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Most of the core logic in this resource is handled by the bridge. The open source files are provided so you can customize minigames, add hooks for custom systems, and extend the script without touching escrow.

opensource/client/client.lua

This file handles zone creation, drawtext, evidence, stress, and most importantly, the minigame callback. If you want to change the minigames used for each step, this is the only file you need to edit.

Minigame Callback

Each robbery step triggers the projectx-storerobbery-fm:client:Minigames callback with the step name. You can swap any minigame by replacing the export call inside the matching elseif block.
You can return true unconditionally inside any step block to skip that minigame entirely. This can be useful for testing or for steps you want to make automatic.
The default minigames per step are:

opensource/server/server.lua

This file handles dispatch, item/money functions, logging, and exposes several hooks you can use to run custom logic at specific points in the robbery.

Hooks

Called whenever a player successfully completes a robbery step. Use this to award XP, trigger events, or log individual step completions.
Step names match the minigame callback steps and interaction keys defined in Config.Stores.
Called whenever a player fails a robbery step. Use this to remove XP, items, or apply penalties.
Called before a player can start a robbery at a location. Return false to block them.
Called whenever a store location resets. Use this to update a scoreboard, trigger an external event, or notify players.