> For the complete documentation index, see [llms.txt](https://randolio.gitbook.io/docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://randolio.gitbook.io/docs/paid-scripts/traphouses-territories.md).

# Traphouses/Territories

{% embed url="<https://youtu.be/FiZEpstF37E?si=TVJ8AaXNRA-gYAnh>" %}

#### Requirements

* ox lib
* oxmysql

#### Configuration

There are a lot of files in the unlocked folder you can configure to suit your needs. You will have to adjust certain things to fit your servers economy/framework.

#### Reputation

Gang rep has a max value of 1000 and functions as a 5 star system (200 per star). Takeovers can occur when a gang's reputation drops below the threshold (150).

You can gain rep by selling drugs, doing drug runs successfully, keeping consistent with spraying your tags. There is an offline protection mode enabled by default which still allows rivals to drain your rep but heavily reduced.\
\
You can lose rep by dying in your territory, rivals selling drugs in your territory and rivals spraying over your tags. Naturally, there is a rep decay system in place so gangs can't just purchase a traphouse and then sit back and relax for the near future.&#x20;

#### Weapon Crafting

Each traphouse gets assigned a weapon from a list which is attached to the **traphouse**, not the owning gang. These are rotated every week (real time) and you *shouldn't* receive the same weapon as the previous week. Always make sure you have enough (or more) weapons on the list to match the number of traphouses you have configured.&#x20;

#### Recommendation

You can develop your server however you want but as the creator, I do have my own recommendations. Based on the amount of gangs you have, you wouldn't want too many traphouses. You'd realistically want some good spots that people are gonna cause conflict and fight over because thats the gang life. But at the end of the day, it's up to you. Good luck.
