[ESX/QB] 💎 Qubit’s Honor System

đź”§ What is Qubit's Honor System

Introducing the Qubit Honor System a custom-built morality and reputation system for FiveM inspired by the legendary Honor System in Red Dead Redemption. This system tracks your actions in-game and dynamically adjusts your honor level based on your behavior.

:white_check_mark: Gain honor by performing legal jobs and helping the community.
:x: Lose honor by engaging in illegal activities, crime, and unethical behavior.

Your honor level affects your rewards
:moneybag: The higher your honor, the more profit you earn from legal professions like EMS, police, taxi, and more.
:male_detective: Criminals beware: lower honor means limited opportunities and smaller payouts.

đź‘€ How it's work

hether you’re a noble citizen or a notorious outlaw, your path has consequences. Build your reputation, climb the ranks, and become a respected figure in your server’s world.

Perfect for RP servers looking to add deeper immersion, player progression, and risk-reward mechanics!



✨ All details and features

:globe_with_meridians: Multilingual Support
Supports localization and can be translated easily. Built-in support for English, Turkish, and expandable to other languages.


:star2: The Only Limit is Your Imagination
Qubit Honor System is built with versatility in mind — you can integrate it into any job system, from taxi drivers to gang leaders.
Whether it’s for dynamic economy balancing, role-based perks, or custom moral consequences, the possibilities are endless.
Use it creatively across various mechanics and let honor shape the core of your RP experience.


:gear: Fully Customizable
You can configure as many honor levels as you want, set minimum and maximum boundaries, and fully personalize sound effects and visuals to match your roleplay server’s theme.


:sparkles:QBX & ESX Framework Fully Supported – No Extra Dependencies
Supports localization and can be translated easily. Built-in support for English, Turkish, and expandable to other languages.


:dart: Dynamic Reputation System
Honor levels adjust automatically based on player actions. The more a player engages in legal or illegal jobs, the more their honor level changes, impacting their in-game income and influence.


:rotating_light: Police & Gang Interactions*
You can set honor changes when players kill or are killed as police or gang members. Everything is fully configurable in the config file.


:skull: NPC Interactions
Players who kill NPCs can lose honor points. This feature can be enabled, disabled, or customized to suit your server’s realism level.


:loud_sound: Sound & Visual Customization
Change how players experience honor changes with your own sound effects and visual UI elements. Make the system immersive and unique.


:video_game: Performance Optimized – 0.02 Resmon Usage
Qubit Honor System is lightweight and optimized for live environments.
With an average resmon usage of just 0.02, it ensures smooth gameplay without compromising server performance.


:white_check_mark: Ideal For:
RP servers looking to introduce player morality, economy-based progression, and consequence-based gameplay. Enhance your legal/illegal systems by rewarding consistency and shaping how players choose to play.


buy 2
docs

🍀 SPECIAL THANKS

Thanks to @Kypos for the GLSL glassmorphic effect :heart_eyes:

⚙️ OTHER WORKS

Code is accessible No
Subscription-based No
Lines (approximately) 800+
Requirements oxmysql / mysql-async
Support Yes
5 Likes

:mascot:

Nice release, looks really good love the usecase!

3 Likes

Definetly a cool and unique idea and seems to be well implemented by watching the video. I like that a lot, can be used to actually make the switch from crime to legal rp or the other way around a lot more progressive and interesting like it’s supposed to be, instead of the usual switch jobs and done. Good job!

2 Likes

This looks amazing! Great release.

Cant wait to see more from you in future!

1 Like

How customizable is this? Can it have more than one points system? Adjusting their standing for different aspects

It is fully customizable. There is only a single-point system defined as the main honor level; separate point do not exist individually. However, a skill tree-like system with different point branches like( mechanic skills (up/down) will be added in a future update. I believe the feature you mentioned refers to that. For now, unfortunately, only a single honor chart is available, and you can increase or decrease this value as needed.

You can set the maximum point limit via Config.MaxHonorPool. Additionally, you have full control over which percentage thresholds correspond to which levels — whether you want 3 levels or 20 levels, it’s entirely up to you. All visuals and designs can also be changed through configurations.

The config file is as follows:

Config = {}
Config.Language = 'en' -- All localizations is inside the locales.lua

Config.Framework = "QB" -- QB, oldESX, ESX
Config.CoreName = 'qb-core' -- qb-core, es_extended
Config.MaxHonorPool = 10000 -- Min & Max Honor Pool
Config.ShowAfterLogin = true -- Show the honor after login
Config.HonorShowKey = "F9" -- Key to show the honor
Config.Debug = false -- Debug mode

Config.HonorLevels = { -- based on percentage 0% means - Honor Pool Value like (-10000) - 100% means - Honor Pool Value like (10000)
    VeryBad = {
        min = 0, -- min honor for the honor level
        max = 5, -- min and max honor for the honor level
        icon = "bad100.png", -- icon for the honor level
        title = "THE SCARFACE", -- title for the honor level
        subtitle = "THE WORLD IS YOURS", -- subtitle for the honor level
        levelSoundtrack = "bad100", -- soundtrack for the honor level
        levelSoundtrackVolume = 0.6, -- volume for the honor level
        levelData = {
          -- EXAMPLE: ['script_name:variable_name'] = 'value',
        } -- You can add more variables for specific job or script integration
    },
    Bad = {
        min = 5,
        max = 15,
        icon = "bad75.png",
        title = "MOST WANTED",
        subtitle = "MOST DANGEROUS CRIMINAL",
        levelSoundtrack = "bad75",
        levelSoundtrackVolume = 0.2,
        levelData = {}
    },
    SlightlyBad = {
        min = 15,
        max = 30,
        icon = "bad50.png",
        title = "NOTORIOUS OUTLAW",
        subtitle = "THREAT TO SOCIETY",
        levelSoundtrack = "bad50",
        levelSoundtrackVolume = 0.2,
        levelData = {}
    },
    AlmostNeutral = {
        min = 30,
        max = 50,
        icon = "bad25.png",
        title = "STREET THUG",
        subtitle = "CRIMINAL ACTIVITIES",
        levelSoundtrack = "bad25",
        levelSoundtrackVolume = 0.2,
        levelData = {}
    },
    Neutral = {
        min = 50,
        max = 50,
        icon = "zero.png",
        title = "NEUTRAL CITIZEN",
        subtitle = "UNKNOWN REPUTATION",
        levelSoundtrack = nil,
        levelSoundtrackVolume = 0.2,
        levelData = {}
    },
    SlightlyGood = {
        min = 50,
        max = 70,
        icon = "good25.png",
        title = "TRUSTED FRIEND",
        subtitle = "GAINING RESPECT",
        levelSoundtrack = "good25",
        levelSoundtrackVolume = 0.3,
        levelData = {}
    },
    Good = {
        min = 70,
        max = 85,
        icon = "good50.png",
        title = "RESPECTED CITIZEN",
        subtitle = "VALUED MEMBER OF SOCIETY",
        levelSoundtrack = "good50",
        levelSoundtrackVolume = 0.2,
        levelData = {}
    },
    VeryGood = {
        min = 85,
        max = 95,
        icon = "good75.png",
        title = "FAMOUS PERSON",
        subtitle = "WELL-KNOWN IN THE COMMUNITY",
        levelSoundtrack = "good75",
        levelSoundtrackVolume = 0.2,
        levelData = {}
    },
    Legendary = {
        min = 95,
        max = 100,
        icon = "good100.png",
        title = "SAINT OF THE CITY",
        subtitle = "YOU ARE A LEGENDARY HERO",
        levelSoundtrack = "good100",
        levelSoundtrackVolume = 0.2,
        levelData = {}
    }
}

Config.NPCKillingDecrease = true -- If true, NPCs will decrease the honor of the player
Config.NPCKillingDecreaseCooldown = 60000 -- Cooldown for NPC killing decrease
Config.NPCKillingDecreaseAmount = 1000 -- How much honor to decrease when an NPC is killed
Config.NPCKillingDecreaseReason = "YOU KILLED AN INNOCENT CIVILIAN!" -- Reason for honor decrease when killing an NPC

Config.KillCooldown = 60000 -- Cooldown for decrease/increase on kill
Config.DecreaseOnKilled = {
    ['police'] = {
        decreaseAmount = 800,
        reason = "YOU GUNNED DOWN A POLICE OFFICER! CITY ON ALERT"
    },
    ['sheriff'] = {
        decreaseAmount = 850,
        reason = "YOU ELIMINATED A SHERIFF! SEVERE LEGAL CONSEQUENCES"
    },
    ['highway'] = {
        decreaseAmount = 750,
        reason = "YOU TOOK OUT A HIGHWAY PATROL! STATEWIDE WANTED"
    },
    ['swat'] = {
        decreaseAmount = 1000,
        reason = "YOU NEUTRALIZED A SWAT OFFICER! MOST WANTED LIST"
    },
    ['bcso'] = {
        decreaseAmount = 850,
        reason = "YOU DISPATCHED A BCSO DEPUTY! HUNTED IN RURAL AREAS"
    },
    ['doj'] = {
        decreaseAmount = 900,
        reason = "YOU KILLED A DOJ! FEDERALS HUNTS YOU SOON!"
    },
    ['ambulance'] = {
        decreaseAmount = 700,
        reason = "YOU ATTACKED A PARAMEDIC! SOCIETY IS OUTRAGED"
    },
    ['judge'] = {
        decreaseAmount = 950,
        reason = "YOU ASSASSINATED A JUDGE! JUSTICE SHOWS NO MERCY"
    }
}

Config.IncreaseIfPlayerHaveDecreasedJobs = true -- If a player has decreased jobs like police or etc, they will be increased if they kill a Increased Job
Config.IncreaseOnKilled = {
    ['ballas'] = {
        increaseAmount = 300,
        reason = "YOU NEUTRALIZED A BALLAS MEMBER! CITY IS SAFER"
    },
    ['vagos'] = {
        increaseAmount = 280,
        reason = "YOU TOOK DOWN A VAGOS MEMBER! CLEANER STREETS"
    },
    ['families'] = {
        increaseAmount = 290,
        reason = "YOU ELIMINATED A FAMILIES MEMBER! SAFER HOODS"
    },
    ['mafia'] = {
        increaseAmount = 450,
        reason = "YOU EXECUTED A MAFIA MEMBER! BLOW TO CRIME"
    },
    ['cartel'] = {
        increaseAmount = 500,
        reason = "YOU DISMANTLED A CARTEL MEMBER! DRUG TRADE HIT"
    },
    ['triads'] = {
        increaseAmount = 400,
        reason = "YOU WIPED OUT A TRIAD! ASIAN CRIME ALERTED"
    },
    ['biker'] = {
        increaseAmount = 350,
        reason = "YOU HANDLED A BIKER GANG MEMBER! SAFER ROADS"
    }
}

Thanks for the quick reply. I am actually looking for a multiple dimension honor points system, not a skill tree. This is because I want to lock/unlock what is available in the game to the player based on their standing. For example: standing with vagos minimum of x to get a certain car, or a standing with ballas that is negative to buy a certain gun. And if I have access to the exports to easily integrate with other resources.

This would truly be amazing — separate levels for Vagos, separate levels for anything, and an honor pool limit. I’ve added it to the top of my to-do list. Thank you for this great suggestion!

1 Like

Great, if you do end up implementing, I’ll be interested in purchasing, please let me know as I have a simple one and don’t have time to put too much time into it as there’s a lot to develop on my server.

1 Like