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…
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.
- 60 prompts + syntax-validated reference Lua
- Lifetime access — pay once
- All 510 prompts — the full library
- Per-prompt profit/trend intelligence (CSV + playbook)
- Lifetime free updates — new niches as the market moves
$49 for 60 · $199 for all 510 + intelligence — one-time, no subscription.
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…
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.
- 60 prompts + syntax-validated reference Lua
- Lifetime access — pay once
- All 510 prompts — the full library
- Per-prompt profit/trend intelligence (CSV + playbook)
- Lifetime free updates — new niches as the market moves
$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.