# Changelog

## v2.0.0

Major release introducing multi-store support and a fully reworked architecture.

### New Features

* Multi-store system: unlimited independent stores, each with its own NPCs, items, theme, and job restriction
* Dynamic UI theming: each store's accent colour is applied globally to the UI at open time
* Per-store `maxItemsPerOrder` override, with global fallback via `Config.MaxItemsSelection`
* Per-store blip configuration: sprite, colour, scale, and label are all configurable per store
* Auto-sell NPC spawns and despawns are broadcast to all connected clients
* Store revenue can now be routed to the job boss management fund (`Config.UseManagement`)
* Payment account is now configurable: cash or bank (`Config.PaymentAccount`)
* Auto-detection of inventory and target resources, with manual override option
* Item image path table for all major inventory resources, with a configurable fallback
* Resource name is resolved dynamically — rename the folder and all events update automatically with no code changes
* Stash is now shared per store (global pool) rather than per-player
* Custom item prices saved to the database per owner per store per item
* Markup limits enforced server-side (min/max percent above base price)

### Database Changes

* Added `store_id` column to all four tables to support multiple stores
* Renamed internal table prefix from `ammo_` to match the resource (migration notes in `sql.sql`)
* Added `ammo_item_prices` table for custom sell price storage

### Breaking Changes from v1.0

* All tables now require a `store_id` column — run the ALTER TABLE migration before upgrading
* `Config.Stores` replaces the old single-store configuration. Existing store settings must be moved into the new table format.
* Event names now include the store ID in the suffix — any external scripts listening to the old event names will need to be updated

***

## v1.0.0

Initial release. Single-store arsenal management system for QBCore.

* Boss NPC with item ordering UI
* Mission-based supplier NPC pickup system
* Password-protected personal stash
* Auto-sell NPC for reselling to other players
* Basic markup configuration


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