The Three Sides of a Shop#
Shops Creator has three interfaces, and it helps to know which is which from the start.
Interface | Opened with | Who uses it |
|---|---|---|
The creator |
| Admins and the jobs in |
The shop |

Documentation
Using Shops Creator: drawing shop zones, stores and sell shops, categories and items, templates, the store and best price finder, player-owned shops and the boss menu.
Shops Creator has three interfaces, and it helps to know which is which from the start.
Interface | Opened with | Who uses it |
|---|---|---|
The creator |
| Admins and the jobs in |
The shop |
E or target at the shopkeeper
Every player. Buying from a store, selling to a sell shop, their own history and the best price finder. |
The boss menu |
| The owner of a shop and the employees they allow. Stock, prices, staff, money, promotions and settings. |
Nothing is configured in files once the resource is installed. Every shop, item, price, owner and promotion is made in one of these three windows, saved to the database and sent to every player at once — no restart.
Every shop is one of two types, picked at the top of the creator's form.
Type | What it does | Example |
|---|---|---|
Store | Players buy items from it. It has stock, a cart, payment methods, promotions and a best price comparison. | A 24/7, an Ammu-Nation, a pharmacy, a hardware store. |
Sell Shop | Players sell items to it. It has a price per unit, a maximum it will accept, and can be funded by job societies. | A pawn shop, a fish market, a scrapyard, a drug buyer. |
Type /shopcreator. The window opens with the shop list on the left and the form on the right.
Element | What it does |
|---|---|
Search shops… | Finds a shop by its blip name. |
+ | Starts a new, empty shop. |
Download icon | Opens Bulk Import From Template — one template into many shops at once. |
All Shops · Sell · Store | Filters the list by type. |
Shop card | Click to edit. Store cards show how many items are in stock and in total; sell cards show how many items they buy and how many categories. |
Location pin | Teleport to Shop — closes the window and moves you there. |
The form keeps a draft while you work: closing the window to draw a zone or place a point brings you back to exactly where you were. The footer says Create shop for a new one, or Save and Delete for an existing one.
The Shop Label and the Zone Points. The zone is the outline of the shop, and every other point — shopkeeper, blip, boss menu — must be placed inside it.
Press Select: the window closes and a free camera opens over you.
Key | Does |
|---|---|
| Move the camera. |
| Up and down. |
Mouse | Look around. |
Left click | Add Point where the camera is aiming. |
Right click | Undo Last point. |
| Z Boundary +/- — the height of the zone. |
| Done. |
| Cancel. |
Click the corners of the shop in order and press ENTER. A zone needs at least four points; fewer are discarded. Draw the whole shop: anything outside the outline cannot hold the shopkeeper or the boss menu.
A switch to show the shop on the map, and its look: Blip Name (also the name in the shop list), Blip Sprite and Blip Color from searchable lists with pictures, Blip Scale from 0.2 to 1.0, and Blip Coordinates — press Select and click a spot inside the zone.
On the Shop (or Sell Shop) panel: the Ped model (mp_m_shopkeep_01 by default), its Animation Dict and Animation Name, the Distance at which the prompt appears, and its Coordinates. Placing it shows a preview ped that you turn with the mouse wheel or Z / X before clicking.
Ped Visibility switches the person off while keeping the interaction point — for a counter that is already a vending machine or a desk.
Enable Opening Hours, then the Open Time and Close Time, against In-Game Time or UTC Real Time. Overnight hours (22:00 to 06:00) work. Outside them the shop shows CLOSED with a countdown — Opens in 2h 15m — and the shopkeeper leaves. Inside the shop, a chip warns Closes in… during the last 30 minutes. The boss menu stays reachable at all times.
Who may use the shop. Leave everything empty and it is open to everyone.
Rule | Effect |
|---|---|
Job + Grades | Only that job, and only the grades ticked. |
Gang + Grades | Only that gang. Shown when your framework has gangs (QBCore, Qbox, or ESX with |
Required Items | The player must carry all of these items — a membership card, a license, a key. |
A player who fails a rule is told exactly which one: Required job: police, You need these items in your inventory: Weapon License.
Below the access rules, a shop can be tied to job accounts. What that means depends on the type:
Type | Panel | What happens |
|---|---|---|
Store | Society Revenue Sharing | Each listed job receives its percentage of every sale. The buyer is told {amount} has been shared with societies. |
Sell Shop | Sell Shop Funding | Each listed job pays its percentage of what the shop pays the seller; the rest is covered by the system (or the owner's balance). If any society cannot afford its share, the sale is refused. |
Each job can appear once, and the shares can never add up to more than 100%.
A store's products live in categories, so categories come first — Add Item stays disabled until the shop has one.
Quick Import — one click adds a ready-made category from Config.CreatorDefaultCategories: Weapons, Food & Drinks, Medical, Clothing, Vehicles, Electronics, Tools & Equipment, Miscellaneous.
Create Custom Category — a Category Name, a Description, a Color Theme and an Icon from Config.CreatorDefaultIcons, with a live preview.
A category can have its own access rules, on top of the shop's: allowed jobs and grades, and required items. The Condition Type decides how they combine — All conditions need to be required! (the job and the items) or One condition is enough (the job or the items). A player who does not qualify simply does not see that category or anything in it — one gun store can sell pistols to license holders and rifles only to the police.
A category still used by items cannot be deleted; move or delete the items first.
Add Item opens a form over the server's whole item list, with pictures from your inventory:
Field | Meaning |
|---|---|
Item | Any item your inventory knows. Items already in the shop are left out. |
Price | What a player pays per unit. |
Category | Where it is shown. |
Stock Type | Unlimited Stock, Limited Stock with a quantity, or Out of Stock. |
Description | Shown on the product card. |
Buy on Add + Buy Price | Lets the shop's owner buy this item wholesale from the boss menu to restock. See Restocking. |
Stock is shared by every player and changes live: when the last unit is sold, the card shows Out of Stock for everyone. Clear All empties the list in one go.
On a sell shop, Add Sellable Item sets what it buys:
Field | Meaning |
|---|---|
Select Item | The item players can sell. |
Price per Unit | What the shop pays for each one. |
Stock Type | Unlimited, a Max Quantity — the shop stops buying once it has taken that many — or Out of Stock. |
Category · Description | Where it is shown, and the text under it. |
Payment methods for both types are picked under Money Type, from Config.CreatorMoneyTypes — Money, Bank and Black Money by default. A store lets the buyer choose among them; a sell shop pays in the first one.
A template is a shop's categories and items saved under a name, ready to drop into any other shop. Build the perfect gun store once and every other Ammu-Nation is a click away.
In a shop with at least one category and one item, open Items → Templates → Save as Template. Give it a Template Name and an optional Description. Make Public lets other creators use it too.
In another shop of the same type, Templates → pick a template → View Items to check what it holds → Use Template. Choose Import Items, Import Categories, or both. Replace Existing wipes the shop's current list first; without it the template is added and anything already present is skipped.
From the shop list, the download icon opens Bulk Import From Template. Tick every shop on the left — Toggle All selects the whole filtered list — pick the template on the right, choose the same three options and press Apply to Selected.
Templates show who owns them, whether they are public, how many items and categories they hold, and how many times they have been used. Only their owner can delete them.
What a player sees after pressing E at a store's shopkeeper.
Where | What is there |
|---|---|
Header | The shop's name, the number of Active Promotions, the closing countdown, and the tabs Store, History and Best Price. |
Left | Browse Categories — click one to filter, click it again to see everything. |
Centre | Products with search: picture, name, description, price, units left, and the discount when a promotion applies. |
Right | The Shopping Cart: quantity buttons or a typed amount, a line per item, and the Total Price. |
Press Checkout and choose a payment method — Cash, Bank, Black Money, or whatever the shop accepts. The server works out the price again, so a cart cannot be tampered with. The money is only kept once every item is delivered: if the inventory is full, nothing is charged.
Purchase History lists what the player bought, in This Store Only or across All Stores, with totals for items, money spent and transactions. Periods — Today, This Week, This Month, All Time — sorting, Advanced Filters by store, item, price and quantity, and a Detailed Analytics view with the player's favourite store and item.
The Best Price tab compares every item across every store that takes part, and shows the cheapest one first: its price, how much it saves against the market average, its stock, any promotion and how long it has left, and how far away it is. Go to Store sets a GPS waypoint. Sort by Highest Savings or Nearest, and filter by category.
A shop takes part while Show In Best Price Finder is on in its settings. Turn it off for a shop that should not be compared — a black market, a members-only store.
Pressing E at a sell shop opens the same layout in reverse. Each card shows how many of the item the player has, how many the shop accepts, and what it pays per unit. Sell All adds everything at once. The Sell Cart shows the Total Revenue; Confirm Sale pays the player and takes the items.
A sale is refused when the shop has reached its max quantity for that item, when an owned shop's balance cannot cover it, or when a funding society cannot pay its share. Sales History and Best Price work as in a store.
Any shop can be put up for sale to players. Turn on Enable Ownership in the creator's Ownership panel:
Field | Meaning |
|---|---|
Purchase Price | What a player pays to buy the shop. |
Resell Percentage | How much of that price the owner gets back for selling it to the system — 70% by default. |
Boss Coordinates · Boss Distance | Where the boss menu is opened — a back office, a counter — and how close the owner has to be. |
Ownership Restrictions | What the owner may stock: a whitelist (only these items) or a blacklist (anything but these), plus a Max Stock Per Item and a Max Total Stock. |
Once ownership is on and nobody owns the shop, the first player to press E is offered it: Buy Shop — Do you want to buy 24/7 Supermarket for $100,000? The creator's panel then shows the Current Owner, the purchase date and price.
Opened at the shop's boss point with Press [E] to access the boss menu. The header shows the shop's name, its id and whether it is OPEN or CLOSED.
The business at a glance. A store shows Total Revenue, Daily Sales, Active Customers and Inventory Value, with charts for revenue trends, sales by category, sales performance and customer growth, and the Top Selling Items. A sell shop shows the buying side instead: Money Spent Today, Items Acquired, Active Suppliers, and the Most Acquired Items.
The shop's stock, with search, category and stock filters, and quick stats — total items, low stock, out of stock and total value.
Action | What it does |
|---|---|
Deposit | Put items from your own inventory on sale: pick the item, its price, its category and how many. On a sell shop, add an item the shop will buy and its limit. |
Withdraw | Take stock back from the shop into your inventory. Stores only. |
Edit | Change an item's price, description or category, and add more stock from your inventory. |
Delete | Remove an item once its stock is 0. |
Buy Items | Restock from the supplier. Stores only — see below. |
Items the creator gave unlimited stock are marked Creator Managed: the owner cannot change their price, stock or delete them. That is how a server keeps essentials — water, bread — always on the shelf of a player-run shop.
Buy Items lists every item the creator marked Buy on Add, at its Buy Price. The owner fills a cart and pays; the items go into their own inventory, and Deposit puts them on the shelf at the owner's own price. The margin between buy price and sale price is the shop's profit.
Add Employee lists the players standing within 10 metres of you. Once hired, each employee has a card — online or offline, hired date — with a shield for their permissions and a trash button to fire them.
Permission | Lets the employee |
|---|---|
Manage Inventory | Add, remove and modify stock items. |
Access Boss Menu | Open the boss menu at all. Without it, no other permission matters. |
Manage Promotions | Create and delete promotions. |
Manage Shop Settings | Change the shop's name and opening hours. |
Hiring, firing and the shop's money remain with the owner.
The shop's account: Total Balance, Daily Revenue, Monthly Profit with its margin, Cash Flow, a revenue chart and the recent transactions.
Deposit and Withdraw move money between the shop and the owner, in any method the shop accepts, in three steps — amount and method, a description and optional reference, and a receipt with its transaction id. Withdrawals are immediate and cannot be reversed.
Transactions lists every deposit, withdrawal, sale and expense, with search, filters by type, status and amount, sorting, list or grid view, grouping, and totals: volume, net flow, success rate and failed transactions.
Stores only. Create Promotion:
Field | Meaning |
|---|---|
Promotion Name · Description | Shown to buyers. |
Promotion Type | Percentage Discount (up to 100%) or Fixed Amount off each unit. |
Value | The percentage or the amount. |
Target Type | All Items, chosen Categories, or Specific Items. |
Start Date · End Date | When it runs. The start cannot be in the past. |
Active promotion | Whether it is live. |
Only one promotion can be active at a time. Buyers see the struck-through price, the discount and the saving on every card, a banner in the store, and the promotion in the Best Price Finder with the days it has left. A promotion cannot be edited once created — delete it and create a new one.
Shop Name and Opening Hours, changed live for every player. The owner also sees Sell Shop: the Resell Value — purchase price × resell percentage — and a confirmation. Selling ends the ownership and puts the shop back on the market.