Description
A loot-affix model bolted onto crafting for roleplay servers: when a player crafts gear, the server rolls a rarity tier and a set of randomized stat affixes that persist in item metadata. It turns a deterministic craft into a gear chase, and because the roll is server-owned it resists the trivial client edits that break naive clones.
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/crafting/14-crafted-gear-rarity-affixes.lua plays the client forge anim, then a server handler that validates materials, rolls a weighted rarity tier,…
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-rolled loot — if rarity/affixes roll client-side, a cheat crafts max legendary every time. Roll entirely on the server.
- Lost metadata — writing affixes to a slot that does not carry metadata drops the stats on move/relog; use a metadata inventory.
- Unvalidated mint — granting before checking materials lets a spammed event farm gear; validate the recipe first.
Corrective re-prompt: "Move all rarity and affix rolling into the server section: validate materials, roll a weighted rarity, draw rarity-scaled affixes from a pool, and grant the gear with rarity/affix metadata. Reject any client-sent rarity or affix data."
Framework Integration
ESX: not targeted (needs a metadata inventory); if forced, pair es_extended with ox_inventory for metadata. QBCore: use exports['qb-core']:GetCoreObject() and Player.Functions.AddItem(item, 1, nil, {rarity=r, affixes=a}). QBox: use exports.qbx_core plus exports.ox_inventory:AddItem(src, item, 1, {rarity=r, affixes=a}) for first-class metadata.
Profit Potential
$250–$3500/mo on Tebex (expected ~$1000). [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 rarity-gear niche.
Trend Signal
↗ rising — inferred: [INFERRED] rarity/affix gear systems are rising in hardcore RP; distinct from drug purity tiers (metadata-driven gear chase).
Sales Angle
Positioned as the loot-chase that keeps hardcore crafters grinding, with a server-rolled affix table the cheats cannot touch. Recommended Tebex price: $89.
Difficulty & Ship Time
advanced · ships in 1 day.