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:
- vehicle + prop
- vehicle + default
- default vehicle + prop
- 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.EnabledConfig.JobCooldown.PerPlayerConfig.JobCooldown.GlobalConfig.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:
EnabledChancePerDeliveryChanceOnCompletionExchangeRateMaxCleanAmountDirtyMoneyItems
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.