Description
A working ESX gang reputation loop: gang activities (patrol, robbery, turf win) award server-validated XP, the gang levels up, and each level unlocks a perk while every online member sees a level-up anim and NUI sync. Progression is the retention hook a paid-RP server leans on, which is why this sits above the commodity gang base.
Prompt Template
You are writing a FiveM resource for esextended (stable, exports getSharedObject).
The full prompt template and its reference Lua are part of a one-time pack. Pick your depth β both are lifetime access, no subscription, ever.
- 60 prompts + syntax-validated reference Lua
- Lifetime access β pay once
- All 510 prompts β the full library
- Per-prompt profit/trend intelligence (CSV + playbook)
- Lifetime free updates β new niches as the market moves
$49 for 60 Β· $199 for all 510 + intelligence β one-time, no subscription.
Expected Output
The reference Lua lives at content/expected-outputs/gangs/04-gang-reputation-xp.lua. It implements a server-side GangXP table, a reward map, level thresholds with a carry-over level-up loop,β¦
The full prompt template and its reference Lua are part of a one-time pack. Pick your depth β both are lifetime access, no subscription, ever.
- 60 prompts + syntax-validated reference Lua
- Lifetime access β pay once
- All 510 prompts β the full library
- Per-prompt profit/trend intelligence (CSV + playbook)
- Lifetime free updates β new niches as the market moves
$49 for 60 Β· $199 for all 510 + intelligence β one-time, no subscription.
Known Failure Modes & Corrective Prompt
- Client-trusted XP β the client sends totals or computes the level; rep can be maxed instantly. Keep all XP math and thresholds server-side.
- Anim before load β the celebrate
TaskPlayAnimno-ops withoutRequestAnimDict+ aHasAnimDictLoadedwait loop. - Self-only broadcast β only the trigger client sees the level-up; fan it out to every online member via
GetPlayers().
Corrective re-prompt: "Move the XP accumulation, the xpForLevel thresholds and the perk table entirely into server.lua, accepting only an activity name from the client. On level-up, iterate GetPlayers() and TriggerClientEvent('gangrep:leveledUp', ...) for every player whose job.name matches the gang, and guard the celebrate anim with a RequestAnimDict wait loop."
Framework Integration
- ESX: native β resolve the gang via
xPlayer.job.name; iterateGetPlayers()+ESX.GetPlayerFromIdto fan out level-ups. - QBCore: read the gang from
PlayerData.gang.nameand notify withQBCore.Functions.Notify; useQBCore.Functions.GetPlayers()for the fan-out. - QBox: identical to QBCore via
exports.qbx_core; persistGangXPto your DB layer for cross-restart progression.
Profit Potential
$250β$3500/mo on Tebex (expected ~$900). [INFERRED] $50-389 script band Γ est units/mo for a rising niche, against the signal-scraper tebex_snapshot corpus (n=100, median seller $11.85K/mo).
Trend Signal
β rising β strategy: Matrix names 'gang rep' as a core gangs driver; progression + perk unlocks fuel paid-RP retention.
Sales Angle
This is a retention engine, not a utility β the perk-unlock ladder is what keeps a gang grinding. Price it as a flagship gang module at $99-149 and lean the listing on the progression loop and perk tiers.
Difficulty & Ship Time
intermediate Β· ships in 4-6h.