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A configurable multi-shop sell system. Players sell items at NPC/target/drawtext shops for cash, dirty money, and/or item rewards. Supports time windows, police requirements, dispatch on suspicious sales, volume price drops, bulk bonuses, and optional XP.
Framework: 'auto', 'qb', 'qbox', 'esx', or 'custom'.Inventory, notification, progress bar, interaction, and dispatch are also configurable (including 'auto' where available). Custom adapters use the stubs in opensource/client and opensource/server.
No. Sellshop uses its own config/config.lua for framework, inventory, dispatch, and interaction. Bridge is not required.
Check TimeFrame (open/close hours) and PoliceCount on that shop. Closed hours and too few online police each block access and show a notification.
Set UseXP = true. Items can define ["Exp"] = 5 (XP per unit sold). By default, server AddExp in opensource/server/server.lua calls pickle_xp when started.To use projectx-xp, change AddExp to something like:
Set ClientSideXP = true only if you intentionally grant XP from the client event hook instead.
Per item, enable DirtyMoney (e.g. black_money) to pay in dirty money instead of cash. Use ItemReward to give an extra item (or set DisableMoney = true for item-only payouts).
Enable Volume on an item: after AmountUntilDropInPrice units are sold, the price drops by DropInPrice percent.
Yes. Set Coords to an array of vec4 values — one location is chosen (especially useful with suspicious buyers). With ServerCoords = true, put the same array under that shop id in config/sv_config.lua.
Join the Project X Discord and ask in the #Free-Support channel.