> For the complete documentation index, see [llms.txt](https://incity-development.gitbook.io/incity-development/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://incity-development.gitbook.io/incity-development/resources/ic_pawnshop.md).

# ic\_pawnshop

### What is ic\_pawnshop?

ic\_pawnshop is a living pawn shop / fence system for FiveM built around a **dynamic supply-and-demand market**. Players sell their loot to a fence over the counter, and every price moves with what the whole server has been bringing in — flood him with laptops and laptops get cheap for everyone, then recover on their own over real time.

It is far more than a "sell junk for cash" script: prices are personal to a player's **reputation**, every branch has its own **cash float** and **specialty**, everything the fence buys goes back out on a **buy-back shelf**, trusted players unlock a **hidden back room**, and the police can pull a **transaction ledger** on any branch. Nothing the client sends is trusted for money — every figure is worked out again on the server.

***

### Key Features

#### 💹 Dynamic Market (supply & demand)

* Server-wide live prices that drop as an item is sold and recover back toward base
* Recovery is worked out from real time — an hour offline recovers the same as an hour online
* Each sale of a big stack is split into lots, each priced after the last one pushed the price down
* Live **price trend** indicator shows when a thing is worth less than usual right now

#### 🤝 Standing (reputation)

* One reputation number per character, shared by every branch
* Higher tiers pay a bonus on every payout and unlock the back room
* Only ever goes up — and only by *selling* to him, so reputation can't be farmed

#### 🏪 Buy-Back Shelf

* Everything the fence buys goes straight out front, where anyone can buy it back — including whoever brought it in
* One line per item at one price for everybody, following the live market
* The fence slowly sells his own stock off over time, which is where his cash float mostly refills from

#### 🕳️ Back Room (black market)

* The fence's own hidden stock, shown only to players he trusts
* **Per-branch** stock, slot count, price jitter and restock interval
* Restocks on its own timer with a live **"new stock in …" countdown**
* A locked tab tells lower-standing players there is something to earn

#### 🏬 Multiple Branches

* One entry per shop, each with its own NPC, blip, cash float and opening hours
* **Specialty** — per-category price multipliers, so branches are worth travelling between
* **Category / item restrictions** — a branch can refuse a whole category or a single item
* Each branch can run its own back room, or none at all

#### 💰 Cash Float Economy

* Each branch holds a finite amount of cash and cannot pay out more than it holds
* Clean a branch out and he buys small until his shelf sells and the money comes back
* The float cap is the only place money leaves the economy, keeping things balanced

#### 🕐 Opening Hours & Contraband

* Game-clock opening hours per branch
* Contraband categories can be **night-only** — refused in broad daylight, bought after hours

#### 👮 Police Records

* Every deal is logged to a ledger (who, what, which branch, when, how much)
* Police jobs — or an ace permission — get a second prompt to read the book, and nothing else
* Back room purchases are deliberately kept off the police lookup

#### 🎯 Target or Prompt

* Auto-detects **ox\_target / qb-target**
* Falls back to a clean floating "E" prompt when no target system is running

#### 🔔 Discord Webhooks

* Per-event-type logging: normal sales, contraband sales, back room buys, shelf buys, and large deals
* Fully optional, keys live in a server-only config file (never shipped to clients)

***

### How It Works

#### 1. Find the Fence

Players locate the pawn shop NPC on the map (marked with a blip).

#### 2. Approach the Counter

Walk up and press **E** (or use your target system). Police get a second option (**G**) to pull the records.

#### 3. Sell Your Loot

Open the **Sell** tab and offload what you're carrying. Prices move with the live market and with your standing — the **Wanted** tab shows everything the branch buys and what it pays.

#### 4. Build Standing

Every sale earns reputation. Climb the tiers to get paid more on every deal and to unlock the back room.

#### 5. Browse the Shelf & Back Room

* **Shelf** — buy back anything players have sold to this branch
* **Back Room** — trusted players see the fence's own hidden stock, refreshed on a timer

#### 6. Police Oversight

An officer can pull the branch's transaction book to see who has been dealing what.

***

### Resource Compatibility

Works out of the box with its own built-in bridge — **no ic\_lib required**.

✅ **Frameworks:** QB-Core, QBox, ESX, ox\_core, ND Core

✅ **Inventories:** ox\_inventory, qb-inventory, qs-inventory, tgiann-inventory, codem-inventory

✅ **Target Systems:** ox\_target, qb-target *(optional — works standalone with an E prompt)*

✅ **Database:** oxmysql

✅ **Library:** ox\_lib
