> For the complete documentation index, see [llms.txt](https://docs.qbcore.org/qbcore-documentation/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.qbcore.org/qbcore-documentation/qbcore-resources/qb-pawnshop.md).

# qb-pawnshop

## Introduction

* Players can go to the pawn shop and sell items or melt them down to earn other reward items.

{% hint style="success" %}
The pawnshop can be open all the time or only between configured times!
{% endhint %}

{% hint style="info" %}
Players can obtain items for the pawnshop through [qb-houserobbery](/qbcore-documentation/qbcore-resources/qb-houserobbery.md) and [qb-jewelry](/qbcore-documentation/qbcore-resources/qb-jewelry.md)
{% endhint %}

## Configuration

### General

```lua
Config = {}
Config.PawnLocation = vector3(412.34, 314.81, 103.13) -- interaction point
Config.BankMoney = false -- pay player in bank or set to false for cash
Config.UseTimes = false -- Set to false if you want the pawnshop open 24/7
Config.TimeOpen = 7 -- Opening Time
Config.TimeClosed = 17 -- Closing Time
Config.SendMeltingEmail = true -- enable/disable email when melting finished
```

### Pawnshop items

```lua
Config.PawnItems = { -- items that can be sold to the pawnshop
    [1] = {
        item = "goldchain", -- item name
        price = math.random(50,100) -- item sale price
    },
    [2] = {
        item = "diamond_ring",
        price = math.random(50,100)
    },
    [3] = {
        item = "rolex",
        price = math.random(50,100)
    },
    [4] = {
        item = "10kgoldchain",
        price = math.random(50,100)
    },
    [5] = {
        item = "tablet",
        price = math.random(50,100)
    },
    [6] = {
        item = "iphone",
        price = math.random(50,100)
    },
    [7] = {
        item = "samsungphone",
        price = math.random(50,100)
    },
    [8] = {
        item = "laptop",
        price = math.random(50,100)
    }
}
```

### Melting items

```lua
Config.MeltingItems = { -- items able to be melted
    [1] = {
        item = "goldchain", -- item name to melt
        rewards = {
            [1] = {
                item = "goldbar", -- reward item name
                amount = 2 -- reward item amount
            }
        },
        meltTime = 0.15 -- time in minutes for melting to complete
    },
}
```


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