Hypa's Advanced NPC Sales - (New UI) (RedM, VORP)

Hypa's Advanced NPC Sales - (New UI) (RedM, VORP) Hypa's Advanced NPC Sales - (New UI) (RedM, VORP) Hypa's Advanced NPC Sales - (New UI) (RedM, VORP) Hypa's Advanced NPC Sales - (New UI) (RedM, VORP) Hypa's Advanced NPC Sales - (New UI) (RedM, VORP) Hypa's Advanced NPC Sales - (New UI) (RedM, VORP)
  • Hypa's Advanced NPC Sales - (New UI) (RedM, VORP)
  • Hypa's Advanced NPC Sales - (New UI) (RedM, VORP)
  • Hypa's Advanced NPC Sales - (New UI) (RedM, VORP)
  • Hypa's Advanced NPC Sales - (New UI) (RedM, VORP)
  • Hypa's Advanced NPC Sales - (New UI) (RedM, VORP)
  • Hypa's Advanced NPC Sales - (New UI) (RedM, VORP)
  • Hypa's Advanced NPC Sales - (New UI) (RedM, VORP)

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Hypas NPC Sales (Updated UI)

A Complete NPC Dealing, Reputation and Risk System for RedM/VORP

Hypas NPC Sales transforms basic NPC item selling into a complete, persistent gameplay system built around risk, reputation, criminal progression and player choice.

Instead of walking up to an NPC, pressing one button and receiving guaranteed money, every transaction can develop differently.

A buyer may accept the offer, reject it, negotiate the price, attempt a robbery, become violent, report suspicious activity or reveal themselves as an undercover law officer.

Every decision carries consequences.

Players build a reputation as a dealer, attract private buyers, increase personal and town heat, create transaction histories and potentially draw the attention of law enforcement.

The result is a system that feels like genuine street-level dealing rather than a simple item-selling command.


Why Is Hypas NPC Sales Different?

Most NPC-selling scripts follow the same basic pattern:

  1. Find an NPC.
  2. Press a button.
  3. Sell an item.
  4. Receive money.
  5. Repeat.

Hypas NPC Sales is designed around uncertainty, progression and consequences.

Every buyer has the potential to behave differently. The environment, player reputation, current heat, town activity, time of day, nearby witnesses and item configuration can all influence the outcome.

A transaction can become:

  • A straightforward sale

  • A rejected offer

  • A successful or failed haggle

  • A bulk transaction

  • A robbery

  • A violent confrontation

  • An undercover sting

  • A witness report

  • A law response

  • A future private-buyer opportunity

Players are not simply selling inventory. They are building a criminal identity.


Dynamic NPC Transactions

Players can approach ambient human NPCs and discreetly offer configured goods.

The buyer receives a server-generated profile, risk level and potential outcome.

Players may then:

  • Accept the offered price

  • Attempt to haggle for more money

  • Walk away before the deal is completed

  • Take the risk and complete a bulk transaction

The server determines the final result, ensuring important transaction logic is not trusted to the client.

Possible outcomes include:

  • Accepted sale

  • Rejected offer

  • Failed negotiation

  • Violent buyer

  • Robbery

  • Undercover law officer

  • Witness report

  • Law alert

  • Buyer walking away

This makes every interaction unpredictable and prevents the system from becoming a repetitive money-printing loop.


Recoverable Robberies

NPC robberies are more than a notification or automatic loss.

When an NPC successfully steals cash or goods, the server records exactly what was taken.

The player can chase and defeat that specific robber to recover the stolen property.

For example:

  • An NPC steals two bottles of moonshine

  • The player defeats the robber

  • The same two bottles are returned

Or:

  • An NPC steals $18

  • The player defeats the robber

  • The exact $18 is returned

Recovery is protected by server-side validation and cannot be repeatedly claimed.

The recovery can expire or be cancelled if:

  • The player dies

  • The player disconnects

  • The robber escapes

  • The recovery timer expires

  • The wrong NPC is submitted

  • The player moves too far away

  • The reward has already been recovered

This creates an actual gameplay event rather than simply removing money or items from the player.


Dealer Reputation and Progression

Players build a persistent dealer reputation through completed transactions.

Reputation can influence:

  • Buyer confidence

  • Sale acceptance

  • Price bonuses

  • Bulk buyer opportunities

  • Private contacts

  • Dealer rank

  • Criminal visibility

Example dealer ranks include:

  • Unknown Seller

  • Street Seller

  • Known Supplier

  • Trusted Dealer

  • Wanted Trafficker

Reputation is stored through SQL and remains after server restarts.

Players can track their progression through the included Dealer’s Ledger.


Personal Heat and Town Heat

The system includes two connected heat systems.

Personal Heat

Personal heat follows the individual player.

It may increase after:

  • Successful illegal sales

  • Rejected attempts

  • Violent exchanges

  • Robberies

  • Undercover encounters

  • Witness reports

  • Law alerts

Higher heat can make future transactions more dangerous and increase the accuracy or likelihood of law reports.

Heat gradually decays when the player avoids criminal activity.

Town Heat

Town heat represents how much suspicious activity has occurred in a particular area.

If players repeatedly sell goods in the same town, that location becomes increasingly dangerous for everyone operating there.

Town heat can affect:

  • Law alert risk

  • Buyer behaviour

  • Acceptance rates

  • Violent outcomes

  • Undercover activity

  • Overall transaction risk

This encourages players to move between towns instead of farming one location indefinitely.


Outcome-Sensitive Law Reports

Law alerts are based on what actually happened.

Instead of sending the same generic notification for every event, the report can describe the real incident.

Examples include:

  • Suspicious attempted sale

  • Completed illegal exchange

  • Violent exchange

  • Robbery in progress

  • Undercover sting

  • Witness report

Law alerts can include approximate location information and temporary map blips.

Report accuracy can be influenced by the player’s heat and the circumstances surrounding the transaction.

This allows law enforcement to react to meaningful information rather than repetitive generic alerts.


Witness and Crowd Risk

Nearby NPCs can increase the danger of a transaction.

Selling goods in a crowded area may increase:

  • Rejection chance

  • Law report chance

  • Witness activity

  • Violent outcomes

  • Suspicion

Witnesses may flee the area and report what they saw.

This makes secluded locations safer and populated streets significantly more dangerous.


Haggling and Bulk Buyers

Players are not required to accept the first offer.

They may attempt to negotiate a higher price.

A successful haggle can provide:

  • Increased payment

  • Reputation gains

  • Better future opportunities

A failed haggle can result in:

  • Buyer rejection

  • Increased suspicion

  • Lost transaction

  • Law attention

  • Hostile behaviour

Higher-reputation players may also receive bulk offers.

Bulk transactions involve larger quantities, higher payouts and increased risk.


Private Buyer Meetings

Successful dealers may attract private contacts.

A private buyer can arrange a temporary meeting at a generated location.

These meetings can provide:

  • Larger orders

  • Better prices

  • Bulk transactions

  • Higher reputation rewards

However, private meetings may also carry greater robbery, law or violence risk.

Active contacts are displayed inside the Dealer’s Ledger.


Dealer’s Ledger

Players can open the Dealer’s Ledger using:

/dealer

The Ledger uses the same visual design language as The Unwritten West MDT, including:

  • Branded Western header

  • Parchment work area

  • Horizontal navigation

  • Dashboard statistic cards

  • Transaction tables

  • Territory intelligence

The Ledger includes dedicated sections for:

Overview

  • Dealer rank

  • Reputation progression

  • Personal heat

  • Successful sales

  • Lifetime earnings

  • Total goods moved

  • Robberies

  • Rejections

  • Violent exchanges

  • Undercover encounters

  • Law alerts

Territory

  • Town heat

  • Active private contacts

  • Preferred product

  • Area risk information

Transactions

  • Recent transaction history

  • Item and quantity

  • Town

  • Outcome

  • Payment

  • Time of transaction


Full Admin Sales Inspector

Administrators receive a detailed ACE-protected inspection interface.

Use:

/admininspect 

The admin registry displays:

  • Player name and server ID

  • Dealer rank

  • Reputation

  • Personal heat

  • Successful sales

  • Lifetime earnings

  • Total goods sold

  • Rejections

  • Violent exchanges

  • Robberies

  • Undercover encounters

  • Law alerts

  • Active private contact

  • Product breakdown

  • Activity by town

  • Detailed transaction history

The interface is split into MDT-style sections:

  • Overview

  • Goods

  • Towns

  • Audit

  • Appearance

  • Maintenance

Administrators can investigate player activity without accessing the database directly.


Protected In-Game Stat Reset

The admin inspector includes a protected option to wipe a player’s dealer statistics.

The reset requires a two-stage confirmation and is validated again on the server.

The server checks:

  • ACE permission

  • Admin inspection session

  • Session expiry

  • Original target

  • Character identifier

  • Online status

  • Active transaction status

A confirmed reset can clear:

  • Reputation

  • Personal heat

  • Career statistics

  • Lifetime earnings

  • Goods sold

  • Transaction history

  • Active private contacts

This allows server staff to manage progression safely without manually editing SQL records.


Success-Only Transaction Animation

Character animations only occur after the server confirms a successful sale.

A completed transaction can play a realistic handshake or exchange animation between the player and the buyer.

There is no transaction animation for:

  • Rejection

  • Failed haggle

  • Robbery

  • Violence

  • Undercover sting

  • Walking away

  • Missing items

This prevents unrealistic animations from playing before the buyer’s final decision is known.

If the configured animation is unavailable on a particular RedM build, the sale still completes normally.


Personal Colour Customiser

Players can personalise the entire interface using the Appearance menu.

The colour customiser includes live sliders for:

  • Colour

  • Intensity

  • Brightness

Changes are previewed immediately across:

  • Street-sale interface

  • Notifications

  • Dealer’s Ledger

  • Admin Sales Registry

Players can save their selected colour locally or restore the server default.

No additional SQL table is required.

Server owners can:

  • Enable or disable the customiser

  • Allow or block player changes

  • Set the default hue

  • Set the default intensity

  • Set the default brightness


Fully Configurable

Server owners can configure:

  • Sellable items

  • Item labels

  • Item categories

  • Required quantities

  • Minimum and maximum prices

  • Acceptance chances

  • Rejection chances

  • Violent outcome chances

  • Robbery chances

  • Law alert chances

  • Item quality multipliers

  • Complaint risk

  • NPC profiles

  • Dealer ranks

  • Reputation gains and losses

  • Heat values

  • Heat decay

  • Town heat

  • Area demand

  • Time-of-day modifiers

  • Crowd risk

  • Bulk buyers

  • Private contacts

  • Robbery recovery

  • UI placement

  • UI scale

  • Theme colours

  • Player colour customisation

  • Commands

  • Admin permissions

  • SQL driver

  • Payment type

The main configuration and framework bridge remain editable.


Server-Authoritative Security

Important gameplay logic is handled or validated by the server.

This includes:

  • Item ownership checks

  • Item removal

  • Payment

  • Distance validation

  • Sale outcome selection

  • Cooldowns

  • Heat changes

  • Reputation changes

  • Robbery records

  • Recovery rewards

  • Law alerts

  • Admin inspection access

  • Player-stat resets

The client cannot simply request an arbitrary payment or recovery reward.

Robbery recovery uses one-use temporary sessions linked to:

  • The player

  • Character identifier

  • Exact stolen property

  • Robber identity

  • Original location

  • Recovery timer


Persistent SQL Data

The system can persist:

  • Personal heat

  • Reputation

  • Successful sales

  • Rejections

  • Violent outcomes

  • Robberies

  • Undercover encounters

  • Law alerts

  • Lifetime earnings

  • Total goods sold

  • Town heat

  • Transaction history

Supported database bridges include:

  • oxmysql

  • ghmattimysql

  • mysql-async

oxmysql is recommended.

Tables may be imported manually using the included SQL file or created automatically when supported by the database account.


Framework and Dependencies

Designed for:

RedM
VORP Core
vorp_inventory

Recommended SQL resource:

oxmysql

The resource does not require:

ox_lib
ox_target

Framework-specific inventory, payment, job and character code is isolated inside an editable bridge file, allowing server owners or developers to adapt the resource to customised VORP installations.


Commands

Player commands

/sellitem 
/clearsellitem
/dealer
/dealerstats

Admin commands

/admininspect 
/npcsalesadmin help

The Dealer’s Ledger can also be opened through a client event or export for radial-menu integration.


Controls

G — Offer goods or accept the transaction
H — Haggle
B — Walk away

Controls and labels can be changed through the configuration.


Resource Protection

The resource is prepared for Cfx Asset Escrow.

Customers retain access to the files required for configuration and framework integration, while the main gameplay code can remain protected.

The resource must remain named:

hypas_npc_sales

A built-in resource-name lock helps prevent accidental renaming and casual redistribution.


What Makes This Resource Stand Out?

Hypas NPC Sales is not simply an NPC shop or guaranteed item-selling script.

It creates an entire criminal gameplay loop.

Players must consider:

  • Who they approach

  • Where they operate

  • How crowded the area is

  • Whether they should haggle

  • Whether the buyer can be trusted

  • Whether their heat is too high

  • Whether the town is becoming dangerous

  • Whether to chase a robber

  • Whether a private meeting is worth the risk

  • Whether law enforcement may already be watching

At the same time, server staff receive the tools needed to investigate, monitor and reset progression without opening the database.

The combination of persistent progression, dynamic outcomes, robbery recovery, private buyers, heat systems, law interaction, player records, admin investigation and complete UI customisation makes Hypas NPC Sales significantly more than a standard selling resource.

It is a full, expandable underground economy system designed to create stories, consequences and long-term player progression.


Included

  • Complete RedM resource

  • SQL installer

  • Configurable VORP bridge

  • Dealer’s Ledger

  • Admin Sales Inspector

  • Robbery recovery

  • Private buyers

  • Persistent progression

  • Installation guide

  • Configuration guide

  • Admin guide

  • Player guide

  • Integration guide

  • Troubleshooting documentation

  • Security documentation

  • Commercial licence

  • Changelog

Hypas NPC Sales — every buyer is an opportunity, but every transaction is a risk.