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.
❓ 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
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
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
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 rules — Player_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
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
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 traders — Invulnerable: 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
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
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.
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.
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
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.