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Building a shop

Everything on this page happens in the panel (/shopcreator) and is saved to the database as you go. Players see the changes without a restart.


Create a shop with Create Shop, then open it with the pencil. Each section folds open.

A shop can stand in as many places as you like. Add a location, pick a ped model from the list, and press Set by Cursor: a preview of the shopkeeper follows where you look.

KeyWhile placing
Mouse wheelTurn the shopkeeper
↑ / ↓Raise or lower it
EPlace it here
XCancel

Customize Clothes dresses the shopkeeper piece by piece; Copy Outfit copies what your own character is wearing onto it.

On or off, with Sprite (the icon), Color, Size and Name. The blip goes away with the shopkeeper while a robbed location is closed.

For shops the server runs. Each product is:

FieldWhat it is
Item NameThe internal item name, exactly as your inventory knows it
LabelThe name shown in the shop
PricePer unit
CategoryOne of Config.Categories; the shop window groups products by it
Payment TypeCash Only, Bank Only, Black Money Only, All (Cash + Bank + Black Money), or All (Cash + Bank)

At the till the player picks a quantity and, where there is a choice, how to pay.

Turn on Job Restriction and add jobs, each with a minimum grade. A player with none of them is told they do not have the required job, and the shop stays shut.

FieldWhat it is
Enable RobberyWhether this shop can be robbed at all
Cooldown (minutes)How long the location stays closed after a robbery
Duration (seconds)How long the robber has to hold the shopkeeper at gunpoint
RewardsAny number: an Item with an amount, or Money from Cash, Bank or Black Money — a fixed amount, or a Min and Max for a random one

Turn on Store Ownership and Add owners by the identifier Config.IdentifierType uses — a Discord ID with the default setting. An owned shop sells from its own product list, stocked by its owners and staff; the server-run products above are not shown while ownership is on.

Turn on Webhooks and paste a Discord Webhook URL. That shop then logs purchases, robberies, stock added and removed, and employees hired and fired — with a screenshot when Config.Screenshot is on and screenshot-basic runs.


An owner opens their shop like any customer. A gear button in the shop window opens Shop Settings, which has four sections.

SectionWhat the owner does there
NameRename the shop
ProductsAdd a product from an item they are carrying: choose the item, how many go on the shelf, the price, category and accepted payment. That many are taken from their inventory. Stock can be topped up or taken back later
EmployeesHire a player standing within 10 metres, set their commission, or let them go
VaultThe shop’s balance: White Money and Black Money kept apart. Deposit clean money from cash or bank, withdraw it to cash or bank; deposit and withdraw black money

When a customer buys:

  1. The stock goes down by the quantity sold. A product with no stock cannot be bought.
  2. The payment goes into the vault — black money into the black balance, everything else into the white.
  3. Each employee with a commission gets their percentage of the sale in their Personal Vault.

The owner picks a nearby player; that player is asked to accept with Y or decline with N, and has a short while to answer. An employee gets the same gear button, with the Products section (restock and manage existing products — adding new ones only if Config.AllowEmployeesAddProducts is on) and the Vault section. Renaming, hiring and the shop’s own vault stay with the owners.

The Personal Vault shows what an employee has earned in commission and lets them withdraw it to cash or bank.


  1. A player aims a weapon at the shopkeeper from within 5 metres. Bare hands never count.
  2. The shopkeeper puts their hands up and a progress bar appears at the top of the screen. It fills over the shop’s duration while they keep aiming, and drains when they stop. If the shopkeeper dies, the robbery fails.
  3. The police — the jobs in Config.RobberyNotifyJobs — get a notification and a red blip on the shop for a minute. With Config.PoliceAlert = "custom" your own dispatch is called instead.
  4. When the bar is full, the robber gets the rewards. On an owned shop with Config.TakeRobberyMoneyFromVault on, money rewards are taken from the vault and stop at what is in it.
  5. The location closes for the shop’s cooldown: its shopkeeper and blip disappear for everybody, and come back when the cooldown ends.

Only one robbery can run at a location at a time.