RedM Player-Owned Shop Script Poggy Markets

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.

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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.

What players can do

  • Buy a storefront you have put up for sale, or found a shop anywhere with a deed item (shoptoken).
  • Set a price per item and choose what the shop buys from the public.
  • Hide back-stock, upgrade storage, rename or move the shop, and show it on the map or not.
  • Read a dashboard: today's and this week's takings, best sellers, low-stock warnings.
  • Filter a ledger of every transaction. Each line names the character, and money in and out are marked + or -.
  • Hire anyone online as a manager or an employee. No job is needed: the staff list is the permission.
  • Hand the shop to a player nearby, who has to accept. Stock, ledger and staff go with it.

The player shop economy

  • Supply and demand. Prices fall when players flood a market and recover while it is scarce. Pelts and hides, and fish, ship as markets.
  • Commodities exchange. Desks in Blackwater, Saint Denis and Valentine where players hold cash-settled positions on those markets. Short selling ships off.
  • Ghost buyers. Unseen customers now and then buy from player shops, so owners see some income on a quiet server.
  • Tax. Shops pay tax from their ledger on a schedule. A shop that cannot pay is repossessed, and nothing is deleted.

All three modules ship switched on in Config.Modules. Turn off any you do not want.

What owners and staff get

  • 48 NPC stores: general stores, gunsmiths, butchers, doctors, fish markets, lumber yards and camp outfitters.
  • A store is one block: its type supplies the item lists, the blip and the clerk.
  • Every item name your server does not have is listed in the console at start.
  • Every setting can be edited in game in /poggy, with live panels for player shops, shop jobs, market prices and exchange accounts.
  • Optional shop jobs: a shop gives its job to its owner and staff. Works with Poggy Multijob.

Commands

CommandWhoWhat
/pmhere <type> <name>AdminsPrints a ready-to-paste store block for where you stand.
/pmadminAdmins, or the ACE poggy_markets.adminShop admin panel: find, route to, transfer, repossess or restore any shop.
/pmdiagAdmins, consoleReports what loaded: framework, stores, catalog lists, modules.
/pmshopsAdmins, consoleLists every shop with its ID, owner and ledger.

Settings you will change first

  • 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.

What you need to run it

  • VORP Core, RSG Core or QBCore RedM (QBR).
  • poggy_core 0.27.0 or newer (free).
  • oxmysql. No SQL to import: the tables are created on the first start. On RSG, add the shoptoken item by hand.
  • The config files, translations.lua and the SQL are open. The Lua code is protected by Cfx escrow.

Updates

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.

Guide: How to run a player economy on a RedM server.

Questions about Poggy Markets

What can a shop owner actually do?

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.

What are the economy modules?

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.

Can a player sell or give their shop to someone else?

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.

I already run syn_stores. Will my data survive?

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.

Do I need to import SQL?

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.

Which frameworks does Poggy Markets work with?

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).

How is Poggy Markets delivered after I pay?

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.

Does Poggy Markets get updates?

Yes. It runs on Poggy, a live RedM server, and updates are included with every licence. Support is in the Poggy Discord.

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