Gangland Warfare – GTA-Style Crime icon

Gangland Warfare – GTA-Style Crime -----

Turn your server into a living crime world with gangs, guns, bounties, and progression



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Turn your server into a living crime world!
Build gangs, fight rivals, wield a full arsenal of firearms, blades, and explosives, drive the streets, and outrun (or become) the law.

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❓ Why Gangland Warfare?
Gangland Warfare is not just another gun or PvP plugin.
It is a complete crime ecosystem designed for GTA-style, roleplay, and competitive servers.

Players don't just fight — they:

  • Create and manage gangs with internal hierarchies and shared banks
  • Control power through money, reputation, and territory
  • Hunt players with bounties and wanted levels
  • Progress through levels, ranks, and loot
  • Survive police pursuit or don a badge and become the law
  • Share the streets with civilians — rob them, or answer for it
  • Trade with stationary Trader NPCs — buy, barter, sell, or tip
  • Deposit cash with Banker NPCs across a four-tier balance ladder
  • Get arrested — then pay bail, bribe the cop, or serve your time
  • Drive cars, fly jetpacks, and refuel at the pump

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⭐ Core Features

1. Advanced Weapon System
A fully custom weapon engine entirely separate from vanilla combat, now with five weapon categories.
  • Five weapon categories — guns, melee, incendiary, biological, and throwable — each with its own action class, YAML schema, and physics
  • Fully configurable weapons via individual YAML files
  • Multiple fire modes: single, burst, and full-auto with per-shot cooldowns
  • Ammo types and reload mechanics
  • Weapon durability that depletes with use
  • Projectile types: bullet, flare, rocket, and spread (shotgun-style)
  • Bullet gravity — shots drop over distance, rewarding range compensation
  • Headshot and critical hit system with configurable chances and bonus damage
  • Bullet penetration through blocks and multiple entities with damage falloff
  • Ricochet off configurable surface materials
  • Accuracy spread, recoil patterns, flyby and impact sounds
  • Weapon modifiers: armor piercing, flat damage, block breaking, and bullet tracers
  • Block regeneration — broken blocks can restore, uncrack, or stay destroyed per weapon
  • Melee weapons — knives, machetes, and crowbars with range, knockback, and per-hit cooldowns
  • Incendiary weapons — flamethrower-style cone fire spray that ignites everything in its arc
  • Biological weapons — hold-to-charge syringe guns that apply potion effects on impact
  • Throwables — grenades, molotovs, flashbangs, smoke grenades, and tomahawks with bounce physics, fuse timers, blast radius, and stackable UUIDs
  • In-world holograms for dropped weapons
  • Resource pack integration for custom sounds
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2. Gang System
Gangs are the social backbone of the plugin.
  • Create a gang for a configurable fee — the creator becomes the owner
  • Invite players, promote and demote members, and kick lower-ranked members
  • Tiered rank hierarchy with custom permission inheritance — Recruit up to Leader
  • Gang alliances with bidirectional agreement and friendly-fire protection
  • Shared gang bank with a per-member contribution tracker
  • Proportional bank payout when a gang is disbanded
  • Customizable gang name, display name, color, and description
  • Gang-restricted waypoints that act as private safe zones
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3. Economy & Banking
Every player has two separate money pools — cash on hand and a tiered bank balance — plus a Banker NPC that serves as the physical deposit counter.
  • Personal cash balance — spent on gang creation, teleportation, bounties, trader buys, and more
  • Four-tier bank ladder — Basic / Premium / Elite / Vault, each with its own max balance, daily deposit cap, interest rate, death-loss discount, and weekly / monthly free-loan deposits
  • Banker NPC — a stationary Citizens NPC that opens the bank UI on right-click; scatter as many as you want without per-NPC configuration
  • Rolling-window daily cap — deposits are rate-limited over a true 24h window, not until midnight
  • Continuous interest — bank balance earns a fraction per 24h, clamped at the tier Max_Balance
  • Death penalty: lose a configurable percentage of your cash (bank balance is safe; higher tiers reduce the loss)
  • BigDecimal money math — bank arithmetic uses BigDecimal so large balances don't drift
  • Cash pickup items — drops are real items players loot, with small / medium / large variations in money.yml
  • Per-source drop rulesPlayer_Kill, Civilian_Kill, Cop_Kill, etc. each pick a variation, amount range, and drop chance
  • Vault integration support for cross-plugin compatibility
  • Optional player targets on every bank command — /glw bank deposit <amount> [player], /glw bank withdraw <amount> [player]
  • Admin economy commands to deposit, withdraw, set, or reset balances

4. Bounty & Wanted System
A risk-vs-reward layer on top of all PvP.
  • Kill combos accumulate wanted stars — up to ⭐⭐⭐⭐⭐ with escalating consequences
  • Each star tier spawns more cops and drains money at an increasing rate
  • Stars decay over time, with higher-star players waiting longer between reductions
  • Attacking a non-hostile civilian also increments the wanted level
  • Dying immediately clears all wanted stars
  • Bounties can be placed by players or set by admins
  • Kill bounties multiply over time for players on sustained hot streaks
  • Configurable caps on maximum bounty per player
  • /glw wanted clear <player> — admin command to reset stars without killing
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5. Cops N Crooks — Module Complete
Fully AI-driven police NPCs powered by Citizens, sharing a unified NPC base with civilians. 0.7.5 closes this module — traders, bankers, and bail all land in this release.
  • Officers spawn in the world when a player accumulates wanted stars
  • Five cop tiers — Officer, Sergeant, Lieutenant, SWAT, and Military — each with higher stats and better equipment
  • AI state machine: Pursuit → Combat → Cuffing
  • Cops navigate via the shared NPC_Navigation tuning, so path-finding fixes land on cops and civilians in lock-step
  • Lower-tier cops attempt to cuff and arrest; higher-tier cops skip cuffing and go lethal
  • When one cop enters combat range, all nearby cops in the group are alerted
  • Cops fall back to targeting their most recent attacker when no wanted target is in range
  • 3D-aware despawn — cops no longer vanish when you climb a tower or dig a pit
  • Configurable cop weapon pools — vanilla items or custom Gangland weapons
  • Spawner placement system with intelligent fallback for areas without placed spawners
  • Cop count scales with wanted level via a configurable formula
  • CopDeathEvent fires for other listeners to react to fallen officers

6. Civilians
A new NPC class that shares the cop AI base — wander, flee, or fight. (Trade moved to dedicated Trader NPCs — see next section.)
  • Civilian types are defined in civilians.yml with per-type entity, health, wearables, item pool, weapon pool, drops, and AI profile
  • Friendly civilians wander and flee from danger; attacking them increments your wanted level
  • Hostile civilians return fire using weapons from their pool
  • Per-type drop chances — friendly and hostile civilians roll loot with distinct probability buckets
  • Combat difficulty profiles — EASY / NORMAL / HARD / DEADLY — scale aim, reaction time, and fire rate
  • Groups bind spawn points to a type with population caps, activation radius, and despawn radius
  • Shared navigation tuning with cops via NPC_Navigation in settings.yml
  • /glw civilian … commands for manual spawn, despawn, and group control

7. Trader NPCs & Shop API
Stationary, damageable Citizens NPCs that run full shops.
  • Buy, barter, sell, and tip — four distinct transaction types per trader
  • Six built-in personality traits (easygoing, hotheaded, stubborn, generous, shrewd, timid) with configurable mood gain rates, friend discount, barter policy, and max HP — add your own in trader_traits.yml
  • Per-player mood — positive-only scalar that raises on purchases and tips; trader gives up to Min_Friend_Discount off at full mood
  • Pure-swap barter — no money changes hands on a barter; items are valued against the trader's trait and the shop's category rates
  • Killable tradersInvulnerable: false lets players rob a shop
  • Shop API — the UI, persistence, and transaction pipeline live in a shared gangland-ui/shop-api module for future shop surfaces
  • In-game admin editing — spawn, edit shop key, edit trait, rename via anvil GUI, remove — no YAML wrestling day-to-day

8. Jail & Detainment
The outcome of a successful arrest — with four ways out.
  • Cops that successfully cuff a player initiate the detainment sequence
  • Jailed players are held at a configured jail location with seized inventory
  • Pay bail — charges a cost scaling with wanted level; returns seized items
  • Bribe the cop — handcuff-stage bribe (pre-jail) always succeeds if funded; jail-stage bribe rolls against a configured success chance with a fail-penalty sentence extension
  • Break free — handcuffed players can tap-race their way out (25 taps in 40 ticks)
  • ⏲️ Serve your time — automatic release after a wanted-level-scaled sentence
  • Admins can handcuff, jail, and release players manually
  • Players cuffed at logout are auto-routed to jail on rejoin
  • Every release path funnels through a single ReleasePipeline — seized inventory restoration is consistent

9. Gadgets — Cars & Jetpacks
A dedicated gadget module for drivable vehicles and deployable equipment.
  • Cars — drivable vehicles defined in cars.yml with per-vehicle max speed, acceleration, and fuel capacity
  • Every parked car is saved to the database (position, fuel, exhaust side) and rehydrated on boot — curb-side parking survives restarts
  • Wobble animation on idle cars, shift-safe interactions, and dedicated refuel / defuel commands
  • Jetpacks — off-hand-equipped flight gadget with ramped thrust, fuel-per-tick gliding, particle exhaust, and sound effects
  • Empty jetpacks trigger a timed refuel session instead of silently cutting out mid-air
  • Shared fuel component — cars and jetpacks use the same FuelContract, so refuel items and UX are consistent across gadgets

10. Loot Chests & Rewards
Randomized reward containers placed anywhere in the world.
  • Admins designate any chest, barrel, or shulker box as a loot chest
  • ⏳ A countdown timer ticks down before the chest becomes openable
  • Item preview above the chest while it ticks down — no blind clicks
  • Five rarity tiers: Common, Uncommon, Rare, Epic, and Legendary
  • Higher tiers require a lockpick or key — which hovers above the chest as a floating in-world item, resource-pack friendly
  • Drop-chance buckets — per-item COMMON / UNCOMMON / RARE / EPIC / LEGENDARY decide how often each item rolls; tier gating controls which tables a chest can draw from (not individual items)
  • Loot tables contain weapons, ammo, unique items, money, and XP
  • Three built-in loot tables: Street Loot, Military Loot, and Supply Cache
  • Weapon drops land as real weapon items under a floating name hologram
  • Rewards also include a configurable random money and XP amount
  • Level gating — certain tiers require a minimum player level to access
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11. ️ Wearables
Custom armor pieces with specialized damage reduction.
  • Wearables sit on top of vanilla armor and plug into Gangland's full damage pipeline
  • Configurable base damage reduction percentage per piece
  • Seven protective traits: REINFORCED, BULLETPROOF, PADDED, TOUGHENED, FIRE_RESISTANT, REACTIVE, and LIGHTWEIGHT
  • Traits from multiple pieces stack for combined protection
  • Durability depletes as damage is absorbed
  • Four built-in pieces: Police Vest, Police Helmet, Gang Jacket, and Heavy Vest
  • Fully configurable via wearables.yml

12. Player Leveling
An XP-based progression system that gates access to higher rewards.
  • Players earn XP through kills, looting, and gameplay
  • Configurable XP formula — early levels are quick, later levels are a meaningful grind
  • Maximum level of 100 by default
  • Skill upgrade system: spend money to purchase upgrades with cost scaling per level
  • Level requirements on loot chest tiers

13. ️ Waypoints & Teleportation
Named teleport destinations placed by admins.
  • Five waypoint types: Spawn, Gang, Safe Zone, Quest, and Global
  • Configurable teleport cost, wait timer, and cooldown per waypoint
  • ️ Safe zones disable PvP for players inside them
  • Gang waypoints are restricted to members of a specific gang
  • Permission nodes auto-generated per waypoint for fine-grained access control
  • Teleport cancels if the player moves or takes damage during the wait timer
  • Chat output includes hover and click events to teleport directly

14. Trade Signs
In-world buy and sell signs for weapons and ammunition.
  • Place signs that let players buy or sell weapons and ammo at fixed prices
  • Two sign types: weapon signs and ammo signs
  • Throwables bought from signs stack with looted ones via shared UUIDs
  • No additional plugin required — works entirely within Gangland Warfare
  • Configurable item, price, and quantity per sign

15. Scoreboard
Live stat display for players.
  • Animated titles with configurable scroll speed
  • Displays money, level, wanted stars, gang name, and other live values
  • Multiple scoreboard drivers supported

16. Unique Items
Special items with controlled inventory behavior.
  • Phone — permanently in the last hotbar slot, given on join and respawn, cannot be dropped
  • Lockpick — consumable required to unlock Rare loot chests
  • ️ Epic Key and Legendary Key — required for Epic and Legendary chest tiers
  • Configurable auto-give on join, slot pinning, drop-on-death, and duplicate rules

17. ️ Server Infrastructure
Backend features for operators and developers.
  • MySQL and SQLite support via HikariCP — selected in settings.yml
  • Beans-based bootstrap — phased dependency-injection pipeline (KERNEL → FILE → DATABASE → CONFIG → LIFECYCLE → LISTENER → COMMAND) with auto-registered @bean, @ListenerHandler, and @CommandHandler classes
  • YAML validation layer — every loader reports unknown keys with file + line number, so stale settings never silently rot between releases
  • Reload regeneration — missing config sections are rewritten on /glw reload; a missing file is recreated from the jar with an init retry
  • Debug logging block — per-module DEBUG toggle in settings.yml, no JVM flags required
  • Vault permission integration — soft-dep; falls back to the built-in permission system when Vault is absent
  • /glw permissions command for inspecting / granting / revoking permissions in-game
  • /gangland alias for /glw
  • Batched database queries to reduce individual query overhead
  • Automatic periodic data saving and cache cleanup
  • Multi-language message support with jar-bundled fallback
  • Resource pack auto-loading on join
  • Custom scoreboard via FastBoard
  • Public developer API with events for weapons, cops, civilians, traders, bounty, and more

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Upcoming Features
Gangland Warfare is actively developed, with major systems planned:
  • Safe Cracking Minigame and Advanced Chest Mechanics
  • ⚔️ Gang Attacks and Turf Wars
  • Challenges and Competitive Events
  • ️ More Vehicle Types (motorcycles, boats, aircraft)
  • Purchasable Houses and Properties
  • Player-to-Player Market / Auction House
  • Quest and Mission System

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Gangland Warfare is the culmination of 5 years of passionate development, countless hours of recoding, refactoring, and relentless improvement. Originally known as Cubed-GTA, this plugin has been completely rewritten from the ground up with a modular, multi-module architecture to deliver the ultimate GTA-style experience in Minecraft.

What started as a simple concept has evolved into a full-fledged urban warfare plugin through multiple development cycles, periods of burnout, and continuous iteration. Every part of the codebase has been crafted to ensure stability, performance, and an immersive gameplay experience.

Though the full game loop is still being fleshed out, this development build represents a major milestone. Community feedback is appreciated — the comments section is the right place for it.

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Plugin Requirements
  • Minecraft version: 1.20+ (tested; earlier versions are partially implemented)
  • Java: 21 or newer
  • Server platform: Spigot (Paper-only APIs are not used)
  • Required: NBTAPI, Citizens
  • Optional: PlaceholderAPI, Vault, ViaVersion (not required to make the plugin work)

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Installation
  1. ⬇️ Download the latest JAR from the download section.
  2. Stop your Minecraft server.
  3. Place the JAR in your server's plugins folder.
  4. ▶️ Start the server to generate configuration files.
  5. ⚙️ Configure the plugin under the Gangland_Warfare folder.
  6. Use /glw reload to apply configuration changes or restart the server.

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Disclosures

Automatic Update Checker
On startup, the plugin automatically contacts the SpigotMC API (api.spigotmc.org) every 6 hours to check whether a newer version is available. This is a read-only request — no player or server data is sent. Operators with the appropriate permission are notified in-game if an update is found.

Automatic Resource Pack Push
If the resource pack feature is enabled in settings.yml, the plugin automatically sends a resource pack download prompt to every player when they join. Players are directed to a URL configured by the server administrator. Players may accept or decline the prompt; declining does not prevent them from playing unless the server admin has enabled the kick-on-decline option.

⚠️ The resource pack URL and the enable/disable toggle are fully controlled by the server administrator in settings.yml. Proper configuration opt-out controls will be improved in an upcoming update.


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Support & Feedback
Feel free to send bug reports by creating an issue on the GitHub page.
Full documentation is available on the GitHub page.
Don't forget to give a ⭐⭐⭐⭐⭐ rating :D


This plugin is heavily under development and will receive a lot of updates with expected bugs. This is not the perfect state of the plugin but I need to release it since I have been burned out multiple times. Hope you enjoy it and please don't ruin the rating because of a bug — just contact me.

All commands use the /glw dispatcher (alias: /gangland).
A tutorial / wiki will be created at a later date.
Resource Information
Author:
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Total Downloads: 78
First Release: Dec 27, 2025
Last Update: Apr 22, 2026
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