# Drug Dealing

> Press `H` near a pedestrian. Roll the dice. Pug-drugsales.

![Screenshot: a player approaching an NPC pedestrian to initiate a drug sale](../screenshots/04-economy/drug-sale-approach.png)
*Screenshot needed: a player walking up to an NPC ped, ready to press H.*

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## The basic loop

1. Buy or loot drug bags (`cokebaggy`, `ass-meth`, weed bags) — from a fence, the black market, or robberies
2. Walk up to a non-cop, non-mission NPC (a *vietinis*)
3. Press **H** within ~5m
4. Watch the RNG roll
5. Either get paid in `bandsofnotes` (dirty money) or take a fail outcome

That's the entire mechanic. It's quick, repeatable, and very RNG-driven.

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## The dice

Each sale rolls these chances:

| Outcome | Default chance |
|---|---|
| **Sale succeeds** | 75% |
| **Cops get called** | 30% (independent of sale success) |
| **Ped steals and runs** | 4% |
| **Rare bonus item** | 5% on success |

So a typical sale:
- 75% → you get paid + maybe cops called
- 25% → ped refuses (one of 6 fail animations)
- Of those 25% fails, occasionally the ped pulls out and runs with your drugs

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## What you get per sale

- **Bags per sale:** 1–4 (configurable range)
- **Price per bag:** $25–$60 (varies by drug type and zone)
- **Payout currency:** `bandsofnotes` (dirty money — wash via [money laundering](money-laundering.md))
- **Gang rep bonus:** 2× in rival zones, 1× elsewhere (if you're in a gang)

So a successful sale of 3 bags = 3× $40 = $120 in bandsofnotes, plus gang rep if applicable.

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## The fail outcomes

If the sale fails (25% of attempts), the ped plays one of 6 unique reactions:

| Reaction | NPC behavior |
|---|---|
| Disgusted | Walks away muttering |
| Suspicious | Pulls phone, possibly calls cops |
| Pious | "Aš netiekiu narkotikų" / "I don't do drugs" |
| Aggressive | "Eik tu velniop" — turns hostile |
| Drunk | Slurs response, stumbles off |
| Sad | Quiet "Ne, ačiū" — walks slowly away |

(Lines are currently English defaults; see `lt-dealer-slang-pack` plan for the LT replacement set.)

![Screenshot: a fail animation showing an NPC reacting negatively](../screenshots/04-economy/drug-sale-fail.png)
*Screenshot needed: a ped playing a fail animation (disgust or refusal).*

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## Cop call risk

30% of attempts (regardless of outcome) result in the ped calling cops. This:

- Triggers a `ps-dispatch` alert (if dispatch is installed)
- Adds wanted level to you (1 star typically)
- Spawns nearby cop NPCs / alerts on-duty cop players

> ⚠️ **You don't see the call happen.** It's silent. Watch your wanted indicator after every sale.

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## Theft risk

4% of attempts: the ped grabs your drug bag and **runs**. You can:

- Chase and kill them — recover the drugs
- Let them go — drugs lost

If killed, the ped drops the drugs as a pickupable bag.

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## Cop count requirement

Default: `Config.CopCount = 0` — meaning you can deal even if NO cops are online.

Some servers raise this (e.g., 2 cops online minimum). Check with admin or via `/copcount` if available.

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## Per-ped cooldown

Once you've sold (or attempted) to a specific ped, you can't approach them again for **30 seconds**. After that, they're available again.

Practical: walk a block, come back, sell to the same ped if you must.

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## Gang zone bonus

If you're in a gang AND you deal inside a RIVAL gang's zone:

- 2× gang reputation (configurable)
- Bonus contributes to capture progress in their zone
- Your own gang's heat doesn't increase (their zone heats up instead)

This is the **headline gangwars loop** — push drug deals into enemy territory to weaken their hold.

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## Tips

- **Don't sell to cops.** Cop peds are auto-blacklisted; you'll get a notify
- **Avoid mission peds.** They behave erratically and waste attempts
- **Buy in bulk from fences.** Per-bag profit is small; you make money on volume
- **Switch zones after a cop call.** Heat builds — move to another district before continuing
- **Watch the police chat.** If 3 cops are coordinating to a district, leave
- **Sell during big events** (Saturday war, raids) — cops are distracted

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## Related

- [money-laundering.md](money-laundering.md) — washing the `bandsofnotes` you earn
- [../03-territory/zones-overview.md](../03-territory/zones-overview.md) — rival zone 2× modifier
- [../06-systems/items.md](../06-systems/items.md) — drug item reference
- [../03-territory/zone-rep-heat.md](../03-territory/zone-rep-heat.md) — heat from dealing
