The Kingpin | Dealers
Dealer — hire street-dealer NPCs, supply them, and run them from a burner phone. Your dealers work corners, sell to players and passing peds, skim your product, text you cover stories, get robbed, and fold under police questioning — every one with a hidden personality you never see on the tin.
This isn't a static "press E to sell drugs" prop. You recruit a dealer from a world NPC, lead him to a spot, hand over product at a price you set, and walk away. From then on he runs himself: he deals on his corner or walks a patrol line you draw in 3D, banks cash, takes a cut, and texts your burner with sales reports — or with a story about how the block was hot and he had to dump the stash. Whether that text is true depends on who you hired. Keep him supplied and paid and he stays loyal; neglect him and he skims, lies, or deserts with everything he's holding.
Cops get a real job too. Any officer can search a working dealer to confiscate the stash, or press him for information through a server-authoritative interrogation minigame. If he breaks, they get the owner's name — and the whole chain is built so a modified client can't simply hand the cop the answer.
Features
| Feature | What it does |
|---|---|
| Burner-phone dealer management | Contacts list, live dealer state (Idle / Working / With you / Busted / Dead / Gone), cash held, stress, stock, and an unread badge per dealer |
| Hidden personality system | Loyal, greedy, coward or snake — drives sell rate, skim chance, lie chance, police resistance and robbery odds; reweightable and extensible |
| Ambient + player sales | Dealers sell to peds and players with demand-based street pricing that discounts once a corner goes cold |
| In-world 3D route editor | Drop patrol stops with the crosshair, set per-stop dwell time, ping-pong or loop, with a live glowing path render |
| Hands-on management | Supply, arm, collect and move dealers in person, or send a "Follow me" to relocate one anywhere |
| Loyalty, heat & stress | Bonuses and restocks buy loyalty; sales build heat that triggers dispatch; cops and drawn weapons build stress until he texts you — or deserts with the cash |
| Armed dealers | Arm from a weapon whitelist — armed dealers fight off robberies and aim at anyone who draws on them |
| Dealers are mortal | Killing one drops a share of his stock as lootable body loot on a timer |
| Full cop loop | Search a working dealer to confiscate the stash, or interrogate through a server-authoritative minigame pool |
| Evidence note item | ox_inventory metadata item cops carry to frisk/interrogate; using it opens the case report |
| In-game admin dashboard | /npcselladmin manages the sellable-item and dealer weapon whitelists with live inventory search — no SQL, no restarts |
| Database-driven | Items, prices, corners and recruiter spots seed from config on first boot, then edit live with /npcsell_reload |
| Framework-agnostic | Bridged through kq_link — ESX, QBCore, QBox; money, inventory, jobs, targeting and dispatch are never called directly |
| Optional phone integration | Open the burner as an rc_phonelink phone app instead of a command |
| 11 languages shipped | Fully editable locale file covering prompts, notifications, dealer text templates and NUI strings |
| Owner-editable config | config.lua, server/server.config.lua and all locale files stay open after escrow |