Running a Player-Owned School

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Running a Player-Owned School

A job school is a real business players own and operate. Creating one (in the Creator) builds its own framework job with a boss and staff grades. From there it is run entirely in-game, with no automatic anything: staff enrol candidates, mark papers, book and run road tests, and grant licenses by hand.

The two consoles

  • Reception terminal (the staff PC). A full NUI computer with three tabs. Calendar is the road-test appointment scheduler. Serve is where on-duty staff enrol a candidate, hand out a paper, start a road test, or reprint a card. Payments is the till. It must be placed for a player-run school, because there are no candidate desks in player mode.
  • Management tablet (the boss). Overview, Pricing, Fleet, Staff, and Supplies screens for the owner.

Staff

Hire, fire, promote, and demote from the tablet. On a road test the school's own examiner runs it; the receptionist chooses who and when, never the verdict, which is always machine-judged.

Pay is set per grade, not per person. If Config.SalaryEditing.enabled is on (a server-owner decision in config.lua), a boss can edit their own job's grade salaries from the Staff screen, bounded by the configured min and max. It rewrites only that school's own job grades, the same rows your paycheck system reads. Leave it off if wages are balanced centrally.

The fleet

Buy, repair, and sell vehicles from the tablet. A road test spawns the school's own car when it owns a suitable one, and each exam wears it down (so repairs are a real running cost). Accreditation's "must own a suitable vehicle" requirement checks the fleet.

Supplies

Staff serve candidates by handing papers and forms out of the school stash, so a school that runs dry cannot serve anyone. The Supplies tab restocks the storage for money from the school account:

SupplyDefault costDefault restock
Theory papers1510
Theory books405
Eyesight forms1010
Cones2510
Blank cards2010

Seed the storage when you open, or the first candidate cannot be served. The costs and bundle sizes are in Config.Supplies.

Money

  • Owner pricing. The boss sets the candidate-facing course prices, so a school can run promotions. Vehicle purchase costs remain an admin setting.
  • The reception till. A player-run school has no automatic enrolment fee. The receptionist charges from the terminal (a player ID plus an amount), and the candidate pays by cash or bank from a prompt. The money lands in the school account.
  • Where the balance is held is an install decision, Config.SchoolBank. The default 'internal' works with no banking script. See Dependencies.

Accreditation

A school earns accreditation per license category. Until it does, the desk answers "not taught here" for that category (and says so, rather than looking like a switched-off toggle). A category also needs a recorded route and a suitable owned vehicle before it can be examined.

Bookings

A player-run school's road test is booked for a real date and time (the server's timezone) from the terminal's Calendar and stored in the dmv_bookings table. The receptionist manages the agenda (done, no-show, cancel); the boss computer shows it read-only.

Prefer a hands-off school? Set it to NPC / auto mode in the Creator and the receptionist, instructor, and desks run the whole flow automatically. Player mode and NPC mode use the same exams and license ladder.