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Players buy a storefront, stock it, price it, hire staff and run it from a live sales dashboard, with optional supply-and-demand pricing and a commodities exchange.
Most store scripts stop at “player owns a shop.” This one starts there.
Your players buy a storefront, stock it, price it, hire staff, and then open a dashboard that tells them what actually sells — best sellers, dead stock, revenue by day, and every transaction with a name attached. Running a store becomes something they do, not something they own.
VORP Core, RSG Core, QBCore and RedEM:RP are detected at runtime. There is no setting to change and no version to pick. oxmysql is the only hard requirement — no menu resource, no input resource, no licensing resource.
Supply & demand pricing. Prices move with what players actually do. Flood the market and prices fall; leave a commodity alone and it recovers. Items in the same market influence each other. You declare which markets exist — pelts, fish, ore, crops, whatever your server trades. Nothing is hardcoded.
Commodities exchange. A trading floor NPC where players speculate on those markets, holding positions rather than goods and settling in cash against the live price. Position caps and a trade fee keep it honest. Short selling ships disabled.
Simulated customers. On a quiet server, shops get the occasional unseen customer so owning one still feels worthwhile. Deliberately stingy, with price caps and per-sale ceilings so nobody farms it.
A server that never switches these on carries no cost for them.
Coming from an older store script? It uses the standard playershops and shop_sales_log tables, so existing shops, ledgers, stock and history are already where it expects them. The SQL only adds missing columns; it drops nothing.
Poggy Markets is included in Poggy All Access — every script I make, in one package, including everything released from here on.
One-time purchase · instant download · free updates · support included.
Support: Poggy
Set a price per item and what the shop pays the public for it, keep hidden back-stock off the shelves, read a dashboard of today, this week, best sellers and low-stock warnings, see every transaction with the customer's name, and hire managers and employees. Being on the staff list is the permission, so no job is required.
Supply-and-demand pricing that moves with what players do, a commodities exchange where players hold cash-settled positions against live prices (short selling ships disabled), and simulated customers for quiet servers. All three are off by default and cost nothing when unused.
poggy_core (free) and oxmysql. poggy_core detects your framework at runtime: VORP Core, RSG Core and QBCore RedM are all supported from the same build. There is no menu resource, no input resource and no licensing resource.
It uses the standard playershops and shop_sales_log tables, so existing shops, ledgers, stock and history are already where it expects them. The SQL only adds missing columns and drops nothing.
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 (free), oxmysql and your framework (VORP Core, RSG Core or QBCore RedM).
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.
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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