KenNy-Treasure
Advanced Treasure Hunting System for VORP Framework
Preview
Features
Treasure Map System - Use map items to start treasure hunting events
Wave-Based Bandits - Enemies spawn in timed waves with configurable intervals
Wolf System - Wolves spawn alongside bandits for extra challenge
Randomized Chest Spawn - Chest position randomized within configurable radius
GPS Navigation - Auto GPS route guides players to treasure location
Fixed Map Export - Create maps with preset locations, rewards & difficulty via exports
NPC Map Upgrader - Players upgrade maps at NPC vendor with dialog system
Multiplayer Ready - Global blip, session sync, disconnect handling
Highly Configurable - Customize everything from config.lua
Activity Types
Type Description Required Item
Dig (Shovel) Shovel animation + progress bar Shovel
Lockpick (Minigame) Lockpick minigame challenge Lockpick
How It Works
Use treasure map item β Event starts, blip appears on map
Navigate with GPS β Follow route to treasure zone
Enter the zone β Bandit waves + wolves start spawning
Find the chest β Chest spawns at random position within zone
Dig or Lockpick β Complete activity while fighting enemies
Claim rewards β Money + items with configurable drop chances
Wave System Breakdown
Wave What Happens
Wave 1 Bandits spawn immediately when player enters zone
Wave 2+ Additional bandits + wolves spawn at configurable intervals (default: 90s)
After Success Enemies remain for configurable time (default: 3 min) then despawn
Fixed Map Export (Developer API)
Create custom treasure maps from any script - perfect for quests, events, NPC shops:
-- Simple: Random location from config pool
exports['KenNy-Treasure']:CreateFixedMap(source)
-- Advanced: Full customization
exports['KenNy-Treasure']:CreateFixedMap(source, {
coords = vector3(100.0, 200.0, 50.0),
type = "dig",
name = "Hidden Pirate Cave",
desc = "Legends say gold awaits...",
rewards = {
money = { min = 500, max = 1000 },
items = {
{ name = "gold_bar", count = {1, 3}, chance = 100 },
{ name = "rare_gem", count = {1, 1}, chance = 15 }
}
},
guardians = {
amount = { min = 5, max = 8 },
waves = 3
},
wolves = {
enabled = true,
amount = { min = 2, max = 4 },
spawnChance = 80,
health = 200
},
chestSpawnRadius = { min = 10, max = 50 }
})
Easy Configuration
-- Bandit settings
Config.Guardians = {
Models = { `u_m_m_bht_banditoshack`, `g_m_m_unibanditos_01` },
Weapons = { `WEAPON_REPEATER_CARBINE`, `WEAPON_REVOLVER_CATTLEMAN` },
Amount = { min = 3, max = 5 },
Health = 600,
Accuracy = 60,
WaveInterval = 90,
DefaultWaves = 2
}
-- Wolf settings
Config.Wolves = {
Enabled = true,
Models = { `a_c_wolf`, `a_c_wolf_medium` },
Amount = { min = 1, max = 2 },
Health = 300,
SpawnChance = 100,
}
-- Reward tiers
Config.Rewards = {
name = "Normal Rewards",
Money = { min = 100, max = 500 },
Items = {
{ name = "gold_nugget", count = { 1, 3 }, chance = 50 },
{ name = "watch", count = { 1, 1 }, chance = 30 },
{ name = "gun_bp_springfield", count = { 1, 1 }, chance = 2 },
}
}
NPC Map Upgrader System
-- NPC vendor with dialog system
Config.Npc = {
npc_01 = {
coords = vector4(83.4, 29.01, 100.54, 325.09),
model = `u_m_o_mapwiseoldman_01`,
name = "Map Progresser",
mapprogress = {
{ Config.Rewards, cost = 500 }, -- Normal tier
{ Config.Rewards2, cost = 1000 }, -- Rare tier
},
},
}
Whatβs Included
Full source code (open, not encrypted)
SQL database file for items
English & Thai documentation
2 pre-configured treasure locations
2 reward tiers (Normal & Rare)
NPC Map Upgrader with dialog
Multiple bandit & wolf models
Lockpick minigame support
Dependencies
vorp_core 3.2+
vorp_inventory 4.0+
vorp_progressbar
ox_lib
KenNy-notify (included)
KenNy-Dialog (included for NPC)
lockpick (optional)
Purchase
Price: $35.00 USD
Required Information Table
Code is accessible Yes (full source code)
Subscription-based No
Lines (approximately) ~2,300
Requirements vorp_core, vorp_inventory, vorp_progressbar, ox_lib
Support Yes
