gta6/prompts
business
Vaultintermediatebusiness

Pawn Shop Buy-Back

ESX/QBCore/QBox pawn shop that buys used items off players with server-side haggling, marks them up for resale, and routes flagged goods to an optional fence.

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
~104 loc
Claude
Claude Opus 4.x / Sonnet 4.x
Validation
syntax-validated
Updated
2026-06-25

Description

A two-sided pawn shop for player-economy roleplay: players sell used items to the shop, a server-side haggle roll nudges the offer, the shop marks the item up for resale, and any flagged (stolen) good is quietly routed to an optional fence at a steeper cut. Servers buy it because it creates a real item money-sink and a destination for hot goods instead of a flat NPC vendor.

Prompt Template

You are writing a FiveM resource (client.lua + server.lua) for a pawn shop that…

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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.

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Expected Output

The reference Lua at content/expected-outputs/business/19-pawn-shop-buyback.lua implements a server-authoritative pawn loop: the client animates and requests a sale, while the server prices the item,…

🔒 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 pricing — computing the offer or haggle on the client lets a seller spoof a payout; keep the price table and roll on the server.
  • Dupe via split events — paying without atomically verifying-and-removing the item enables a money dupe; remove the item first, then pay.
  • Anim T-pose — calling TaskPlayAnim before the dict loads skips the animation; wait on HasAnimDictLoaded.

Corrective re-prompt: "Make the sale atomic and fully server-authoritative: the server holds BasePrices, rolls the haggle, confirms the player holds the item and removes it BEFORE calling addMoney, then either adds it to resale stock or routes flagged items to pawn:routeToFence. The client only triggers the request and renders the payout."

Framework Integration

  • ESX: resolve exports['es_extended']:getSharedObject(), look up with ESX.GetPlayerFromId(src), and use xPlayer.removeInventoryItem / xPlayer.addMoney.
  • QBCore: use exports['qb-core']:GetCoreObject(), QBCore.Functions.GetPlayer(src), and Player.Functions.RemoveItem / Player.Functions.AddMoney.
  • QBox: call exports.qbx_core:GetPlayer(src) and use ox_inventory RemoveItem plus AddMoney to settle the buy-back.

Profit Potential

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

Trend Signal

rising — inferred: Two-sided buy/resell pawn loop is underbuilt; rising interest inferred from player-economy servers wanting an item money-sink and a fence for stolen goods.

Sales Angle

Position as the player-economy money-sink that turns junk inventory into a haggling loop plus a fence for flagged goods — a destination for hot items, not a flat NPC vendor. Recommended Tebex price $179.

Difficulty & Ship Time

intermediate · ships in 1 day.