Hey all,
Releasing v2.0 of my weapon shop job. Full rewrite from v1 with a proper employee dashboard, player-to-player sales, crafting progression, coupons, loyalty tiers, material delivery runs, and multi-shop support. Works with pretty much every popular inventory and banking system.
Showcase
What it does
An employee at a register can sell weapons to other players, manage stock, craft from materials, handle deliveries, and check analytics on the dashboard. Customers buy from the NPC shopkeeper when no staff is around, earn loyalty points on every purchase, and get tier-based discounts. Shop coupons can be created at a console and have an expiration date.
Features
Shop
- Each shop has its own inventory, recipes, loyalty tiers, prices, coupons, and permissions.
- Job grade permissions for stocking, selling, crafting, repair, coupon creation, and loyalty setup.
- Optional society/banking hook so business revenue lands in the job account.
NPC Shopkeeper
- Auto spawns when no employees are clocked in, or gets called in from the dashboard.
- Configurable hire cost, model, markup, and payment account.
Employee Dashboard
- Sales analytics (NPC vs employee), recent transactions, top customers, inventory view, material orders, and staff commission logs.
- NPC control panel with Auto / Manual hire / Manual dismiss modes.
- Loyalty tier editor with icon picker.
Player-to-Player Sales
- Employee offers a weapon to a nearby player by ID.
- Buyer gets a notification and completes the purchase at the register.
- Commission split out of the sale automatically when society is enabled.
Crafting
- Per-shop recipe list with material requirements and optional rep system.
- Shop reputation with tiers from Novice to Legendary. Higher tiers unlock more recipes (configurable).
- Server-side material checks at both craft start and completion.
Customer Side
- Loyalty points per dollar spent with automatic tier discounts at checkout.
- Coupon codes (server sided per shop, with expiration).
- Out of stock waitlist, with in-game and login time back in stock notifications.
Material Deliveries
- Configure drop locations per shop. Player drives the delivery truck, grabs the crate, brings it back, drops it off.
Other
- Weapon repair bench with durability aware blocking for full condition weapons.
- Per shop weapon stashes with graded access.
- Counter stashes
- Wardrobe target hook for clothing systems.
- 9 built-in languages: English, German, Spanish, French, Portuguese, Russian, Japanese, Turkish, Chinese.
Dependencies
Required: ox_lib, oxmysql
Target (pick one): ox_target, qb-target
Framework (pick one): qbx_core, qb-core, es_extended
Inventory (pick one): ox_inventory, qb-inventory, qs-inventory, ps-inventory, origen_inventory, core_inventory, codem-inventory, tgiann-inventory
Optional banking: qb-management, nass_society, qbx_management, qb-banking, Renewed-Banking, okokBanking, esx_society, esx_addonaccount
Optional clothing (for wardrobe target): illenium-appearance, ox_appearance, fivem-appearance, qb-clothing. If you use something else, it’s open to edit.
Optional TextUI (auto-detected): wasabi_textui, okokTextUI, ox_lib
What’s unencrypted
The config, locales, clothing hook, inventory bridges, society bridge, TextUI adapter, SQL install files, and NUI entry are all open for you to edit. Core logic and NUI scripts are escrow-protected.
Info
| Code is accessible | No (core), Yes (config + bridges + locales) |
| Subscription-based | No |
| Lines (approximately) | ~6000 |
| Requirements | ox_lib, oxmysql |
| Support | Yes |
Links
Store: Tebex Link
Discord support: Discord
Happy to answer questions in the thread or take bridge requests if you’re on a framework or inventory that isn’t listed.



