RedM Player-Owned Shop Script Poggy Markets

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.

Stores your players actually run

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.

Framework agnostic, genuinely

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.

For your players

  • A storefront that’s theirs — buy a town shop, or found one anywhere with a deed
  • Per-item pricing — set what each thing sells for, and what the shop pays the public for it
  • Hidden back-stock — keep stock off the shelves without taking it out of the store
  • A real dashboard — today, this week, best sellers by volume and by revenue, low-stock warnings
  • Full transaction history — filterable, with the customer’s name on every line
  • Staff with permissions — hire managers and employees; each role does exactly what you’d expect
  • No job required — being on the staff list is the permission

For you

  • One config file for store locations and what each type of store trades
  • A store is three lines. Its type supplies the item lists, the map blip and the clerk
  • No second NPC file — a shop’s clerk belongs to the shop and disappears with it
  • /pmhere prints a finished config block for wherever you’re standing
  • /pmdiag tells you what loaded, what didn’t, and why
  • Item names that don’t exist on your server are named at startup, not swallowed

Three optional modules — all off by default

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.

Built to be handed to strangers

  • The server owns every price — a price from the client is never charged
  • Capacity is checked before money, so a full satchel is never a paid mistake
  • Ledgers are debited before payouts, so a duplicated event can’t withdraw twice
  • Roles are re-derived on every privileged call, never trusted from the interface
  • Webhook URLs must be Discord, so the field can’t be turned into an open relay
  • A missing item or a bad clerk model is reported once and skipped, never fatal

Setup

  1. Drop poggy_markets in your resources folder
  2. Run sql/poggy_markets.sql
  3. ensure poggy_markets
  4. Read the console — it names your framework, your store count, and anything in the catalog your server doesn’t have

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.

Requirements

  • oxmysql
  • One of: VORP Core · RSG Core · QBCore · RedEM:RP

Want everything instead?

Poggy Markets is included in Poggy All Access — every script I make, in one package, including everything released from here on.

Get Poggy All Access


One-time purchase · instant download · free updates · support included.

Support: Poggy

Questions about Poggy Markets

What can a shop owner actually do?

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.

What are the optional modules?

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.

What does it require?

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.

I already run an older shop script. Will my data survive?

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.

Which frameworks does Poggy Markets work with?

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).

How is Poggy Markets delivered after I pay?

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.

Does Poggy Markets get updates?

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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