Heists and robberies fill player inventories with stolen goods. The problem most criminal economies share is what happens next — there’s nowhere credible to convert loot into spendable currency. A pawn shop plugs that gap: players walk in with items, walk out with cash, dirty money, or a bank deposit. This script handles all three payout types, which means the same location can serve both your legitimate resale economy and your black-market underground depending on what item is being sold.
Dirty Money Routing
The configurable payout system is what separates this from a basic item-sell menu. High-value or flagged items can be configured to pay out in dirty money rather than clean cash, creating a realistic layer of risk — players have to launder what they earn, which feeds your money wash scripts and gives the economy another loop to close. Clean items pay clean. Contraband pays dirty. Admins set which is which.
Multi-Location and Player-Owned Shops
Shop locations are infinitely expandable across the map. Each location carries its own accepted inventory list and pricing, so a pawn shop in Strawberry can have different stock and rates from one in Paleto Bay. Beyond NPC-run locations, the script supports player-owned shops — which means entrepreneurial players can operate their own buy-sell business as a server role, not just an NPC interaction.
- Multiple payout types per item: clean cash, bank deposit, or dirty money
- Unlimited shop locations — each with its own accepted items and pricing
- Player-owned shop support — run a pawn business as a server role
- Stash counter system for realistic item-handover roleplay interactions
- NPC interactions or ox_target / qb-target zone-based access
- Anti-exploit event guards and server-side security checks
- Notification support: ox_lib, okokNotify, mythic_notify, qb-core notify
- Inventory support: qb-inventory, ox_inventory
- Framework support: QBCore, ESX, Qbox — single purchase, no version split
Production Security
Anti-exploit checks and event guards are built in, not bolted on as an afterthought. Server-side validation means a client-modified item value can’t bypass the sell price — which matters on any server with a functioning economy. The stash counter system also adds a roleplay layer to the interaction: items go through a counter, not a floating menu, which keeps the immersion intact during staffed server events.
Framework and Dependencies
Runs on QBCore, ESX, and Qbox. Dependencies are qb-core and ox_lib. Target and inventory systems are flexible — pair it with qb-target or ox_target, and qb-inventory or ox_inventory. At £10 for tri-framework support and player-owned shop depth, this covers a full resale economy in one resource rather than three stitched together.












