Skip to main content

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

Tier Configuration Options

Basic Settings

number
required
Minimum level required to access this tier
string
required
Interior name (Shell or IPL) from the presets file. Must match exactly with a preset name
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
string or boolean
required
Item required to break into houses. Set to false for no requirement
number
Experience points awarded when completing the robbery
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.
table
Array of spot IDs that can spawn (e.g., {1, 2, 3, 4})
table
Array of prop IDs that can spawn
table
Array of cash spot IDs that can spawn
table
Array of safe IDs that can spawn
table
Array of display case IDs that can spawn
table
Array of painting IDs that can spawn
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

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

Props Configuration

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

Cash Configuration

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

Display Configuration

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

Painting Configuration

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

Safe Configuration

boolean
required
Enable or disable safes in this tier
number
required
Percentage chance (0-100) that safes will spawn
table
required
Range of safes that can spawn with min and max values
number
required
Experience points awarded for cracking a safe
table
required
How many times the reward table is rolled with min and max values
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

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

Tenants Configuration

boolean
required
Enable or disable NPCs in this tier
number
required
Percentage chance (0-100) that tenants will spawn
number
required
Percentage chance (0-100) that a tenant will be armed
table
required
Array of weapon hashes that can be given to armed tenants
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

boolean
required
Enable or disable pets in this tier
number
required
Percentage chance (0-100) that pets will spawn
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
number
required
Percentage chance (0-100) of finding loot when searching under normal conditions
number
required
Percentage chance (0-100) of finding loot after the alarm has been triggered
table
required
Experience points range awarded per search with min and max values
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:

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