# Moh-businesssystem

## MOH Business System - Overview

## MOH Business System

MOH Business System is a multi-store arsenal management resource for FiveM servers running the QBCore framework. It lets players take on the role of a store owner — ordering weapons or goods through an NPC mission system, managing a shared storage stash, and selling inventory to other players via an auto-sell NPC.

### Key Features

* Multiple fully independent stores, each with its own theme, items, NPCs, and job restriction
* Mission-based weapon/item ordering through randomised supplier NPC locations
* Password-protected stash shared across all players in the same store
* Auto-sell system: activate an NPC so other players can browse and buy your stock
* Custom per-item markup pricing with configurable min/max limits
* Dynamic UI theme per store (accent colour applied system-wide)
* Supports qb-target and ox\_target for NPC interaction
* Supports qb-inventory, ox\_inventory, ps-inventory, codem-inventory, and origen\_inventory for item images
* Revenue paid to owner cash or job boss management fund

### Resource Information

| Property    | Value                        |
| ----------- | ---------------------------- |
| Author      | MOH Scripts                  |
| Version     | 2.0.0                        |
| Framework   | QBCore                       |
| Lua version | Lua 5.4                      |
| Database    | oxmysql                      |
| FiveM game  | GTA V (cerulean fx\_version) |

### System Architecture

The resource is split into three main layers:

* **config.lua** — All settings, store definitions, NPC models, item lists, and pricing rules
* **client.lua** — NPC spawning, blip creation, target zone registration, NUI communication
* **server.lua** — Database operations, mission logic, payment processing, stash management
* **html/ (index.html, style.css, script.js)** — NUI interface shown to the player in-game

### How It Works (Player Flow)

1. The store owner walks up to the boss NPC and selects items and quantities through the Arsenal UI
2. The server creates a mission: a random supplier NPC spawns at one of the configured locations
3. The player travels to the supplier NPC and triggers the buy interaction
4. Items are deducted from the player's cash and placed into the shared store stash
5. The owner can activate Auto Sell — this spawns a visible NPC that any player can browse
6. Buyers interact with the auto-sell NPC, see stash inventory with marked-up prices, and pay to receive items


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