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What Are Tiers?

Tiers are difficulty levels in the House Robbery V2 system. Each tier has different requirements, interiors, approaches, loot tables, and difficulty settings. Players progress through tiers by gaining experience and leveling up.

Adding a New Tier

To add a new tier, create a new entry in the Config.Tiers table with a unique tier number as the key.

Basic Structure

Config.Tiers = {
    [1] = {
        ["Level"] = 1,
        ["Interior"] = "shell_name",
        ["Approach"] = {"approach1", "approach2"},
        ["RequiredItemForLockpicking"] = "item_name",
        ["ExpOnDone"] = 10,
        ["ExpForAllGroupMembers"] = false,
        ["LootableSpots"] = {},
        ["LootableProps"] = {},
        ["LootableCash"] = {},
        ["LootableSafes"] = {},
        ["LootableDisplays"] = {},
        ["LootablePaintings"] = {},
        ["LootableHighValueItems"] = {},
        ["Spots"] = {},
        ["Props"] = {},
        ["Cash"] = {},
        ["Display"] = {},
        ["Painting"] = {},
        ["Safe"] = {},
        ["HighValueItems"] = {},
        ["Tenants"] = {},
        ["Pets"] = {},
        ["LootTable"] = {}
    }
}

Tier Configuration Options

Basic Settings

Level
number
required
Minimum level required to access this tier
Interior
string
required
Interior name (Shell or IPL) from the presets file. Must match exactly with a preset name
Approach
table or string
required
Available approaches for this tier. Can be a table of multiple approaches or a single string
  • "gangster" - Break in aggressively
  • "door" - Lockpick the door
  • "locksmith" - Pose as locksmith
  • "maid" - Pose as cleaning service
  • "hacking" - Hack security systems
  • "payphone" - Use payphone approach
  • "valet" - Valet service approach
RequiredItemForLockpicking
string or boolean
required
Item required to break into houses. Set to false for no requirement
ExpOnDone
number
Experience points awarded when completing the robbery
ExpForAllGroupMembers
boolean
If true, all group members receive XP. Requires a group system implementation

Lootable Arrays

These arrays reference the spot numbers from your preset file. The numbers correspond to the keys in your preset’s loot sections.
LootableSpots
table
Array of spot IDs that can spawn (e.g., {1, 2, 3, 4})
LootableProps
table
Array of prop IDs that can spawn
LootableCash
table
Array of cash spot IDs that can spawn
LootableSafes
table
Array of safe IDs that can spawn
LootableDisplays
table
Array of display case IDs that can spawn
LootablePaintings
table
Array of painting IDs that can spawn
LootableHighValueItems
table
Array of high value item IDs that can spawn
The IDs in these arrays must match the keys defined in your preset file. For example, if your preset has ["Props"]["1"] and ["Props"]["2"], use ["LootableProps"] = {1, 2}

Spots Configuration

Spots.Enable
boolean
required
Enable or disable searchable spots in this tier
Spots.SpawnChance
number
required
Percentage chance (0-100) that spots will spawn
Spots.SpotCount
table
required
Range of spots that can spawn with min and max values. Must not exceed the number of LootableSpots configured

Props Configuration

Props.Enable
boolean
required
Enable or disable props in this tier
Props.Outline
boolean
required
Enable visual outline on stealable props
Props.SpawnChance
number
required
Percentage chance (0-100) that props will spawn
Props.PropCount
table
required
Range of props that can spawn with min and max values

Cash Configuration

Cash.Enable
boolean
required
Enable or disable cash spawns in this tier
Cash.Outline
boolean
required
Enable visual outline on cash props
Cash.SpawnChance
number
required
Percentage chance (0-100) that cash will spawn
Cash.CashCount
table
required
Range of cash spots that can spawn with min and max values

Display Configuration

Display.Enable
boolean
required
Enable or disable display cases in this tier
Display.SpawnChance
number
required
Percentage chance (0-100) that displays will spawn
Display.DisplayCount
table
required
Range of displays that can spawn with min and max values

Painting Configuration

Painting.Enable
boolean
required
Enable or disable paintings in this tier
Painting.SpawnChance
number
required
Percentage chance (0-100) that paintings will spawn
Painting.PaintingCount
table
required
Range of paintings that can spawn with min and max values

Safe Configuration

Safe.Enable
boolean
required
Enable or disable safes in this tier
Safe.SpawnChance
number
required
Percentage chance (0-100) that safes will spawn
Safe.SafeCount
table
required
Range of safes that can spawn with min and max values
Safe.Exp
number
required
Experience points awarded for cracking a safe
Safe.RewardCount
table
required
How many times the reward table is rolled with min and max values
Safe.Reward
table
required
Array of possible rewards with each entry containing:
  • Name - Item name
  • Chance - Percentage chance (total should equal 100)
  • Amount - Table with min and max item quantities

High Value Items Configuration

HighValueItems.Enable
boolean
required
Enable or disable high value items in this tier
HighValueItems.Outline
boolean
required
Enable visual outline on high value items
HighValueItems.SpawnChance
number
required
Percentage chance (0-100) that high value items will spawn

Tenants Configuration

Tenants.Enable
boolean
required
Enable or disable NPCs in this tier
Tenants.SpawnChance
number
required
Percentage chance (0-100) that tenants will spawn
Tenants.WeaponChance
number
required
Percentage chance (0-100) that a tenant will be armed
Tenants.RandomWeapons
table
required
Array of weapon hashes that can be given to armed tenants
Tenants.Count
table
required
Range of tenants that can spawn with min and max values. Maximum is 4 by default (increase in preset file if needed)

Pets Configuration

Pets.Enable
boolean
required
Enable or disable pets in this tier
Pets.SpawnChance
number
required
Percentage chance (0-100) that pets will spawn
Pets.Count
table
required
Range of pets that can spawn with min and max values. Maximum is 2 by default (increase in preset file if needed)

Loot Table Configuration

The loot table defines what items can be found when searching different spot types.
How many different items can be obtained per search with min and max values
LootTable.FindingLootChance
number
required
Percentage chance (0-100) of finding loot when searching under normal conditions
LootTable.LootChanceAfterAlarmTriggered
number
required
Percentage chance (0-100) of finding loot after the alarm has been triggered
LootTable.Exp
table
required
Experience points range awarded per search with min and max values
LootTable[spot_type]
table
required
Each spot type (drawer, cabinet, closet, kitchen, etc.) has its own loot table with entries containing:
  • Name - Item name
  • Chance - Percentage chance (total for each spot type should equal 100)
  • Amount - Table with min and max item quantities
The total chance values for each spot type in the loot table must equal 100. For example, if you have 4 items in the drawer table, their chances could be 25, 25, 25, 25 or any combination that totals 100.

Complete Example

Here’s a complete tier configuration with all options:
Config.Tiers = {
    [5] = {
        ["Level"] = 20,
        ["Interior"] = "EclipseTowersPenthouse2",
        ["Approach"] = {"valet", "maid", "hacking"},
        ["RequiredItemForLockpicking"] = "advancedlockpick",
        ["ExpOnDone"] = 10,
        ["ExpForAllGroupMembers"] = false,
        ["LootableSpots"] = {1, 2, 3, 4, 5},
        ["LootableProps"] = {1, 2, 3, 4, 5},
        ["LootableCash"] =  {1, 2},
        ["LootableSafes"] = {1},
        ["LootableDisplays"] = {1},
        ["LootablePaintings"] = {1, 2},
        ["LootableHighValueItems"] = {1},
        ["Spots"] = {
            ["Enable"] = true,
            ["SpawnChance"] = 100,
            ["SpotCount"] = {min = 4, max = 5},
        },
        ["Props"] = {
            ["Enable"] = true,
            ["Outline"] = false,
            ["SpawnChance"] = 100,
            ["PropCount"] = {min = 5, max = 5},
        },
        ["Cash"] = {
            ["Enable"] = true,
            ["Outline"] = false,
            ["SpawnChance"] = 100,
            ["CashCount"] = {min = 2, max = 2},
        },
        ["Display"] = {
            ["Enable"] = true,
            ["SpawnChance"] = 100,
            ["DisplayCount"] = {min = 1, max = 1},
        },
        ["Painting"] = {
            ["Enable"] = true,
            ["SpawnChance"] = 100,
            ["PaintingCount"] = {min = 2, max = 2},
        },
        ["Safe"] = {
            ["Enable"] = true,
            ["SpawnChance"] = 100,
            ["SafeCount"] = {min = 1, max = 1},
            ["Exp"] = 10,
            ["RewardCount"] = {min = 1, max = 1},
            ["Reward"] = {
                {Name = "fitbit", Chance = 25, Amount = {min = 1, max = 1}},
                {Name = "screwdriverset", Chance = 25, Amount = {min = 1, max = 2}},
                {Name = "bandage", Chance = 25, Amount = {min = 1, max = 2}},
                {Name = "plastic", Chance = 25, Amount = {min = 1, max = 1}},
            },
        },
        ["HighValueItems"] = {
            ["Enable"] = true,
            ["Outline"] = false,
            ["SpawnChance"] = 100,
        },
        ["Tenants"] = {
            ["Enable"] = true,
            ["SpawnChance"] = 100,
            ["WeaponChance"] = 100,
            ["RandomWeapons"] = {"WEAPON_BAT", "WEAPON_KNIFE", "WEAPON_PISTOL"},
            ["Count"] = {min = 2, max = 2},
        },
        ["Pets"] = {
            ["Enable"] = true,
            ["SpawnChance"] = 100,
            ["Count"] = {min = 1, max = 1},
        },
        ["LootTable"] = {
            LootPerSearch = {min = 1, max = 1},
            FindingLootChance = 70,
            LootChanceAfterAlarmTriggered = 40,
            Exp = {min = 3, max = 4},
            ["drawer"] = {
                {Name = "screwdriverset", Chance = 25, Amount = {min = 1, max = 2}},
                {Name = "fitbit", Chance = 25, Amount = {min = 1, max = 1}},
                {Name = "lockpick", Chance = 25, Amount = {min = 1, max = 1}},
                {Name = "samsungphone", Chance = 25, Amount = {min = 1, max = 1}},
            },
            ["cabinet"] = {
                {Name = "bandage", Chance = 25, Amount = {min = 1, max = 2}},
                {Name = "painkillers", Chance = 25, Amount = {min = 1, max = 1}},
                {Name = "water_bottle", Chance = 25, Amount = {min = 1, max = 2}},
                {Name = "joint", Chance = 25, Amount = {min = 1, max = 1}},
            },
            ["closet"] = {
                {Name = "diamond", Chance = 25, Amount = {min = 1, max = 1}},
                {Name = "rolex", Chance = 25, Amount = {min = 1, max = 1}},
                {Name = "iphone", Chance = 25, Amount = {min = 1, max = 1}},
                {Name = "samsungphone", Chance = 25, Amount = {min = 1, max = 1}},
            },
            ["kitchen"] = {
                {Name = "fitbit", Chance = 25, Amount = {min = 1, max = 1}},
                {Name = "screwdriverset", Chance = 25, Amount = {min = 1, max = 2}},
                {Name = "bandage", Chance = 25, Amount = {min = 1, max = 2}},
                {Name = "plastic", Chance = 25, Amount = {min = 1, max = 1}},
            },
        },
    },
}

Tips for Balancing Tiers

  1. Progressive Difficulty: Higher tiers should have:
    • Higher level requirements
    • More armed tenants (WeaponChance)
    • Lower loot finding chances (FindingLootChance)
    • More valuable loot in safe rewards
  2. Spawn Chances: Use spawn chances to create variety:
    • Not every robbery needs to have all features
    • Lower spawn chances for high-value items create rarity
    • Balance risk vs reward with tenant/pet spawn chances
  3. Loot Distribution: Ensure the count ranges match your configured lootable arrays:
    • If LootableSpots = {1, 2, 3}, then SpotCount max should not exceed 3
    • Use empty arrays {} for features you want to disable
  4. Experience Points: Balance XP rewards with difficulty:
    • Higher tiers should give more XP
    • Consider XP for individual actions (spots, safes) vs completion bonus
  5. Approaches: Offer multiple approaches for higher tiers to give players options while lower tiers might have limited entry methods