# Mugging (*plėšimas*)

> Aim a gun at a pedestrian, hold for 6.5 seconds, take their stuff. Pug-gangs NPC robbery.

![Screenshot: a player aiming a pistol at an NPC pedestrian who is raising hands](../screenshots/05-crime-loops/mugging-aim.png)
*Screenshot needed: player with pistol drawn, NPC ped surrendering with hands up.*

---

## The basic loop

1. Find a non-cop, non-mission NPC pedestrian (a *vietinis*)
2. Aim a firearm at them — must be within ~7 meters
3. Hold the aim for **6.5 seconds**
4. NPC either surrenders (95%) or pulls a weapon (5%)
5. On surrender: take cash + maybe item drops, NPC flees
6. On resist: combat happens — you may win, lose, or escape

That's the entire mechanic. It's the most solo-friendly content in the server.

---

## Requirements

| Requirement | Detail |
|---|---|
| **Firearm** | Any equipped firearm (pistol, SMG, rifle). Can't mug without one. |
| **No cop blacklist** | Cops, sheriffs, SWAT models are blocked |
| **No mission peds** | Story mission NPCs can't be robbed |
| **No vehicle peds** | NPC must be on foot (configurable) |
| **Not at gunfight scene** | Already-armed peds may pre-empt your robbery |
| **Within 7m max** | Must stay close during the 6.5s aim |

---

## What you can get

### Cash

- **Chance for cash:** 80% (20% the NPC has nothing)
- **Range:** $25–$180 per successful mug

### Item drops

- **Chance for item drop:** 30% (in addition to cash)
- **Item pool:**
  - `lockpick` × 1
  - `plastic` × 1–3
  - `metalscrap` × 1–3
  - `cokebaggy` × 1–5 (cocaine bag)
  - `ass-meth` × 1–3 (meth bag)
  - `kq_weed_bag_*` × 1–5 (various weed bags)
  - `kq_weed_brick_*` × 1–2 (weed bricks, rarer)

### Reputation

- **Base rep:** 1–3 points
- **Zone modifier:**
  - +2 in rival gang's zone (2× modifier)
  - +1 in claimable (unowned) zone
  - 0 outside any zone
  - -1 in your OWN gang's zone (discouragement)

---

## The resist roll (5%)

5% of mug attempts: the NPC **pulls out their own weapon** instead of surrendering. They:

- Use a random weapon (pistol, combatpistol, appistol) — configurable pool
- Have ~20 accuracy (mediocre)
- Have 255 ammo (won't run out)
- Wait 250–1200ms before shooting (random)

If you've drawn first, you should win most of these fights. But it's a real risk.

---

## The cop-call roll (5%)

5% of mug attempts trigger a **police dispatch alert**:

- ps-dispatch (or other configured dispatch) fires
- Cops near the location are notified
- A blip on the cop map shows the mug location
- The ped (if alive) may have called

Watch your wanted indicator after every mug.

---

## Cooldowns

- **Per-NPC cooldown:** 180 seconds — you can't re-mug the same NPC for 3 minutes
- **Per-player cooldown:** None hard-set — but mugging in rapid succession increases zone heat fast

---

## Mug success animation flow

1. You aim — NPC notices, plays "surrender" animation (`missminuteman_1ig_2 / handsup_base`)
2. You hold 6.5s — NPC stays surrendered, may face you
3. On success: NPC plays "handover" animation (`mp_common / givetake1_a`)
4. Inventory updates, NPC flees on success/cancel

If you cancel mid-mug (release aim early or walk away):
- NPC flees, no penalty
- 350ms "aim break grace" period — quick aim wobble is forgiven

---

## Why mugging matters

- **Most accessible solo content.** No gang required.
- **Income floor.** Even at minimum rolls, you average ~$60/min of mugging
- **Item drops are useful.** Lockpicks, drugs, raw materials feed other systems
- **Rep building.** If you're trying to join/lead a gang, mug in rival zones for fast rep
- **Lower heat than drug deals.** Mugging triggers fewer cop calls than drug-selling

---

## Tips

- **Pick low-heat zones to start.** Vilijampolė off-streets are good — low cop presence
- **Vary the area.** Mugging 10 NPCs on one block = max heat. Spread out
- **Carry armor.** The 5% resist roll means you'll occasionally take damage
- **Avoid armed peds.** If a ped is already holding a weapon, you can't rob them (config-blocked)
- **Watch the wanted indicator.** Even at low cop %, occasional calls add up
- **Drive between mugs.** Faster than walking, lets you reset cooldowns naturally

---

## Common questions

**Why won't this ped surrender?**
Could be: cop model, mission ped, in vehicle, already armed, or you're outside 7m range.

**Can I mug other players?**
Not via the H/aim mechanic — that's NPC-only. Player robbery uses `zipties` + `headbag` items. See [ziptie-headbag.md](ziptie-headbag.md).

**Does melee work?**
No. The mechanic explicitly requires a firearm (`requireFirearm = true`).

**Can I mug peds in cars?**
By default no. Some servers enable it via `disallowVehiclePeds = false`.

**What if cops show up mid-mug?**
You can finish if you're fast — the timer still counts. But fleeing mid-mug is safer.

---

## Related

- [ziptie-headbag.md](ziptie-headbag.md) — PvP robbery (different mechanic)
- [../03-territory/zone-rep-heat.md](../03-territory/zone-rep-heat.md) — heat from mugging
- [../06-systems/reputation.md](../06-systems/reputation.md) — rep gain from successful mugs
- [../04-economy/money-laundering.md](../04-economy/money-laundering.md) — washing the cash you earn
