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😁Server Exports

These exports are available exclusively on the server-side!

ATTENTION

AllowedByPrevalence

Checks whether a gang meets the minimum required Prevalence Level to perform a specific restricted action.

local allowed = exports["cb-gangsystem"]:AllowedByPrevalence(gangID, action)

Parameters

  • gangID (number): The unique ID of the gang.

  • action (string): The action being checked (e.g., "gift", "drugs", "spray").

Returns

  • true: The gang’s prevalence is equal to or above the required threshold for the action.

  • false: The gang’s prevalence is below the required threshold or the action is not found in the config.

Example

if exports["cb-gangsystem"]:AllowedByPrevalence(96, "drugs") then
    -- Allow drug selling
else
    -- Deny action
end

AddEscrowToRivalry

Adds an escrow amount to an active gang rivalry in a specific turf zone. If no active rivalry exists for that gang in the zone, one is created and initialized with a default cost.

exports["cb-gangsystem"]:AddEscrowToRivalry(gangID, zone, escrowedAmount)

Parameters

  • gangID (number): The unique ID of the gang initiating or contributing to the rivalry.

  • zone (string): The turf zone where the rivalry is taking place.

  • escrowedAmount (number): The amount of money (or value) being added to the gang’s escrow in this rivalry.

Example

-- Add $1000 to an existing rivalry escrow in zone 'MORN' for Gang ID 96
exports["cb-gangsystem"]:AddEscrowToRivalry(96, "MORN", 1000)

AddLoyaltyToZone

Increases a gang’s loyalty value in a specific turf zone. If the zone is not already tracked for that gang, it creates a new entry in GlobalState["GangZoneData"].

exports["cb-gangsystem"]:AddLoyaltyToZone(gangID, zoneName, increaseAmount)

Parameters

  • gangID (number): The unique ID of the gang controlling the zone.

  • zone (string): The identifier of the turf zone.

  • increaseAmount (number): The amount of loyalty to be added to the zone for the gang.

Example

-- Add 5 loyalty to the "MORN" zone for gang ID 96
exports["cb-gangsystem"]:AddLoyaltyToZone(96, "MORN", 5)

DecreaseLoyaltyInZone

Decreases the loyalty of a specific gang within a specific turf zone. If loyalty falls to zero or below, the turf is removed from GlobalState and the associated database record is deleted.

exports['cb-gangsystem']:DecreaseLoyaltyInZone(gangID, zone, amount)

Parameters

  • gangID (number): The ID of the gang controlling the zone.

  • zone (string): The name of the turf zone.

  • amount (number): How much loyalty to subtract from the zone.

Behavior When Loyalty Hits Zero

Event
Action Taken

Loyalty drops to 0 or less

Turf is deleted from Database and GlobalState

Loyalty remains above 0

Turf remains with reduced loyalty

Example

-- Decrease loyalty in "MORN" turf by 25 for Gang 2
exports['cb-gangsystem']:DecreaseLoyaltyInZone(2, "MORN", 25)

IncreasePrevalence

Increases a gang’s prevalence value, which reflects their notoriety and influence in the Gang System. The export also notifies all online gang members of the prevalence change.

exports["cb-gangsystem"]:IncreasePrevalence(gangID, increaseAmount)

Parameters

  • gangID (number): The unique ID of the gang whose prevalence you want to increase.

  • increaseAmount (number): The numeric value to add to the gang’s current prevalence.

Example

-- Give 10 prevalence to gang ID 21 (e.g., after completing a drug sale)
exports["cb-gangsystem"]:IncreasePrevalence(21, 10)

DecreasePrevalence

Decreases a gang’s prevalence value, typically in response to negative behavior or penalties (e.g., vendettas, police kills, or administrative actions). The export also notifies all online gang members of the prevalence change.

exports["cb-gangsystem"]:DecreasePrevalence(gangID, decreaseAmount)

Parameters

  • gangID (number): The unique identifier for the gang.

  • decreaseAmount (number): The amount by which to reduce the gang’s prevalence.

Example

-- Penalize gang ID 12 with a 15-point prevalence reduction
exports["cb-gangsystem"]:DecreasePrevalence(12, 15)

AddLoyaltyToHomeTurf

Adds loyalty to a gang’s designated home turf. If no Home Turf is declared, loyalty is not added to any turf.

exports['cb-gangsystem']:AddLoyaltyToHomeTurf(gangID, amount)

Parameters

  • gangID (number): The unique identifier of the gang.

  • increaseAmount (number): How much loyalty to add.

Example

-- Add 45 loyalty to the gang's home turf
exports['cb-gangsystem']:AddLoyaltyToHomeTurf(3, 45)

ChangeHomeTurf

Updates a gang's home turf to a new zone, handling conflicts and notifying online members of the change or if their Home Turf was taken over.

exports['cb-gangsystem']:ChangeHomeTurf(gangID, zone)

Parameters

  • gangID (number): The ID of the gang declaring a new home turf.

  • zone (string): The zone name being set as the new home turf.

Zone Notification Behavior

Zone Value
Notification Title
Description
Type

None

Turf Removed

Turf has been unset/cleared

warning

Taken

Home Turf Taken

Another gang’s turf was overridden

success

Zone Name

Home Turf Changed

Turf set to the given zone

success

Example

-- Change Gang 3's home turf to "GroveStreet"
exports['cb-gangsystem']:ChangeHomeTurf(3, "ROCKF")

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