Package

Advanced Player Store - Jobs DLC

17.00 USD

🏒 RS STORE [OWNED] β€” Player-Owned Businesses, Staff, Stock, Supply Runs & Real Analytics

πŸ’‘ Overview

Turn shops into real player businesses. Players buy a store, then run it: employees and salaries, physical stock, wholesale supply missions, custom prices, coupons and gift cards β€” with a full analytics dashboard and every dollar tracked. DLC for the RS Store base; both run side by side.

πŸ’» A dedicated boss-menu NUI at each store's management point β€” dashboard, bank, inventory, staff, transactions, promotions β€” matching the "24/7" theme. ESX β€’ QBCore β€’ Qbox.

πŸ› οΈ Everything Created In Game

No config lists: /createstore , walk to place the vendor NPC (your heading is captured), then the management point β€” saved to the database, up for sale.

Six types supported, including a black market with zero blips and its own hidden supplier.

Move points anytime (/setmanage, /setdrive), all commands ACE-protected and re-checked server-side.

πŸ’° Ownership & Resale

A player buys the store at the golden $ marker β€” ownership is per player in the database, independent from framework jobs.

Configurable max stores per player.

Player-to-player resale: the owner sets a price, the store goes back on sale, and the seller is paid even offline. The business balance stays with the store.

πŸ“¦ Physical Stock

Customers buy the store's real inventory β€” when it's out, it's out.

Restock from your own items, or launch a supply run.

Stock status at a glance: in stock / low / out, searchable and paginated.

🚚 Supply Runs (wholesale restocking)

Grab a delivery van at the depot, buy cargo at wholesale price (default 60% of base) paid atomically from the company account, deliver to the store, return the van β€” the margin is your profit.

Cargo is 100% server-side and virtual β€” no real items, no dupe. Cancel, timeout, losing the van or disconnecting refunds the undelivered cargo.

Per-type suppliers: legal stores share a warehouse; the black market restocks at its own blip-less supplier deep in the quarry.

πŸ§‘β€πŸ’Ό Boss Menu (tab by tab)

πŸ“Š Dashboard β€” treasury curve (7/30/90 days), "this month" KPIs (revenue, sales, average basket, net margin), top products & payment split.

🏦 Bank β€” balance, deposit, withdraw, open/close the store, sell the store.

πŸ“¦ Inventory β€” stock status, restock from your items, custom prices, start a supply run.

πŸ‘₯ Employees β€” hire the nearest player, grades, salaries, fire.

🧾 Transactions β€” filterable, paginated feed of every movement with running balance.

🎟️ Coupons β€” percent or fixed promo codes (min basket, max uses, expiry), validated server-side at checkout.

🎁 Gift cards β€” prepaid credit codes customers pay with; the value was offered, so no money can ever be created.

🏷️ Price Policy & Roles

Managers set each product's sale price within configurable bounds (50%–300% of base) β€” pricing is gameplay.

Internal roles per store: Employee (stock), Manager (+ money & prices), Co-manager (+ staff) β€” the owner has everything.

Automatic salaries paid from the company account.

πŸ’³ Money β€” Two Auto-Detected Modes

RS Banking mode: a real business account per store (own IBAN), card/terminal payments in the shop, offline resale payout.

Standalone mode: zero dependency β€” atomic SQL balance with server-side guards.

The account belongs to the store, not the player: it survives resales.

Every movement (sales, deposits, withdrawals, salaries, restocks) feeds a structured event log with balance snapshots β€” the dashboard reads the same in both modes.

πŸ”« Robberies That Actually Hurt

With the base's robbery module, hold-ups on owned stores are zero-sum: the loot is debited from the owner's company account and handed to the robber as dirty money.

Criminals rob real businesses; owners feel it in the books.

πŸ”€ Two Modes Per Store

Player-owned by default, or place case-by-case autonomous NPC shops (/createstore auto) β€” always open, infinite stock, classic money sink.

One switch (Config.PlayerStores) turns the whole DLC autonomous if you prefer.

πŸ“Ÿ Persistence & Admin

Auto-installing database β€” all tables created and migrated on first boot, no manual SQL import.

Every state change survives restarts: owner, stock, prices, staff, balance, coupons, gift cards.

Full admin toolkit: /createstore, /setmanage, /setdrive, /deletestore, /depotpos.

🧩 Framework & System Compatibility

Frameworks: ESX β€’ QBCore β€’ Qbox (auto detection).

Inventories: ox_inventory β€’ qb-inventory β€’ qs-inventory β€’ native.

Banking: RS Banking (business accounts + card terminal) β€” optional, full standalone mode without it.

Requires: RS Store base (shared NUI, catalog & bridge) + oxmysql.

Everything is automatically detected for plug-and-play setup.

πŸš€ Key Features Summary

βœ… Buy, run and resell real stores β€” staff, salaries, physical stock, custom prices.

βœ… Wholesale supply missions with virtual anti-dupe cargo and automatic refunds.

βœ… Boss menu with real analytics: treasury curve, monthly KPIs, top products, full ledger.

βœ… Coupons & gift cards with exploit-safe, server-side validation.

βœ… Two money modes (RS Banking business account or standalone) β€” auto-detected.

βœ… Auto-installing DB, multi-framework, EN / FR, fully configurable.

πŸŽ₯ Preview:*Β https://www.youtube.com/watch?v=eSnGZP8CnVY*