👞Configure Clothing Shops
1. Core Configuration
All shop logic is centralized in shared/sh_clothes.lua.
Before adding shops, verify your global settings :
Choose the skin manager (
qb-clothing,esx_skin, etc.)The
Shared.ClotheCategoriestable maps each clothing slot to its ESX or something else keys and icon directories. You can extend or rename categories here if needed
Pricing defaults
Shared.ClotheDefaultCategory defines a fallback price if a shop omits pricing for a given category.
2. Clothing Shop Schema
The comment block in sh.lua documents the full schema for shop entries and category options (pricing modes, whitelist/blacklist, texture surcharges, etc.).
Pricing modes
fixed– flat fee (base)multiplier–base + drawableIndex × multtable– map explicit prices to drawable indices (map)
3. Adding a New Clothing Shop
Open
shared/sh_clothes.luaand locateShared.ClotheShops.Duplicate an existing shop block and give the table key a unique identifier (e.g.,
mirror_park).Edit basic shop info:
name,payment(cashorbank),currencysymbol,tax, anddiscount.Configure categories under
categories:Set
enabled = truefor each clothing type you want to sell.Define pricing using one of the modes above and optionally override the icon path.
Set the blip:
pos = vec3(x, y, z)sprite,display,scale,colour, andname
Save the file and restart the script to load the new shop.
Example excerpt (from the provided “Strawberry” shop) for reference :
4. Optional Tweaks
Default marker look (
Shared.Marker) : adjust type, size, and color for shop entry markersSound and locale : toggle purchase sounds with
Shared.PlaySound, and edit top-screen prompts inShared.Locale
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