Build whole jobs in game. Grades, duty points, vehicles,
boss menus and the work itself, made in a creator rather than in a config file,
and registered with your framework so the rest of your server sees them.
##FEATURES
**A job is a document** | Grades, points, vehicles, blips, boss menus and the work are all data. There is no Lua anywhere that knows what a "trash job" is: one client interpreter walks any list of steps, one server arbitrator decides whether a step really happened. Creating a job needs no code, and inventing a new *kind* of work needs one entry in `shared/steps.lua` plus its executor.
**The shift ledger** | The client is handed **one step at a time**. It is never told step four while it is on step two, so a modified client cannot claim an anchor it has never been shown. Every claim is checked against its anchor, against the sequence number, and against how long the step physically takes a delivery that arrives faster than the fastest car on your server is refused, not paid.
**Payment is computed, not received** | Nothing pays as it goes. Steps accumulate in the ticket's own ledger and the payout is worked out at the end from the document's numbers and the server's own measurements. The client never sends an amount, and the completion panel shows the whole sum so nobody has to ask why it was $612.
**Published into your framework** | ESX, QBCore, Qbox and ox_core are each tried through their own doors, in order, in `pcall`, and `/jobs publish` prints exactly which one worked. A job made here really is `player.job.name` everywhere else.
**Imports what you already have** | Your framework's existing jobs are read in at boot and can be managed here read-only until you deliberately edit one, so the police department cannot be broken by a stray click.
**19 step types** | Go, drive, interact, search, carry, drop, animate, skill check, talk to an NPC, collect, deliver, require, craft, take a vehicle, load it, return it, message, wait, choice. Every one is a form in the creator, generated from the catalog.
**Pools** | A named list of places. A step that uses one is sent somewhere different every run, so two players on the same round are never on the same street and the server resolved it, so it knows where they were meant to be.
**Test mode** | Walk a route for real same executors, same arbitrator with nothing paid, nothing consumed and no cooldown. Building a job and knowing beats building a job and hoping.
**Companies that can run out of money** | Wages come out of the company account. An empty one means unpaid wages, recorded as arrears and settled the moment the depot takes a contract. The boss menu shows the burn rate and how many hours of it the account can cover.
**Progression** | XP per player per job, derived grades, automatic promotion at thresholds you set, and streaks that decay. Nothing is stored but a running total, so reshuffling your grades migrates nobody.
**Links the whole suite** | Fourteen other Silent Scripts resources are detected and wired in every one optional, every one degrading to a sensible built-in.