Description
A cosmetics shop that sells phone wallpapers, UI themes, cases/frames, and ringtones for in-game cash, with owned and equipped cosmetics tracked per citizen. It is the steady upsell layer servers bolt onto any phone — low-ticket cosmetics that drive repeat in-game spend without touching gameplay balance.
Prompt Template
You are writing a FiveM resource for a phone cosmetics shop that runs with ESX, QBCore,…
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 lives at content/expected-outputs/phone/03-phone-cosmetics-shop.lua. It implements a server-held catalog with prices, a chargePlayer hook before granting, a per-player owned-list…
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 price/charge — trusting a client price or charging client-side makes cosmetics free; look up the price and charge on the server.
- Double purchase — buying an owned item double-charges or re-grants; reject if already owned.
- Equip unowned — equipping without an ownership check lets players wear items they never bought; verify the owned-list first.
Corrective re-prompt: "Move the Catalog and price lookup into server.lua, charge through the framework money export only after rejecting already-owned items, and make phoneCos:equip verify the item is in Owned[src] before equipping."
Framework Integration
- ESX:
ESX = exports['es_extended']:getSharedObject(); implementchargePlayerwithxPlayer.removeMoney(item.price). - QBCore:
QBCore = exports['qb-core']:GetCoreObject(); charge viaPlayer.Functions.RemoveMoney('cash', item.price). - QBox:
exports.qbx_core:GetPlayer(src); same RemoveMoney call, persist owned cosmetics to aphone_cosmeticstable.
Profit Potential
$150–$2000/mo on Tebex (expected ~$500). [INFERRED] priced within the $50-389 script band against the signal-scraper tebex_snapshot corpus (n=100, median seller $11.85K/mo), scaled for a stable niche.
Trend Signal
→ stable — inferred: Cosmetic upsell layer over any phone; steady low-ticket monetization; no corpus signal, market reasoning.
Sales Angle
The recurring-revenue skin layer for any phone — low-ticket, high-volume cosmetic upsell that never touches gameplay balance, so admins approve it instantly. Recommended Tebex price $59.
Difficulty & Ship Time
beginner · ships in 3-5h.