Poggy Badges Bundle
Poggy Badges and Poggy Badge Props together, for less than buying them apart: the script that pins a badge on…
Players buy or found a shop, stock and price it, hire staff and run it from a sales dashboard, beside 48 NPC stores, with supply-and-demand pricing, a commodities exchange and simulated customers.
A RedM player-owned shop script for VORP Core, RSG Core and QBCore RedM: players buy or found a shop, stock and price it, hire staff and read a sales dashboard, beside 48 NPC stores that trade from item lists you control. Supply-and-demand pricing, a commodities exchange and simulated customers come with it.
shoptoken).All three modules ship switched on in Config.Modules. Turn off any you do not want.
/poggy, with live panels for player shops, shop jobs, market prices and exchange accounts.| Command | Who | What |
|---|---|---|
/pmhere <type> <name> | Admins | Prints a ready-to-paste store block for where you stand. |
/pmadmin | Admins, or the ACE poggy_markets.admin | Shop admin panel: find, route to, transfer, repossess or restore any shop. |
/pmdiag | Admins, console | Reports what loaded: framework, stores, catalog lists, modules. |
/pmshops | Admins, console | Lists every shop with its ID, owner and ledger. |
config/catalog_default.lua: match the item names to your items.Config.PlayerShops.maxPerPlayer: shops per character (2).Config.Tax: 75 on the 1st of each month by default.Config.UI.skin: "leather" (default) or "default", which follows the Poggy theme.shoptoken item by hand.translations.lua and the SQL are open. The Lua code is protected by Cfx escrow.poggy_core installs each new version for you and merges your config and translation files: new settings arrive with their defaults and every value you changed stays.
Set a price per item and what the shop buys from the public, keep back-stock hidden, read a dashboard of today, this week, best sellers and low-stock warnings, filter a ledger of every transaction, and hire managers and employees. Being on the staff list is the permission, so no job is required.
Supply-and-demand pricing that moves with what players sell and buy, a commodities exchange with desks in Blackwater, Saint Denis and Valentine where players hold cash-settled positions (short selling ships off), and ghost buyers that make small purchases from player shops. All three ship switched on in Config.Modules and each can be turned off.
Yes. In the manager's Settings tab the owner picks a player standing nearby and types the shop's name to confirm; the other player must accept. Stock, ledger and staff go with the shop. Staff can also transfer any shop with /pmadmin or in /poggy.
Yes. Poggy Markets uses the same playershops and shop_sales_log tables, so shops, ledgers, stock and sales history are already where it expects them. Its install only adds missing columns and drops nothing.
No. The tables are created when the script first starts. On RSG, add the shoptoken deed item to your item list by hand; the console warns while it is missing.
Poggy Markets works with VORP Core, RSG Core and QBCore RedM through poggy_core, which detects the framework at runtime and has a proven adapter for each, so there is one build and nothing to configure. It requires poggy_core 0.27.0 or newer (free), oxmysql and your framework (VORP Core, RSG Core or QBCore RedM).
Instantly. Checkout runs through Tebex, which asks you to sign in with your Cfx.re account before items can be added to the basket, and the licence is tied to that Cfx.re account rather than a key to paste.
Yes. It runs on Poggy, a live RedM server, and updates are included with every licence. Support is in the Poggy Discord.
From people who own Poggy Markets, checked against our purchase records.
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