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…
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/19-pawn-shop-buyback.lua implements a server-authoritative pawn loop: the client animates and requests a sale, while the server prices the item,…
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 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 withESX.GetPlayerFromId(src), and usexPlayer.removeInventoryItem/xPlayer.addMoney. - QBCore: use
exports['qb-core']:GetCoreObject(),QBCore.Functions.GetPlayer(src), andPlayer.Functions.RemoveItem/Player.Functions.AddMoney. - QBox: call
exports.qbx_core:GetPlayer(src)and useox_inventoryRemoveItemplusAddMoneyto 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.