Description
A working ESX gang diplomacy system: leaders form non-aggression pacts that other scripts can query (shared turf, friendly-fire rules), and a betrayal action publicly tears a pact up. The alliance graph is a single symmetric table on the server, broadcast to everyone so the whole map agrees on who is allied. It differentiates a turf system by adding politics on top of raw warfare.
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/28-gang-alliance-treaty.lua. It implements a symmetric server-side alliance table, leader-gated propose and betray events, a broadcast onβ¦
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-side graph β storing alliances per client desyncs diplomacy; keep the table on the server and broadcast every change.
- No leader gate β letting any member sign or break pacts breaks the hierarchy; reject unless
grade >= 3. - One-way write β setting
alliances[a][b]but not[b][a]makes checks disagree by direction; always write both viasetAlly.
Corrective re-prompt: Keep the alliances table only on the server and broadcast with TriggerClientEvent('alliance:update', -1, ...). Reject propose/betray unless ESX.GetPlayerFromId(source).getJob().grade >= 3, and always mutate both alliances[a][b] and alliances[b][a] through a single setAlly helper.
Framework Integration
- ESX:
exports['es_extended']:getSharedObject(); gang + grade viaxPlayer.getJob(). - QBCore:
exports['qb-core']:GetCoreObject(); readPlayer.PlayerData.gang.nameand.grade.levelfor the leader check. - QBox:
exports.qbx_core:GetPlayer(src)andplayer.PlayerData.gang; identical symmetric table and export.
Profit Potential
$300β$3500/mo on Tebex (expected ~$1000). [INFERRED] priced inside the $50-389 FiveM script band against a corpus median seller of $11.85K/mo (signal-scraper tebex_snapshot n=100), scaled up for a rising social-layer niche.
Trend Signal
β rising β inferred: Alliance/treaty diplomacy is a novel social layer over raw warfare; inferred-rising, differentiates a turf system.
Sales Angle
Position as the diplomacy layer that turns a turf war into politics β pacts, shared turf, and dramatic public betrayals. Recommended Tebex price $159-209.
Difficulty & Ship Time
advanced Β· ships in 1 day.