Help editing a conquest capture point system

I need some help being able to make sure that only one team (category) gets the XP (this system https://github.com/vrondakis/Leveling-System). This is the conquest system I am using (https://github.com/Bambofy/ConquestSystem), I have modified this addon slightly to fix a few things like the colouring of the icons when a team captures them, but I need help on that when the opposite team captures the point, the other team does not. For example if the Insurgent team captures the point, at the moment the only people who get XP is the specific team that captured it. I can’t seem to get this table working very well and could use some help with it. This is what the current set up is at the moment:


SHARE_POINTS_TABLE = SHARE_POINTS_TABLE || { };
hook.Add( "InitPostEntity", "SetupTeamIDS", function( )

SHARE_POINTS_TABLE = {
		// Team 1
		[ TEAM_NATO ]			= 1;
		[ TEAM_NATO1 ]			= 1;
		[ TEAM_NATO2 ]			= 1;
		[ TEAM_NATO3 ]			= 1;
		[ TEAM_NATO4 ]			= 1;
		[ TEAM_NATO5 ]			= 1;
		[ TEAM_NATO6 ]			= 1;
		[ TEAM_NATO7 ]			= 1;
		[ TEAM_NATO8 ]			= 1;
		[ TEAM_NATO9 ]			= 1;
		[ TEAM_NATO10 ]			= 1;
		[ TEAM_NATO11 ]			= 1;
		[ TEAM_NATO12 ]			= 1;
		[ TEAM_NATO13 ]			= 1;
		[ TEAM_NATO14 ]			= 1;
		[ TEAM_NATO15 ]			= 1;
		[ TEAM_NATO16 ]			= 1;
		[ TEAM_NATO17 ]			= 1;
		[ TEAM_NATO18 ]			= 1;
		[ TEAM_NATO19 ]			= 1;
		[ TEAM_NATO20 ]			= 1;

	
		// Team 2
		[ TEAM_INSUR ]	 		= 2;
		[ TEAM_INSUR1 ]	 		= 2;
		[ TEAM_INSUR2 ]	 		= 2;
		[ TEAM_INSUR3 ]	 		= 2;
		[ TEAM_INSUR4 ]	 		= 2;
		[ TEAM_INSUR5 ]	 		= 2;
		[ TEAM_INSUR6 ]	 		= 2;
		[ TEAM_INSUR7 ]	 		= 2;
		[ TEAM_INSUR8 ]	 		= 2;
		[ TEAM_INSUR9 ]	 		= 2;
		[ TEAM_INSUR10 ]	 	= 2;
		[ TEAM_INSUR11 ]	 	= 2;
		[ TEAM_INSUR12 ]	 	= 2;
		[ TEAM_INSUR13 ]	 	= 2;
		[ TEAM_INSUR14 ]	 	= 2;
		[ TEAM_INSUR15 ]	 	= 2;
		[ TEAM_INSUR16 ]	 	= 2;
		[ TEAM_INSUR17 ]	 	= 2;
		[ TEAM_INSUR18 ]	 	= 2;
		[ TEAM_INSUR19 ]	 	= 2;
		[ TEAM_INSUR20 ]	 	= 2;

	};
end );

--[[-------------------------------------------------------------------------
Rewards
---------------------------------------------------------------------------]]
hook.Add("ConquestSystem_PointCaptured", "ConquestSystem_RewardsCaptured", function(ply, teamname, pointname, _capturer, _teammate)
	if not ConquestSystem.Config.Rewards.Enabled then return end

	ply:addMoney(ConquestSystem.Config.Rewards.OnCapture.ForPlayer)

	for k,v in pairs(player.GetAll()) do

		local job = RPExtraTeams[v:Team()]

	if job.command == teamname then
			local XP = v:addXP(500, true)
			if(XP) then
				DarkRP.notify(v,0,4,"You got "..XP.."XP for capturing a control point") 
			end
        end

		if ( IsValid( _capturer ) && IsValid( _teammate ) && _capturer:IsPlayer( ) && _teammate:IsPlayer( ) ) then 
			if ( SHARE_POINTS_TABLE[ _capturer:Team( ) ] == SHARE_POINTS_TABLE[ _teammate:Team( ) ] ) then
				local XP = v:addXP(250, true)
				if(XP) then
					DarkRP.notify(v,0,4,"You got "..XP.."XP for your team capturing a control point") 
				end
                        else
                                DarkRP.notify(v,0,4,"The enemy captured a control point!")
			end
		end

	end

end)

hook.Add("ConquestSystem_CapturedPointTick", "ConquestSystem_RewardsWhileCaptured", function(point, teamname, pointaname, _capturer, _teammate)
	if not ConquestSystem.Config.Rewards.Enabled then return end

	point.Interval = point.Interval + 1

	if point.Interval >= ConquestSystem.Config.Rewards.WhileCaptured.Interval then

		for k,v in pairs(player.GetAll()) do

			local job = RPExtraTeams[v:Team()]

			if job.command == teamname then

			local XP = v:addXP(250, true)
			      if(XP) then
				      DarkRP.notify(v,0,4,"You got "..XP.."XP holding a control point") 
			      end

			end

			if ( IsValid( _capturer ) && IsValid( _teammate ) && _capturer:IsPlayer( ) && _teammate:IsPlayer( ) ) then 
				if ( SHARE_POINTS_TABLE[ _capturer:Team( ) ] == SHARE_POINTS_TABLE[ _teammate:Team( ) ] ) then
				local XP = v:addXP(100, true)
					if(XP) then
						DarkRP.notify(v,0,4,"You got "..XP.."XP for your team holding a control point") 
					end
                                end
			end

		end

		point.Interval = 0
	end
end)

This is a frankenstein kinda set up also with a friendly fire script to stop people from shooting each other in the same team (and yes setting each job to a different team was the only way to stop the script from bugging and that script was the only thing I could find that was working).

If more code from the other Lua files of these addons needs to be shown then I will, though this is the main issue I’m having right now.

I have the same system how did you make the teams??

In the end I gave up on the rewards system. Closest thing I got to making it bearable was fixing the colouring of the points in category mode where they show the colour of the job that owns it, instead of just being red