Description
A dynamic-pricing engine where every shop item's price is computed server-side from a scarcity factor (current stock) and a velocity factor (recent sales), clamped to a sane band, so a hot item climbs and a glutted one falls. Servers buy it because a market that visibly breathes is a defensible economy-sim feature that is hard to clone and keeps an in-game economy feeling alive.
Prompt Template
You are writing a FiveM resource for QBCore (exports['qb-core']:GetCoreObject()).
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/business/12-dynamic-supply-demand-pricing.lua implements a server-side priceOf curve combining stock scarcity and sales velocity with a clamped band, a…
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, a price computed in NUI lets a client buy cheap. Evaluate
priceOfserver-side at purchase. - Client-trusted total, recompute
price*qtyon the server before charging. - Single-source update, broadcast
dyn:priceUpdateto-1, notsource, so all shoppers see the new price.
Corrective re-prompt: Move priceOf and the shops state entirely server-side, recompute the total inside the dyn:buy handler from the live item state, and change every price-update broadcast to -1 so the market stays consistent across all shoppers.
Framework Integration
ESX: swap to xPlayer.getMoney/removeMoney and xPlayer.addInventoryItem; keep the shops table and the price curve server-side unchanged.
QBCore: native, Player.Functions.RemoveMoney('cash', n) and AddItem; resolve with GetPlayer(src).
QBox: identical to QBCore via exports.qbx_core:GetPlayer(src); pairs well with ox_inventory item registration.
Profit Potential
$300-$3500/mo on Tebex (expected ~$1000), priced inside the $50-389 standalone-script band against a corpus of comparable Tebex sellers (median ~$11.85K/mo) for a rising economy-sim niche.
Trend Signal
↗ rising, strategy: Matrix favors defensible economy-sim mechanics; dynamic pricing is hard to clone, high Compound.
Sales Angle
Position as a defensible economy primitive: prices that breathe with scarcity and demand, the kind of living-market feature buyers can't get from a static shop. Recommended Tebex price: $349.
Difficulty & Ship Time
advanced · ships in 1-2 days.
