Multiple jobs per character for ESX Legacy. A character holds several jobs at once and switches the active one from an F4 menu, so a player can be a mechanic and a paramedic without an admin setting the job back and forth and without losing the grade they already worked for.
The active job stays the normal ESX job on the player, so every other script on your server keeps working exactly as before. Existing players are backfilled on the first start, and every job set through ESX, by the /setjob command, a job center or a boss menu, is picked up automatically. Nothing to migrate, no second admin workflow.
Holding several jobs at once raises an obvious roleplay question: what stops one character from being a police officer and a gang member at the same time. The faction rules answer it. You group your jobs into categories, say which categories exclude each other, and a character can never hold two of them. Leaving one puts that character under a faction lock for a time you set, so nobody switches sides in the middle of a conflict and comes back an hour later. The rules are enforced everywhere a job is handed out, including the ESX /setjob command once you apply the small patch documented in the readme, and admins can set or lift a lock by hand.
Several jobs per character: the limit is set in the config and shown in the menu as a used and maximum counter
Higher limit for staff: an ESX group or an ACE permission lifts a player past the normal job limit, either to a higher number or to no limit at all
F4 switch menu: rebindable, slides in from the side you pick, one click on the row switches the job, keyboard works too
Grade and salary per job: the grade label and the grade salary of your ESX job, salary display optional
Duty toggle: optional button in the header for the normal ESX duty flag on the active job
Standard job as fallback: default unemployed, never stored, always available to switch back to
Self service: players can remove jobs themselves if you allow it, with a confirmation dialog in front of it
Switch cooldown: seconds you set yourself, so nobody spams the job change
Job categories: freely named in the config, each with its own Font Awesome icon on the job row
Conflicting factions: categories that exclude each other, so one character can never be police and gang at the same time, always scoped to that one character and not the whole account
Faction lock: leaving a faction locks that character out of every faction you list, for one length you set, shown in the menu with the remaining time
Enforced everywhere: the switch menu, the admin commands, the export API and the ESX /setjob command all ask the same check before a job is handed out
Lock commands: set a lock by hand for a number of hours or until you lift it, lift it again, or print what a character holds and how long the lock still runs
Automatic pickup: every job set through ESX lands in the player's job list, no double bookkeeping
Backfill and cleanup on start: existing players keep their job, jobs that no longer exist are dropped
Admin commands: add and remove jobs, online by server id or offline by identifier, gated by an ESX group or an ACE permission
Export API: add, remove, set grade, read the job list, set the active job, list every holder of a job, all of it offline safe
Discord logging: one webhook per event, so switches, admin actions, self removes and faction locks can go to separate channels, each with its own embed colour
Restyle without a rebuild: every colour of the interface and the name above the panel title live in one commented CSS file
Proper database tables: normalized and indexed, shipped as an SQL file you import once
English and German, both locale files included and editable
es_extended (ESX Legacy)
ox_lib
oxmysql
MySQL or MariaDB, two tables imported from the included SQL file
FiveM server, recent artifacts
TAGS: FiveM [SportsEsports], ESX [Extension], Jobs [Work], NEW [FiberNew]
Multiple jobs per character for ESX Legacy. A character holds several jobs at once and switches the active one from an F4 menu, so a player can be a mechanic and a paramedic without an admin setting the job back and forth and without losing the grade they already worked for.
The active job stays the normal ESX job on the player, so every other script on your server keeps working exactly as before. Existing players are backfilled on the first start, and every job set through ESX, by the /setjob command, a job center or a boss menu, is picked up automatically. Nothing to migrate, no second admin workflow.
Holding several jobs at once raises an obvious roleplay question: what stops one character from being a police officer and a gang member at the same time. The faction rules answer it. You group your jobs into categories, say which categories exclude each other, and a character can never hold two of them. Leaving one puts that character under a faction lock for a time you set, so nobody switches sides in the middle of a conflict and comes back an hour later. The rules are enforced everywhere a job is handed out, including the ESX /setjob command once you apply the small patch documented in the readme, and admins can set or lift a lock by hand.
Several jobs per character: the limit is set in the config and shown in the menu as a used and maximum counter
Higher limit for staff: an ESX group or an ACE permission lifts a player past the normal job limit, either to a higher number or to no limit at all
F4 switch menu: rebindable, slides in from the side you pick, one click on the row switches the job, keyboard works too
Grade and salary per job: the grade label and the grade salary of your ESX job, salary display optional
Duty toggle: optional button in the header for the normal ESX duty flag on the active job
Standard job as fallback: default unemployed, never stored, always available to switch back to
Self service: players can remove jobs themselves if you allow it, with a confirmation dialog in front of it
Switch cooldown: seconds you set yourself, so nobody spams the job change
Job categories: freely named in the config, each with its own Font Awesome icon on the job row
Conflicting factions: categories that exclude each other, so one character can never be police and gang at the same time, always scoped to that one character and not the whole account
Faction lock: leaving a faction locks that character out of every faction you list, for one length you set, shown in the menu with the remaining time
Enforced everywhere: the switch menu, the admin commands, the export API and the ESX /setjob command all ask the same check before a job is handed out
Lock commands: set a lock by hand for a number of hours or until you lift it, lift it again, or print what a character holds and how long the lock still runs
Automatic pickup: every job set through ESX lands in the player's job list, no double bookkeeping
Backfill and cleanup on start: existing players keep their job, jobs that no longer exist are dropped
Admin commands: add and remove jobs, online by server id or offline by identifier, gated by an ESX group or an ACE permission
Export API: add, remove, set grade, read the job list, set the active job, list every holder of a job, all of it offline safe
Discord logging: one webhook per event, so switches, admin actions, self removes and faction locks can go to separate channels, each with its own embed colour
Restyle without a rebuild: every colour of the interface and the name above the panel title live in one commented CSS file
Proper database tables: normalized and indexed, shipped as an SQL file you import once
English and German, both locale files included and editable
es_extended (ESX Legacy)
ox_lib
oxmysql
MySQL or MariaDB, two tables imported from the included SQL file
FiveM server, recent artifacts
TAGS: FiveM [SportsEsports], ESX [Extension], Jobs [Work], NEW [FiberNew]
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