or entity used for weapon kit metal detector.
  ↳ WEAPON_MELEE_LANTERN "p_lantern01x" Game model or entity used for weapon melee lantern.
  ↳ WEAPON_MELEE_LANTERN_HALLOWEEN "p_lantern01x" Game model or entity used for weapon melee lantern halloween.
  ↳ WEAPON_MELEE_LANTERN_ELECTRIC "p_lantern01x" Game model or entity used for weapon melee lantern electric.
  ↳ WEAPON_MELEE_DAVY_LANTERN "p_lantern01x" Game model or entity used for weapon melee davy lantern.
  ↳ weapon_melee_davy_lantern "p_lantern01x" Game model or entity used for weapon melee davy lantern.
  ↳ WEAPON_MELEE_TORCH "p_torch01x" Game model or entity used for weapon melee torch.
model_specific_components table Game model or entity used for model specific components.
  ↳ WEAPON_REVOLVER_CATTLEMAN table Game model or entity used for weapon revolver cattleman.
  ↳ WEAPON_REVOLVER_DOUBLEACTION table Game model or entity used for weapon revolver doubleaction.
  ↳ WEAPON_REVOLVER_DOUBLEACTION_EXOTIC table Game model or entity used for weapon revolver doubleaction exotic.
  ↳ WEAPON_REVOLVER_SCHOFIELD table Game model or entity used for weapon revolver schofield.
  ↳ WEAPON_PISTOL_MAUSER table Game model or entity used for weapon pistol mauser.
  ↳ WEAPON_PISTOL_SEMIAUTO table Game model or entity used for weapon pistol semiauto.
  ↳ WEAPON_PISTOL_VOLCANIC table Game model or entity used for weapon pistol volcanic.
  ↳ WEAPON_PISTOL_M1899 table Game model or entity used for weapon pistol m1899.
  ↳ WEAPON_REVOLVER_LEMAT table Game model or entity used for weapon revolver lemat.
  ↳ WEAPON_REVOLVER_NAVY table Game model or entity used for weapon revolver navy.
  ↳ weapon_revolver_navy_crossover table Game model or entity used for weapon revolver navy crossover.
  ↳ WEAPON_REPEATER_CARBINE table Game model or entity used for weapon repeater carbine.
  ↳ WEAPON_REPEATER_HENRY table Game model or entity used for weapon repeater henry.
  ↳ WEAPON_REPEATER_EVANS table Game model or entity used for weapon repeater evans.
  ↳ WEAPON_REPEATER_WINCHESTER table Game model or entity used for weapon repeater winchester.
config/license.lua - 9 options#

General

Setting Default What it does
  ↳ Item "Weaponlicence" jrs_inventory item granted while a license is active
  ↳ PricePerDay 0.10 $ per day
  ↳ ReissuePrice 0.50 $ to extract a replacement copy if lost while still valid
  ↳ Options table selectable durations, in days
  ↳ ServerName "REDEMPIRE" printed on the license booklet cover/authority line
  ↳ Purposes table (name, date of birth, residence, occupation, registered firearm, purpose). Everything is validated server-side and printed in the booklet. Purposes are keys; their labels live in html/locales.
  ↳ DefaultWeapon "WEAPON_REVOLVER_CATTLEMAN" Sketched in the booklet for licenses bought before registration existed.
  ↳ Enforce true periodically checked against its license (s/license.lua). An expired or missing license always removes the leftover item and notifies the player; DisarmWhenUnlicensed additionally strips the equipped weapon.
  ↳ CheckIntervalMs 60000 Time setting for check interval ms. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options.
config/logs.lua - 6 options#

General

Setting Default What it does
  ↳ Enabled true Turns enabled on or off (default true).
  ↳ Username "REDEMPIRE Weapons Logs" Setting for username.
  ↳ AvatarURL "" Setting for avatar url.
  ↳ MentionRoleId "" Optional Discord role ID to mention on every enabled log. Leave empty to disable.
  ↳ Events table Table of events entries. Add, remove or edit entries following the examples in the file.
  ↳ Colors table Table of colors entries. Add, remove or edit entries following the examples in the file.
config/shops.lua - 24 options#

General

Setting Default What it does
StorePreviewCamera table left of the screen, so the top-down camera is shifted to put the weapon prop in the free space on the right. offsetX/offsetY are added to PosCus (the original framing was offsetX = 0.2); fov is the camera field of view.
  ↳ offsetX 0.28 Number for offset x (default 0.28).
  ↳ offsetY 0.0 Number for offset y (default 0.0).
  ↳ fov 90.0 Number for fov (default 90.0).
WeaponCatalogue fullWeaponsList sell all of it, but owned weapons (bought earlier, from packages, crafted…) still need their level / label / licence lookup, so the server lookups in s/server_callbacks.lua, s/license.lua and s/maintenance.lua fall back to it.
weaponShops table Game model or entity used for weapon shops.
  ↳ Valentine table Table of valentine entries. Add, remove or edit entries following the examples in the file.
  ↳ TumbleWeed table Table of tumble weed entries. Add, remove or edit entries following the examples in the file.
  ↳ Strawberry table Table of strawberry entries. Add, remove or edit entries following the examples in the file.
  ↳ Black_Water table Table of black water entries. Add, remove or edit entries following the examples in the file.
  ↳ Rhodes table Table of rhodes entries. Add, remove or edit entries following the examples in the file.
  ↳ Guarma table Table of guarma entries. Add, remove or edit entries following the examples in the file.
  ↳ SaintDenise table Table of saint denise entries. Add, remove or edit entries following the examples in the file.
  ↳ Emerald_Ranch table Table of emerald ranch entries. Add, remove or edit entries following the examples in the file.
CustomWeaponPackageStore table Game model or entity used for custom weapon package store.
  ↳ Enabled true Turns enabled on or off (default true).
  ↳ ExtraLocationJob "" World coordinates (x, y, z) used for extra location job.
  ↳ Command "weaponpackages" Setting for command.
  ↳ UseWeaponShopLocations true Turns weapon shop locations on or off (default true).
  ↳ PromptControl 0xCEFD9220 Key or control used for prompt control. Controls are hash values from the game input list.
  ↳ PromptText "Open Custom Weapon Store" Text shown to the player for prompt text. Change it to translate or rebrand.
  ↳ PromptDistance 1.25 Distance in game units that applies to prompt distance.
  ↳ Locations table World coordinates (x, y, z) used for locations.
  ↳ Package table Table of package entries. Add, remove or edit entries following the examples in the file.
JRS Core · Free and open-source RedM framework · made by the JRS TEAM