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Crime Reputation
Crime Reputation is a personal progression value stored per player identifier. It is independent of organization territory influence and the Drug System's producer reputation.
Levels and admission
The shipped setup uses 100 points per level. Level 1 begins at 0 points, level 2 at 100, and so on. minimumJoinPoints is 0 by default, so reputation does not block joining an organization.
Players use /crimerep to see their current level, total points and next threshold.
Default rewards
| Completed activity | Points |
|---|---|
| ATM robbery | 20 |
| Shop register | 5 |
| Shop safe | 15 |
| Pickpocket | 3 |
| Heist | 100 |
| Drug harvest | 2 |
| Drug processing | 5 |
| Drug sale | 5 |
| Drug delivery | 15 |
| Drug contract | 20 |
| Drug raid | 25 |
| Graffiti | 3 |
| Money Wash | 10 while that feature is available |
| Base raid | 25 |
| Faction PvP win | 20 |
Change these values in config/reputation.lua. Setting an action to 0 disables its reward without disabling the whole reputation system.
Persistence and duplicate protection
Every award requires a stable completion ID. The database stores the action, completion ID and point contribution together; the same completion cannot grant points twice, including after a restart.
Record the starting value
Run /crimerep as the normal test player.
Complete one activity
Choose a low-risk action with a known reward, such as one successful pickpocket or a configured graffiti placement.
Compare the new total
Run /crimerep again and confirm the exact configured increase.
Retry the same completion
Confirm that reconnecting or replaying the same saved completion does not award it twice.
Test organization admission if enabled
Set a test minimum, verify a player below it is refused and a player at or above it can join. Restore the launch value afterward.