> For the complete documentation index, see [llms.txt](https://code-after-sex.gitbook.io/script-documentation/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://code-after-sex.gitbook.io/script-documentation/cas-police/gameplay.md).

# Gameplay

How CAS Advanced Police & Law System plays in RedM for lawmen, citizens, prisoners and bounty hunters: the arrest, escort, leg irons, records book, jail, escapes, the hanging and bounties.

[Back to the guide](/script-documentation/cas-police/cas-advanced-police-and-law-system.md)

This page shows how each feature plays, for lawmen, citizens, prisoners and bounty hunters. The keys are the defaults from `Config.Keys` and the times and distances are the defaults from the config.

## Keys at a glance

| Key             | Who                                                | What it does                                                                          |
| --------------- | -------------------------------------------------- | ------------------------------------------------------------------------------------- |
| F6              | Lawman on duty, hunter, admin                      | Arrest the person in front of you, or take his cuffs off                              |
| L               | Lawman on duty, hunter, admin                      | Take hold of a cuffed person, or let go                                               |
| SPACE           | Hogtied player                                     | Struggle out of the lasso                                                             |
| E               | Anyone                                             | Search a cuffed, hogtied or downed player                                             |
| R (hold)        | Anyone but a lawman                                | Pick the cuffs of a friend, from behind                                               |
| E (hold)        | Lawman                                             | Go on or off duty at a station                                                        |
| G               | Boss rank                                          | Open the marshal's desk at a desk point                                               |
| R               | Lawman                                             | Open the office locker at a locker point                                              |
| U               | Lawman on duty, outdoors at an office              | Open the office garage; hold it in the driver's seat of a law car to put the car away |
| E (hold)        | Lawman on duty, at a jail cell door                | Lock or unlock the cell                                                               |
| R (hold)        | Anyone, next to a hogtied player                   | Put him across your horse; R again takes him down                                     |
| G (hold)        | Lawman on duty, next to a cuffed or hogtied player | Chain his legs, or take the irons off                                                 |
| E (hold)        | Lawman on duty, on the gallows by a cuffed player  | Put the noose on him; at the lever: pull it                                           |
| R (hold)        | Lawman on duty, on the gallows                     | Take the noose off again (before the drop)                                            |
| E / TAB / G     | Prisoner                                           | Work here / pick the next detail / put the tools down                                 |
| E (hold)        | Prisoner at zero                                   | Sign out at the release guard (release mode `'guard'`)                                |
| ENTER / J / DEL | Lawman, while an alert card shows                  | Ride to the alert / speak on dispatch / clear the card                                |

## The radial menu

When CAS Radial Menu (`cas-radialmenu`) runs, cas-police puts its own wheel into it, inside "Law & Aid" by default (`Config.Radial.parent`). Each slot does the same as its key or command, with the same checks.

**Lawmen and admins** get a wheel named after their office ("Marshal" for an admin with no office):

| Slot                     | What it holds                                                                                          |
| ------------------------ | ------------------------------------------------------------------------------------------------------ |
| Go On Duty / Go Off Duty | Follows your duty. Going on duty still needs a station of your office (with `stationsEnabled`).        |
| Records Book             | Opens the book                                                                                         |
| Arrest                   | Cuff, Escort, Search, Book In                                                                          |
| Badge                    | Pin Badge / Take Off Badge (follows the badge), Adjust Badge                                           |
| Radio                    | Dispatch, Ride to Alert, Clear Alert, Jail Time (your own time, or the nearest prisoner's within 15 m) |
| Office                   | Marshal's Desk (boss ranks, with the built-in society), Office Locker                                  |

**Bounty hunters** get a "Bounty Hunter" wheel: Hunter's Board, Cuff, Escort, Search.

**Everyone else** gets a Search slot (when `Config.Search.countyWide = true`).

**Calling the law.** On RSG, or while vorp\_police still runs, everyone also gets "Alert the Law", which opens the alert form. On VORP the radial menu's own "Call the Law" runs `/callpolice`, which cas-police answers, and "Cancel the Law" runs `/cancelPoliceAlert`.

The wheel is rebuilt when your job, rank, duty or badge changes. The radial menu stays shut while a cas-police screen has the mouse or keyboard, and while you are cuffed or hogtied (`blockWhileBound`).

***

## For lawmen

### Going on duty

Walk into a station of your own office and hold **E** at the "Go on duty" prompt. The same prompt reads "Go off duty" when you are on. `/onduty` and `/offduty` work too; with `Config.Duty.stationsEnabled = true`, `/onduty` also needs you at a station. Each office only accepts its own jobs, and an office with no stations lets you go on duty anywhere.

On duty, your cuffs, badge, records book and law commands work. Off duty they do nothing and you are told why. Off duty, F6 and L go back to photo mode and the player menu (F6 only tells you that you are off duty when you face someone close enough to cuff). Duty is read live, so going off duty, or losing the law job, locks them again at once. Every minute on duty counts towards the pay roll.

With `Config.Duty.onAtLogin = true`, a lawman who logged out on duty is put back on duty when he logs in, wherever he is. With `false` everyone logs in off duty.

With `Config.Badge.autoOnDuty = true` the badge pins itself when you go on duty and comes off when you go off.

### The badge

* `/badge` pins the badge on, or takes it off.
* `/badge adjust` opens the adjust screen (it pins the badge first if needed). A camera looks at your chest.

| Key                       | In the adjust screen              |
| ------------------------- | --------------------------------- |
| ARROWS                    | Move left / right and up / down   |
| Q / E                     | Move in / out                     |
| SHIFT with the keys above | Turn instead: tilt, roll and spin |
| TAB                       | Step size: fine, normal, coarse   |
| ENTER                     | Save the badge                    |
| ESC                       | Close without saving              |

"Back to the office default" puts it back where the office set it. You can move it up to `Config.Badge.maxMove` (12 cm) from the starting point on each axis and turn it all the way round. The saved placement comes back every shift.

### Cuffing a suspect

1. Face the suspect within 2.5 meters and press **F6**.
2. The arrest starts at once on both of you. It is the game's own arrest (the move Rockstar's lawmen make): you walk in on him with your gun up, he raises his hands, and you put him in irons. He does not have to accept anything.
3. It comes from the side you stand on: behind him, in front, on his left or on his right. He turns at most a little to meet it. You are not moved: the move starts at the moment where you are as far from him as you really stand. Standing farther off than the move starts (about 2 meters), you first walk up to it.
4. A revolver or pistol in your hands plays the handgun arrest, a rifle, repeater or shotgun the long gun arrest. Empty-handed, you draw your sidearm if you carry one (`Config.Cuff.arrest.drawSidearm`).
5. The arrest takes 7 to 10 seconds. You both stand still for it. Your screen shows his name, his file number, any open warrant, the distance and the time left. At the end the handcuff prop locks on his wrists.
6. A suspect who is hogtied or down is cuffed where he lies, after 1.5 seconds (`Config.Cuff.arrest.groundSeconds`).

Both of you have to be on foot: no arrest from a horse or a wagon, or of a man on one. If he gets more than a few meters away, or you go down, the arrest stops by itself.

To take the cuffs off, face him and press **F6** again. Only lawmen on duty, admins and the hunter who cuffed him can (anyone, if `anyoneCanUncuff = true`).

With `Config.Cuff.requireItem = true` you need handcuffs in your satchel. With `consumeItem` too, the cuffs leave your satchel and come back when you take them off.

### Leading a prisoner

With a cuffed man next to you, press **L** to take him by the arm. He walks at your side at walking pace, facing the way you go. Press **L** again to let go; he stays cuffed. Mounting a horse or a wagon lets go of him.

### Leg irons

Next to a cuffed or hogtied man, hold **G**: you crouch at his ankles and put him in leg irons (the radial menu has it under Arrest). It is the game's own chain gang irons: his ankles are bound, a short chain hangs between them, his steps clink, and he shuffles. He cannot run or jump. Hold **G** again to take them off. Prisoners at a jail with `chainLegs = true` (Sisika by default) wear them while they serve, and lose them at release.

### Searching

Walk up to a cuffed, hogtied or downed player and press **E** (Search). His inventory opens for you. See [search](#search-anyone) below.

### The records book

Open it with `/mdt`, or by using the Records Book item, depending on `Config.Book.openMode`. With `requireForBook = true` you must be on duty. **ESC** closes it, **TAB** and **SHIFT + TAB** move between pages. Each page also has its own keys, shown at the bottom of the book. They never fire while you are typing in a field, so typing stays typing. Everything can also be clicked.

| Page                 | Keys                                                                                                           |
| -------------------- | -------------------------------------------------------------------------------------------------------------- |
| Home                 | **N** new report, **D** dispatch                                                                               |
| Reports              | **ENTER** (in the charge search) adds the first match, **F** files the report                                  |
| Warrants             | **F** next filter, **S** serve the picked warrant, **C** clear it                                              |
| Citizens             | **ENTER** (in the search) opens the first file. In a file: **F** fine him, **J** book him, **W** warrant       |
| Penal code (editors) | **ENTER** (in the new charge field) keeps the new row, **DEL** strikes the picked charge, **S** saves the code |
| Patrol notes         | **ENTER** (in the note) adds the note (SHIFT + ENTER for a line break), **M** marks the map with your spot     |
| Captures             | TAB and ESC only                                                                                               |

A key only works when the action is allowed: **F** in a file needs the `fine` permission and the citizen in the county, **J** needs the `jail` permission and the citizen near you, **W** needs `issueWarrant`, **S** on a warrant needs you on duty, and **C** needs `clearWarrant`.

| Page         | What is on it                                                                                                                                                                                                                                           |
| ------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Home         | Who is on duty today and where, the office ledger (boss ranks, or all with `homeLedger = 'all'`), the latest alert of the last 30 minutes with "Ride to it", recent reports, and the newest warrants with the days left before each turns into a bounty |
| Reports      | Write a new report or read a filed one                                                                                                                                                                                                                  |
| Warrants     | Every open warrant and bounty, with filters: all, warrants, bounties, claimed                                                                                                                                                                           |
| Citizens     | The files of every citizen, a search by name or file number, and who is standing near you                                                                                                                                                               |
| Penal code   | The charges by section. Editors can change them here.                                                                                                                                                                                                   |
| Patrol notes | Notes of the office, with map marks                                                                                                                                                                                                                     |
| Captures     | Receipts of bounty captures this office paid                                                                                                                                                                                                            |

**Writing a report.** Name the offender (pick him from the files), the place is filled in with the town you are in, write what happened, and add charges from the penal code (find one by name or number, ENTER adds the first match, click a charge on the sheet to strike it). The fine and the minutes add up as the county counts them (`Config.ChargeMode`). Press "File it". While you write, a draft is kept for you; it survives a relog and is thrown away after `draftDays`.

From a filed report you can issue a warrant for the same offender and charges ("Warrant from it"), fine him the report's total ("Fine him", he must be online and close), or book him into jail ("Book him").

**Warrants.** Issue a new one with "New warrant" (a name and charges), or from a report. Your rank needs the `issueWarrant` permission. "Serve it" closes a warrant after an arrest (any lawman on duty). "Clear it" drops it (`clearWarrant` permission). Booking a man does not close his warrants by itself; serve them in the book.

**Citizens.** Every character gets a file the day he arrives, numbered from 1001. A file holds:

* A description card: height, build, hair, eyes, marks, born, from, alias (`editProfile` permission to write it).
* A photograph: paste a picture link and press ENTER (`mugshot` permission). Only links from `Config.Book.photoHosts` are allowed.
* The record: every report, warrant, fine, jail term, release, capture and escape, with the lawman's name.
* The last report, the open warrants, whether he is in the county, near you, or in jail.
* Buttons to fine him (pick charges or write a sum, and a note), book him, or issue a warrant.

**Penal code.** Everyone can read it. Players in `Config.Book.penalCodeEditors` (and admins) can change a charge's name, fine, minutes, class and section, add new charges and strike old ones, then "Save the code". The change reaches every office at once.

**Patrol notes.** Write a note and, if you like, mark the map with the spot you stand on. Marked notes show on the map of the page for every lawman of the office. Pick one to ride there with the GPS.

**Captures.** When a bounty hunter hands a prisoner to one of your lawmen, the receipt lands here: who brought whom, for which warrant, to which lawman, and what the office paid.

### Fines

* `/fine ID AMOUNT [reason]`, or "Fine him" in the book.
* You must be on duty, have the `fine` permission, and stand within 15 meters (`Config.Fines.maxDistance`).
* The fine goes into your office ledger (`toLedger = true`), up to `maxAmount` (5000). The offender gets a notice and the fine goes on his record.

### Booking a prisoner

**The booking sheet.** Open it with `/bookin` (the cuffed, hogtied or downed man next to you), `/bookin ID`, "Book him" in the book, or on RSG the radial menu's Jail button. It shows the prisoner and the charges of his last report from the last 24 hours, with its fine and minutes. With no report you set the minutes yourself (it starts at 10).

| Key    | On the booking sheet                          |
| ------ | --------------------------------------------- |
| ARROWS | Minutes up or down (with SHIFT, 10 at a time) |
| TAB    | The next jail                                 |
| ENTER  | Book him                                      |
| ESC    | Cancel                                        |

Tick "Take the fine too" to fine him the report's total as well. Under "How he goes", pick:

* **Straight to the cell** (booking mode `'command'` or `'both'`): he is sent to jail at once. He must be within 15 meters.
* **Transport guard** (mode `'transport'` or `'both'`): stand within 6 meters of a transport point with the prisoner. A guard walks up and takes him (with `cuffOnTransport = true` he is cuffed for the ride if he is not already), and about 20 seconds later he is in the jail that point feeds.

**By command.** `/jail ID MINUTES [jail] [reason]`. The minutes are kept between `minMinutes` and `maxMinutes`. With no jail named, he goes to your office's jail. In booking mode `'transport'` lawmen cannot use `/jail`.

`/unjail ID` lets a prisoner out early.

### Alerts and dispatch

When a citizen sends for the law, every lawman on duty (on a regional server, the office of that region) gets an alert card: what is happening, his words, who sent it, the place, and how far away it is and in which direction. A pulsing blip marks the spot for 5 minutes.

While the card shows:

| Key   | What it does                                                 |
| ----- | ------------------------------------------------------------ |
| ENTER | Ride to it: a red GPS road to the spot, gone once you arrive |
| J     | Speak on the dispatch radio                                  |
| DEL   | Clear the card                                               |

`/calert` clears the last alert too. The latest alert also waits on the Home page of the book for 30 minutes.

**Dispatch.** `/dispatch some words` sends them at once. `/dispatch` alone, **J** on a card, or the Dispatch stamp in the book opens the radio: type, ENTER to send, ESC to close. Only lawmen on duty hear it, and the last 10 messages are kept. `Config.Alerts.dispatchEnabled` turns the radio off.

The script also sends its own alerts: a prison break when an escape stands, and on RSG the radial menu's Emergency Button ("Lawman down").

### The marshal's desk (boss ranks)

With the built-in society, boss ranks open the desk with **G** at a desk point of their office, or `/desk` there (anywhere, if the office lists no desks).

| Page       | What you can do                                                                                                                                                                                                                                                                    |
| ---------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| The roll   | See every member with rank, pay, start date and duty. **Swear in** a person without a badge who stands at the desk: pick his rank and pay. **Promote** or **set pay** of a member. **Dismiss** a member: his job is set to unemployed, even if he is offline.                      |
| The ledger | The balance and every entry: fines in, deposits, withdrawals, pay and bounty payouts out. The pay roll due this cycle, with each member's days on duty, rate and sum, and the next pay day. **Pay the roll now**, a **deposit** from your pocket, a **withdrawal** to your pocket. |
| The locker | What is in the office locker, its slots and weight, and the log of who put in or took out what. **Open the locker** when you stand at it.                                                                                                                                          |

Desk keys (with TAB and ESC as in the book): on the roll **ENTER** swears in the picked person, **P** promotes the picked member, **DEL** dismisses him; on the ledger **D** opens a deposit slip and **W** a withdrawal slip; on the locker page **O** opens the locker.

The limits: you can give a rank up to your own, never change your own rank, and dismiss only members below you. A new man cannot be sworn in at a boss rank (admins can); promote him later. Every change goes to the `society` webhook.

### The office locker

Any member opens the locker of his office with **R** at a locker point (on duty, with `lockerNeedsDuty = true`). It is a shared stash of the framework inventory. Every item put in or taken out is logged on the desk and to the `society` webhook.

### The office garage

The law's own cars (the four police cars of cas-carpack-police, driven by cas-car1910) wait in the office garage.

1. Stand outdoors near an office (35 meters from a duty station, or from the office's `garages` points) and press **U**. The radial menu has it too, under the office wheel.
2. The garage page lists the cars with their seats and the lowest rank that may take each one. The camera turns to the side of the road nearest you, and the car you pick stands there to be looked at: drag the mouse to walk round it, the wheel to come closer. Pick with the mouse or UP / DOWN and press **Take it out** (ENTER).
3. The car is set down on that same spot, with plate `LAW 001` and so on and a full tank.
4. One car per lawman at a time. Drive it back to any office and hold **U** in the driver's seat: you get out and the car goes back into the garage.

A car of a lawman who leaves the server goes with him. Every car taken out and put away is logged to the `garage` webhook.

### Jail cells

The cells use the jail's own doors. They are locked from the start. A lawman on duty holds **E** at a cell door to unlock it with his keys, and again to lock it; the door swings shut as it locks. When a prisoner is put in a town jail, every cell door there is shut and locked.

### The public hanging

Valentine, Rhodes, Saint Denis and Blackwater have gallows, and the hanging runs the way the game runs its own (the public hanging of the story):

1. Lead a cuffed man (**L**) up onto the trapdoor.
2. Stand by him and hold **E**: the noose goes round his neck and he stands on the trapdoor in the criminal's idle. He cannot walk off. Everyone within 150 m is told who hangs, and for what (the charges of his latest report of the day).
3. Hold **E** at the lever. You pull it with the game's own lever animation (pulled or pushed by the side you come from, with or without a gun in hand), the trapdoor drops and the rope breaks his neck. He dies on the rope, and his cuffs and leg irons come off with the arrest.
4. When he is back on his feet (the framework's respawn), the gallows are cleared and the trapdoor shuts.

Before the drop, anyone may shoot the rope: the man comes loose, his cuffs come off, and he runs (as in the game). A lawman holds **R** by him to take the noose off instead. A noose nobody pulls the lever on comes off after 10 minutes. Who may hang a man is the `hang` permission (Marshal and up when grades count). Every hanging, and every rope shot through, is logged to the `hanging` webhook.

***

## For citizens

### Sending for the law

Anyone who is not cuffed or jailed can type `/alertlaw`. The form shows how many lawmen are on duty and the town you are in.

1. Pick what is happening (ARROWS): a robbery, a shooting, horse theft, a fight, a fire, or something else.
2. Write a few words.
3. Leave "Mark my spot on their map" on to give them a blip, or turn it off.
4. ENTER sends it, ESC cancels.

You can send one alert every 60 seconds. You are told how many lawmen heard it. If nobody is on duty, the alert is still written down for when they come in.

### Being arrested

When a lawman presses F6 on you, the game's arrest starts at once: you raise your hands while he walks in on you with his gun up, and he puts you in irons. There is nothing to accept or refuse, and you stand still until it is over (you can still look around, talk and open the pause menu).

### Being cuffed

A screen shows who cuffed you, who holds you, and what you can and cannot do. By default (`Config.CuffedRules`):

| You cannot                                                           | Anyone can                                   |
| -------------------------------------------------------------------- | -------------------------------------------- |
| Run (you are held to a walk)                                         | Hogtie you (`canBeHogtied = true`)           |
| Mount a horse                                                        | Search your pockets (your money stays yours) |
| Fight or aim (with `canFight = true` you may still swing your fists) |                                              |
| Draw a weapon or use the weapon wheel                                |                                              |
| Use your items                                                       |                                              |
| Jump or crouch                                                       |                                              |

A friend can pick your cuffs from behind with a lockpick. If you log out in cuffs, you come back in cuffs (as long as neither the server nor cas-police has restarted in between).

### Hogtie (anyone)

Use the game's lasso and hogtie as always; it works on every player. The captive's screen shows who tied him, which lasso, how far away the captor is, and whether he can struggle yet.

* **Regular lasso:** tap **SPACE** to struggle. Keep tapping and the bar fills; after 30 seconds of struggling you are loose.
* **Reinforced lasso:** locked while the one who tied you is close. Once he is more than 91 meters away (about 100 yards), you can struggle, and 45 seconds of it frees you.

The game's own break free is turned off; this is the only way out.

**Across the saddle.** Anyone standing next to a hogtied player, with his own horse beside him, holds **R** to put the captive across the saddle, the way the game loads a bounty onto a horse. Ride off with him. Next to the horse, hold **R** again to take him down; he stays hogtied on the ground.

### Search (anyone)

Walk up to a player who is cuffed, hogtied or down and press **E** (Search). His inventory opens for you to look through and take from. You cannot search from horseback, or while you are bound yourself.

* His money always stays with him.
* Items in `Config.Search.blockedItems`, and with `blockMoney = true` every money item, cannot be taken. If one is moved, it goes straight back and you are told.
* Each item you take is logged.
* He gets a notice that you are searching him.

With `Config.Search.countyWide = false` only lawmen and admins can search.

### Picking a friend's cuffs

Stand behind a cuffed friend with a lockpick in your satchel and hold **R** (Pick the cuffs). Lawmen cannot pick cuffs.

* **The dial** (`minigame = 'skillcheck'`): a needle turns around the lock. Press **SPACE** when it sits in the red. Set all 3 pins and the cuffs fall open. A miss ends the try. BACKSPACE stops.
* **The animation** (`minigame = 'animation'`): stay close for 12 seconds and the lock gives.

A failed try may snap the pick (50 percent). After every try your hands need 2 minutes of rest. The lawman who cuffed him hears that the lock was picked.

***

## For prisoners

### Serving time

You are put in a cell at random. Your weapon is holstered and the weapon wheel is locked, and nobody can hurt you inside. The jail screen shows your prisoner number, the time left, the sentence, how much you served and worked off, the work details and where you will be released.

With `timeCountsOffline = true` the clock keeps running while you are away, and the screen says so. When you log back in you are put back in a cell; if your time ran out while you were away, you are released (in release mode `'guard'`, you go to the release guard).

### Work details

At Sisika you can work your sentence down. A marker shows the next spot of your detail ("Work here, 12 m").

| Key | What it does                                     |
| --- | ------------------------------------------------ |
| E   | Work here (at the spot, about 12 seconds)        |
| TAB | Pick the next work detail                        |
| G   | Put the tools down (stops the work, no time off) |

| Detail              | Spots | Off your sentence |
| ------------------- | ----- | ----------------- |
| Sweep the cellblock | 5     | 2 minutes a spot  |
| Haul water          | 4     | 2 minutes a spot  |
| Split firewood      | 3     | 3 minutes a spot  |

Sweeping puts a broom in your hand and splitting firewood an axe. Work never takes the sentence below 30 seconds. When every spot of a detail is done, it starts over.

### Release

At zero you leave as the jail's release mode says: freed and moved to the release point (`'auto'`), freed where you stand to walk out (`'point'`), or sent to the release guard, where you hold **E** to sign out (`'guard'`). A lawman can let you out sooner with `/unjail`.

### Escape

Only at a jail with escapes on (Sisika by default).

1. **Leave the yard.** The screen tells you to get back inside the walls and counts down 10 seconds. Your sentence is paused. Back inside in time and nothing happens.
2. **Stay out and the escape stands.** You are no longer protected. Guards on the walls open fire and guards from the gate give chase. Alligators come up around you in the water. Every lawman on duty gets a prison break alert.
3. **Die out there** and you are revived back in your cell (or at `onDeath.location`) with 15 minutes added.
4. **Get clear:** 450 meters from the jail, alive, for 120 seconds. You are free, and a fugitive warrant for Escape from Custody goes out with your name on it.

Logging out after the escape stood does not help: the 15 minutes are added when you come back, and you are back in your cell.

***

## For bounty hunters

A player whose job is in `Config.BountyHunter.jobs` opens the **hunter's board** with `/mdt` (or the Records Book item) instead of the records book. It is linked to the lawmen's book: what they issue shows up here. Admins can read it with `/mdt hunter`.

On the board, **C** claims the picked bill and **F** files the capture report (once a lawman is picked). TAB moves to the Captures page and ESC closes it.

### The board

Every open warrant and bounty is posted, bounties first. Each bill shows the name, the charges, the days out, what it pays if brought in today, and its state: marshals only (you may not claim it yet), open to claim, taken by another hunter, or your claim. With `alertOnNew = true` you get a notice for every new warrant and every new bounty.

### Claim, capture, turn in

1. **Claim** a bill. With `lockClaims = true` it is locked to you, so no other hunter can work it. You hold one claim at a time. "Let it go" drops it, and a claim not filed in 48 hours drops by itself.
2. **Capture** the man with the same tools: cuffs (F6) and the lead (L) when `hunterCanCuff = true`, or the lasso.
3. **Bring him** to a lawman on duty. The prisoner (cuffed or hogtied) and the lawman must both be within 10 meters of you.
4. **File the capture** on the right of the board: pick the lawman from those on duty near you, write how he was taken, and press "File the capture".

You are paid at once, out of the ledger of that lawman's office. The warrant is served, the prisoner's cuffs now belong to the lawman, the receipt lands on the lawman's Captures page, and the capture goes on the prisoner's record. If that ledger cannot cover the payout, the filing is refused until the ledger is fed, and the claim stays yours.

The Captures page of the board lists everyone you brought in and what you were paid in all.

***

## How a warrant turns into a bounty

1. A lawman issues a warrant (from a report or a new entry), or the jail issues a fugitive warrant after an escape. It goes up on the hunter's board and, if the public feed is on, as a wanted notice in your public Discord channel.
2. Every `checkIntervalMinutes` the script looks at open warrants. One that nobody served in `toBountyDays` (3 days) turns into a bounty on the same row. Hunters are told, and the public notice is replaced by a bounty notice.
3. A bounty pays `bountyAmount`, plus `dailyMultiplier` for each day it stays a bounty.
4. The warrant ends when it is served (a lawman serves it, or a hunter turns the man in) or cleared. Its public notice is deleted, so the channel only shows active warrants. The staff log keeps every line.
