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better documentation layout
- seperated the 2000+ lines in ReadMe.md into seperate files. - useful if things expand - better readability for users - more organised layout
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documentation/main_functions/shops.md
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documentation/main_functions/shops.md
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### shops.lua
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This module provides functions to open, sell to, and register in-game shops and markets.
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- **sellMenu(data)**
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- Opens a UI menu for selling items to a vendor or market system.
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- A simple system for the ability to sell all of an item in a players inventory
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- Good for money making eg. pawn shops
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- **Example:**
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```lua
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sellMenu({
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sellTable = {
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Header = "Sell Items",
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Items = {
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["gold_ring"] = 100,
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["diamond"] = 500,
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},
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},
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ped = pedEntity,
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onBack = function() print("Returning to previous menu") end,
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})
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```
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- **sellAnim(data)**
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- Plays an animation during the selling process for immersion.
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- Used in sellMenu, but can be called externally if needed
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- **Example:**
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```lua
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sellAnim({
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item = "gold_ring",
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price = 100,
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ped = pedEntity,
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onBack = function() print("Sold Items") end,
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)
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```
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- **openShop(data)**
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- Opens a shop interface for purchasing items.
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- Checks job/gang restrictions, then uses the active inventory system to open the shop.
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- **Example:**
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```lua
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openShop({
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shop = "weapon_shop",
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items = weaponShopItems,
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coords = vector3(100.0, 200.0, 300.0),
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job = "police",
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})
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```
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- **registerShop(name, label, items, society)**
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- Registers a named shop with associated items and an optional society for fund handling.
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- Supports either OXInv or QBInv (with QBInvNew flag).
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- **Example:**
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```lua
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registerShop("fishing_shop", "Bait & Tackle", {
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{ item = "fishing_rod", price = 50 },
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{ item = "bait", price = 5 }
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}, "fishing_society")
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```
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