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Player-Owned Clothing Boutique

Generic-framework buyable clothing storefront where the owner sets stock and prices, restocks, and earns sale profit — all balances and stock server-authoritative.

NON-TESTÉ — the reference Lua is syntax-validated, not run in a live FiveM server. Adapt and test on your own dev server before shipping.
Est. Lua
~110 loc
Claude
Claude Opus 4.x / Sonnet 4.x
Validation
syntax-validated
Updated
2026-06-25

Description

A player-owned clothing storefront for roleplay servers: an owner buys the boutique, sets stock and per-garment prices, restocks from capital, and earns the profit when customers buy outfits. It turns a static clothing shop into an economy node with a real owner — the ownership + pricing + payout loop is the compound play servers can't get from a buy-only shop.

Prompt Template

You are writing a FiveM resource for a generic roleplay framework accessed via…

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The full prompt template and its reference Lua are part of a one-time pack. Pick your depth — both are lifetime access, no subscription, ever.

Core$49one-time
  • 60 prompts + syntax-validated reference Lua
  • Lifetime access — pay once
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Vault$199one-time
  • All 510 prompts — the full library
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Expected Output

The reference Lua at content/expected-outputs/appearance/22-player-owned-boutique.lua renders a server-pushed catalog and sends only ids on buy, and a server that owns stock/prices/balance, charges…

🔒 Eyes-only — locked prompt body

The full prompt template and its reference Lua are part of a one-time pack. Pick your depth — both are lifetime access, no subscription, ever.

Core$49one-time
  • 60 prompts + syntax-validated reference Lua
  • Lifetime access — pay once
Most Popular · Best Value
Vault$199one-time
  • All 510 prompts — the full library
  • Per-prompt profit/trend intelligence (CSV + playbook)
  • Lifetime free updates — new niches as the market moves
Get the Vault — $199

$49 for 60 · $199 for all 510 + intelligence — one-time, no subscription.

Known Failure Modes & Corrective Prompt

  • Client-side price/payout — computing price or payout on the client lets a cheat buy for $0. Look up the price and payout on the server.
  • Client stock decrement — decrementing locally races the last item and oversells. Hold the authoritative count on the server.
  • Pay-before-charge — crediting the owner before the buyer is charged mints profit on a failed charge. Take the money first, then decrement and credit.

Corrective re-prompt: "Send only storeId/itemId on buy; on the server look up the price, verify and take the buyer's funds FIRST, then decrement the authoritative stock and credit the owner, rejecting on out-of-stock or insufficient funds. Gate setPrice/restock on the caller being the store owner. Never accept a client-sent price, payout, or stock count."

Framework Integration

ESX: swap to exports['es_extended']:getSharedObject(); charge with xPlayer.removeMoney and pay the owner via xPlayer.addAccountMoney('bank', ...) resolved from ownerIdentifier. QBCore: use exports['qb-core']:GetCoreObject(), Player.Functions.RemoveMoney('cash', amount) and credit the owner's bank with AddMoney. QBox: use exports.qbx_core plus exports.ox_inventory for the garment items and ox money exports for the charge/payout.

Profit Potential

$250–$3500/mo on Tebex (expected ~$900). [INFERRED] priced inside the $50-389 standalone-script band against the signal-scraper corpus (tebex_snapshot n=100, median seller $11.85K/mo) for a rising ownership-economy niche.

Trend Signal

rising — strategy: A player-owned clothing storefront is an economy/ownership compound play with strong defensibility per the matrix.

Sales Angle

Positioned as an ownership/economy compound play rather than another static clothing shop, where the owner stock+pricing+payout loop is the moat. Recommended Tebex price: $69.

Difficulty & Ship Time

advanced · ships in 1-2 days.