[VORP] Hitomi_Companies | Create and manage your Companies, Shops Companies, farms, processing and sales

:scroll: Hitomi Companies :briefcase:

VIDEO : https://youtu.be/4nUq_bfltwk
TEBEX VORP : https://hitomim.tebex.io/package/7179775

74.99€ | VAT NOT INCLUDED

This script represents a complete economic and social management solution for RedM servers.
Designed to offer total autonomy to administrators and advanced management for players, it redefines interaction between jobs, banking, and institutions. :rocket:


I. :hammer_and_wrench: THE ADMINISTRATION INTERFACE (REAL-TIME CREATION)
The script administration is done entirely in-game, allowing the creation of a dynamic economy without ever having to touch configuration files or restart the server. :zap:


:office: Complete Company Creation

Each company is defined by seven specific parameters:

:id: Unique Identifier (ID): Defines the technical name for the job system (setjob).
:label: Label: The public name of the company as it will appear to players.
:round_pushpin: Zone of Influence: Allows the company to be sectorized so it is attached to a specific town hall or government.
:world_map: Visual (Blip): Choice of the map icon.
:loudspeaker: Public Recruitment: A toggle (True/False) to allow town halls to offer this job.
:pushpin: Blip Coordinates: Exact location of the icon on the map.
:door: Prompt Coordinates: Location of the physical interaction point to open the menu.


:chart_with_upwards_trend: Hierarchical Architecture (Grades)

The grade system is flexible and editable on the fly:

:1234: Automatic Numbering: The script automatically manages rank order (+1/1 when adding or removing).
:name_badge: Grade Label: Custom name (e.g., Apprentice, Artisan, Boss).
:dollar: Salary: Fixed amount paid each pay cycle.
:coin: Commission: Percentage of profit paid to the employee/company during sales to vendors.
:key: Permissions: Checkbox system to define access rights to each tab.


:evergreen_tree: Creation of Harvesting Zones

For manual jobs, configure live resource points:

:name_badge: Zone Name: Resource identification.
:joystick: Interaction Type: Choice between an invisible point or a physical object (Prop) placed in the world!
:package: Object Model: If the type is “Prop”, choice of the 3D model to display.
:hourglass_flowing_sand: Regeneration: Resource respawn time after harvesting.
:round_pushpin: Multi-positions: Ability to add multiple locations for the same zone.
:clapper: Animations: Choice of animation (with or without an object in hand) and action duration.


:test_tube:Processing Locations

Transform raw materials into finished products:

:round_pushpin: Name and Location: Identification of the location and placement of the interaction point.
:fried_egg: Crafting Recipe: Definition of the source item (quantity) and the final item (quantity).
:stopwatch: Processing Time: Time required to perform the transformation.


:convenience_store: Vendor System

:bust_in_silhouette: Identity: Merchant name.
:round_pushpin: Location: Sales prompt location.
:heavy_dollar_sign: Dynamic Pricing: Ability to set a fixed price or a price range (min/max) for a random aspect.


II. :briefcase: THE COMPANY MENU (THE 5 PILLARS)
A structured interface for total immersion for employees and bosses.


:bar_chart: DASHBOARD

The immediate control center of the company.

:vertical_traffic_light: Opening Status: Three available modes (Open, Shop Only, Closed).
:art: Dynamic Blips: The icon changes color on the map (Green = Open, Red = Closed, Blue = Shop Only).
:clock3: Duty Management: “Start Duty” and “End Duty” buttons.
:memo: Service Notes: Internal communication system (read, publish, edit, delete) with author and date.


:package: STORAGE
Manages the logistical and material aspect.

:unlock: Stash Access: Opening of a physical inventory chest.
:weight_lifting_man: Upgrade: Pay to increase storage capacity (in kg).
:bookmark_tabs: Storage Logs: Ultra-detailed history (Name, item, quantity, time) for each movement.


:moneybag: FINANCE (Treasury)

The accounting aspect of the company.

:dollar: Live Balance: Display of available cash in the register.
:atm: Fund Movements: Cash deposit and withdrawal functions.
:bookmark_tabs: Financial History: Record of all transactions (sales, salaries, withdrawals).


:shopping_cart: SHOP (The Store)

Turn the company into a shop for citizens.

:hammer_and_wrench: Setup: Creation of the point of sale and shop name.
:label: Shelf Management: Put items from the stash up for sale via the shop UI (Stash and shop linked!), set/modify prices, or remove items.
:chart_with_upwards_trend: Expansion: Pay to unlock more sale slots in the shop.
:earth_africa: Visibility: Enable or disable public access to the shop.


:busts_in_silhouette: ORGANIZATION (Human Resources)

The ultimate tool for team management.

:computer_mouse: Drag & Drop Organization Chart: Change an employee’s grade by dragging their card from one column to another!
:incoming_envelope: Recruitment: Hiring via server ID with player accept/decline system.
:green_circle: Activity Tracking: Colored indicators (Green = on duty, Red = off duty, Orange = busy in another job (multijob)).
:file_folder: Employee File: Edit Telegram number or IBAN.
:robot: Auto-Hierarchy: The script automatically rebalances ranks when a grade is added or removed.
:closed_lock_with_key: Permissions, Salaries & Commissions: Individual setup of access rights, salaries, and sales profit percentage per grade.


III. :arrows_counterclockwise: INTEGRATED MULTIJOB SYSTEM

The script allows a true frictionless multi-career system. :cowboy_hat_face:

:floppy_disk: Persistence: Saves each job and grade.
:iphone: /myjobs Interface: Visual menu listing all careers with grade and active job indicator.
:zap: Instant Switch: The player changes jobs themselves. Immediate update of salary, grade, and permissions (Forces “Off Duty” to prevent abuse).
:door: Resignation: Ability to permanently remove a job to free up space.
:no_entry_sign: Protection: Strict limit on the number of jobs (Configurable, e.g., 2 max) to avoid excessive stacking.


IV. :classical_building: PUBLIC RECRUITMENT & INSTITUTIONS & UNEMPLOYMENT
The system creates a direct bridge with the government:

:handshake: Town Hall & Job Center: If the option is checked, the company appears in the government registry.
:scroll: Centralization: The Mayor can view the establishment and offer contracts to citizens, enhancing immersion and visibility.
:money_with_wings: An integrated unemployment system for the unemployed job, with toggle and amount configuration.


V. :bank: ADVANCED INTEGRATION: HITOMI_BANK
Total economic immersion by removing “magic money”. :coin:

:credit_card: Company Accounts: Automatic creation of an account with a unique IBAN linked to the Boss.
:money_with_wings: Flow Management:

Option Bank:
Money is directly linked to the bank account, bank account viewable from the company interface but no manual deposit/withdrawal possible; you must go to the bank.

Option Safe (Realism):
Money physically remains in the company safe.
:truck: Banker Gameplay: In “Safe” mode, a banker must physically collect the funds via a Money Bag (item) to transport them to the bank.

:chart_with_downwards_trend: Automation: Salaries are real account-to-account transfers. If the company is broke, no one gets paid!
:bookmark_tabs: Traceability: The finance tab displays real bank statements from the database.
:stop_sign: Restriction: An IBAN must be registered to be able to go on duty (Start Duty).


:gear: CONFIGURATION: TOTAL CONTROL OF THE SYSTEM
The Config.lua file is the brain of your script.
It was designed to be ultra-complete, allowing modification of every aspect of gameplay, economy, and immersion without any programming knowledge.


:shield: 1. GENERAL SETTINGS & ACCESS
Take control of who can administer and how players access menus.

:crown: Admin Group: Define which user group (e.g., “admin”) has the power to use creation tools.
:keyboard: Custom Commands:
/company: To open the creation and administration menu.
/myjobs: To open the career management interface (Multijob).


:keyboard: 2. KEY MAPPING (INPUTS)
Adapt controls to your community. Each action is bound to a specific key.

Interaction: Main key for prompts (default [E]).
Cancel: Exit menus or cancel placement (default [G]).
Edit Mode:

Rotation (Left/Right)
Height adjustment (Up/Down)
Social: Quick keys to accept or decline a job offer.
Job: Specific key for bankers to collect funds (default [J]).


:earth_africa: 3. GEOGRAPHY & INSTITUTIONAL RECRUITMENT
Manage the territorial influence of your companies.

:round_pushpin: Zones of Influence: Complete list of cities (Valentine, Saint Denis, Rhodes, etc.) to sectorize companies.
:classical_building: Recruitment Offices (Job Centers):

Required job
Control zone
Exact position

:straight_ruler: Detection Distance: Adjust the distance at which a mayor can detect a citizen to offer a contract.


:moneybag: 4. ECONOMY & PROGRESSION
Balance your server economy precisely.

:money_with_wings: Salaries: Define the interval between each payment (in minutes).
:package: Storage Upgrade (Safe):

Upgrade name
Capacity in KG
Financial cost

:shopping: Shop Upgrade:

Max number of items
Purchase price

:arrows_counterclockwise: Multijob:

Limit the number of jobs a player can hold (e.g., 2 jobs max).


:bank: 5. BANKING INTEGRATION (Hitomi_Bank)

:electric_plug: Activation: Enable or disable integration with one click.
:bank: Default Bank: Choose where company accounts are created upon opening.
:money_with_wings: Money Flow (MoneyFlow):*
Bank: Money is virtual and goes directly to the account.

Safe: Money is physical, stays in the safe, and requires transport.

:school_satchel: Collection Item: Define which item (e.g., money bag) is given to the banker during physical fund collection.


:clapper:6. IMMERSION & HARVESTING (ANIMATIONS)

Make manual work rewarding and visual.
Custom name
Animation dictionaries
Duration
Work props with precise position and rotation adjustment on the hand bone


:shield: 7. SOCIAL SECURITY SYSTEM (UNEMPLOYMENT)
Leave no citizen behind.

“Unemployed” job name
Grade
Enable/Disable state aid
Allowance amount
Payment interval


:round_pushpin: 8. DYNAMIC BLIP SYSTEM
A clear and interactive map for players.

:office: Companies: Blip appearance (size, etc.).
:rainbow: State Colors:

Green = Open
Red = Closed
Blue = Auto Shop


:speaking_head: 9. FULL LOCALIZATION (TRANSLATIONS)
Translate the script into any language.

The script includes a massive translation table covering:

Notifications
Admin Interface
Player Interface
System Messages
Prompts


:gear: COMPATIBILITY & PERFORMANCE

:gem: Frameworks: Fully compatible VORP.
:fire: Hot Installation: Dynamic architecture. No complex manual SQL modification or server restart required to create a company.

A turnkey tool, immediately functional, for a rich and interactive server economy! :star2:


| Code is accessible | No |

| Subscription-based | No |

| Lines (approximately) | 4000 |

| Requirements | VORP_CORE, VORP_INVENTORY & Hitomi_bank (Optional) |

| Support | Yes |

:receipt: Changelog 02/01/2026 - Hitomi_Companies

:tools: EXPORTS:

  • Added an export function to retrieve a player’s duty status for use in other scripts.

  • Added export functions to add or withdraw money from the company account, whether or not you are using my bank script.

All exports are available in the installation file.


:receipt: Changelog 21/01/2026 - Hitomi_Companies

:tools: NEW FEATURES & FIXES:

  • Fixed the SQL file.

  • When creating a company, you can now choose whether to put it up for sale and set its purchase price.

  • If the company is purchased, the buyer automatically receives the highest rank.

  • Added markers to all script-related locations (shop, selling point, company point, etc.).


:receipt: Changelog 03/03/2026 - Hitomi_Companies

:tools: UPDATE:

  • Update VIDEO

  • New user interface (UI).

  • General script optimizations.

  • Various bug fixes.