Rewards, systems, and progression

Reward structure

sk-runs supports two reward phases:

  • per-delivery rewards
  • job-completion rewards

Each phase can award:

  • cash
  • reputation
  • normal item rolls
  • rare item rolls

Tier-specific rewards can also be enabled through the tier config.

Carry system

Players can visually carry configured props while handling package items.

Features:

  • auto attach when item is picked up
  • auto remove when item is dropped
  • optional movement restrictions
  • weapon suppression while carrying
  • network sync for NPC-held props

Carry props are configured in Config.CarryProps with model, bone, position, rotation, and animation settings.

Trunk attachment system

Vehicle drop-offs can attach package props to vehicle trunks. Position lookup order is:

  1. vehicle + prop
  2. vehicle + default
  3. default vehicle + prop
  4. global default

This allows precise support for vehicles like speedo and fq2 while retaining a safe fallback.

Cooldowns and police pressure

Cooldowns can be configured globally and per tier.

Important controls:

  • Config.JobCooldown.Enabled
  • Config.JobCooldown.PerPlayer
  • Config.JobCooldown.Global
  • Config.JobCooldown.CooldownSeconds
  • per-tier JobCooldownSeconds
  • per-tier JobCooldownThreshold

Police alerts support per-scenario base chances, tier multipliers, random alert delays, and multiple dispatch integrations.

Dirty money cleaning

Marked bills or other configured dirty-money items can be cleaned during deliveries and job completion phases.

Important controls:

  • Enabled
  • ChancePerDelivery
  • ChanceOnCompletion
  • ExchangeRate
  • MaxCleanAmount
  • DirtyMoneyItems

Reputation and leveling

Current progression model:

  • configurable RepPerLevel
  • configurable MaxLevel
  • level-based tier chance scaling for future tiers
  • reputation from deliveries, completion, and tier reward tables

This is the main gate used to unlock better jobs and future tier chances.


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