DirkScripts
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Stores & Markets
Three store types ship by default β fully built into dirk_fishing, no external store resource required.
#Equipment Shops
Sell rods, reels, lines, hooks, weights, baits, traps, anchors, fish finders, gutting knives and permits. Stores and individual stock items can be level-locked so high-tier gear only unlocks once a player has earned the level.

An equipment store.
#Fish Markets
Sell your catch back to fish markets. Pricing is simple and predictable:
- Each fish has a single fixed base price (
$/kg) β the source of truth for what the species is worth. Change it once, every market updates. - Each market sets a variance range as signed percentages, e.g.
-5%β¦+5%for Β±5%,+5%β¦+20%for a premium market that always pays above base,-20%β¦0%for a market that always pays below base. - On every server restart, each market rolls a single variance value inside its configured range and applies it to the fish's base price. Better markets always pay more, worse markets always pay less, and the UI shows trend arrows (e.g. -15%, +8%) so players can spot the best place to sell today.
- The admin editor shows a live
$/kgpreview next to the variance inputs so you can see exactly what range a fish will sell for before saving. - Markets can stock different fish lists β a freshwater dock won't buy your tuna.
#Bait Market
A dedicated store type for selling bait back. Useful for players who over-dig, or when bait stock is needed by other players. Inventory tracks per-store stock with KVP persistence and lazy refill logic.

The bait market UI.
#Common Settings
For every store type:
- NPC models β multiple options, randomly chosen per location
- Multiple locations per store β every spawn point is tracked separately
- Map blip β fully configurable sprite, colour and scale
- Opening hours β including hours that wrap midnight (e.g. 22:00β06:00)
- Payment methods β cash, bank or any custom account
- Per-store stock with category groupings
All of the above is editable live in the Live Script Configurator.
