Player-Owned Businesses /w Trading System

Player-Owned Businesses /w Trading System

FiveM player-owned businesses script with a full trading system — own shops, set stock and wages, manage a business bank account, and trade items directly with other players. ESX and QBCore.

$8

Supported Frameworks : , , ,

Server economies plateau when the only businesses players can run are the fixed admin-controlled shops everyone uses from day one. This player-owned businesses script with integrated trading system opens the economy layer: players buy into existing shop types, set their own stock and pricing, hire employees, and generate income from every transaction that runs through their store. The trading system extends it further — direct item, weapon, cash, and bank balance exchanges between players without relying on a third-party prop.

Business Ownership Features

  • Players purchase and own individual business locations — supermarkets, black markets, gun stores, and pawnshops supported out of the box
  • Owner-controlled stock management: add, remove, or reprice items from an in-game management menu
  • Staff hiring system with configurable wage rates — owners manage their own payroll
  • Business bank account separate from personal funds — revenue accumulates and can be withdrawn by the owner
  • ox_target interaction system for clean in-world access without marker clutter
  • All transactions logged per business for owner review and admin oversight

Trading System

  • Direct player-to-player trades covering items, weapons, cash, and bank balance transfers
  • Trade confirmation UI — both parties approve before anything moves
  • No dependency on a fixed shop or NPC — trades happen anywhere in the world
  • Compatible with ox_inventory and standard framework inventory systems

Framework Compatibility

Supports ESX and QBCore. Database operations run through oxmysql. The ox_target integration is the default interaction handler; the target system can be swapped to drawtext or marker-based interaction via config for servers that haven’t migrated to target systems yet.

Economy Design Impact

The combination of business ownership and direct trading shifts the server economy from admin-defined to player-driven. When a player owns the only gun store in a district and sets prices based on supply, other players have a reason to negotiate, source items from alternative traders, or start competing businesses. That competitive tension doesn’t exist in a fixed-shop environment — it only emerges when ownership is genuinely transferable and profitable. The trading system reinforces this by enabling black-market item movement outside the shop network, which keeps criminal economy routes active without requiring a dedicated script for every trade type.

Configuration Options

Business types, purchasable locations, starting stock sets, maximum stock capacity, and wage structures are all configurable. The ownership transfer mechanism — whether businesses can be sold player-to-player or only through admin intervention — is a config toggle, giving server owners control over how liquid the business economy is.

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