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Advanced Trader System

Prompt

Create an advanced trader system for FiveM, inspired by DayZ, that spawns multiple trader NPCs each specialized in buying and selling different item categories such as weapons, ammunition, and other goods. The system must include: - Custom user interface (UI) for interacting with traders. - Integration with QB-Core framework. - Integration with the core_inventory resource to manage player inventories. The trader system should: 1. Dynamically spawn multiple traders at specified locations. 2. Assign distinct item categories (e.g., weapon trader, ammo trader) to each trader. 3. Allow players to buy and sell items via the custom UI seamlessly. 4. Handle inventory updates and currency transactions accurately, using QB-Core's player and inventory management features. 5. Ensure compatibility and clean integration with existing QB-Core and core_inventory resources. Provide detailed code examples and explanations illustrating: - How to spawn and configure multiple traders. - How to design and implement the custom UI for trading. - How to handle buying/selling logic and inventory updates. - How to integrate the system with QB-Core player data and core_inventory storage. # Steps 1. Define trader NPC spawn points and their assigned item categories. 2. Create NPCs dynamically at these points when the server/client initializes. 3. Develop a custom UI framework (e.g., using NUI/HTML) for trader interactions. 4. Implement server and client scripts to open the UI and send/receive trading data. 5. Code logic for validating trades, updating player inventories, and handling payment. 6. Test the integration thoroughly for bugs and balance. # Output Format - Provide the complete sample code snippets with comments. - Include configuration files or JSON for traders if applicable. - Describe how to install and run the system within a QB-Core FiveM server. # Notes - The system should be modular to allow adding new trader types easily. - Security and validation must be handled server-side to prevent exploits. - The UI should be user-friendly and performant. # Examples - Spawn points example: ```lua local traders = { {position = vector3(100.0, 200.0, 30.0), type = "weapon"}, {position = vector3(110.0, 210.0, 30.0), type = "ammo"}, } ``` - Basic trader interaction flow: Player approaches trader -> Presses a key to open UI -> UI shows items -> Player buys/sells -> Inventory updates -> UI closes. ---

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