Phone has exports, events, you can find all these from this list
Basics
Item Creation
Item creation is basic, just locate configs/config_items.lua open file after that,
['example_item'] = { -- Item code to give ['name'] ='example_item', -- Item code to give ['label'] ='Our Example Item', -- Item display name ['weight'] =100, -- Item weight calculated in grams because QB ['type'] ='item', -- Item type is unneccesary, its affects only weapons. ['image'] ='example_item_image.png', -- Item image, needs to be located at "web/images/xxx.png" ['unique'] =true, -- This means your items cannot be merged each other ['useable'] =true, -- This means your item can be useable ['shouldClose'] =true, -- This means usage will close your inventory UI ['combinable'] =nil, -- Unneccesary ['description'] ='Our best example item!' -- Item tooltip description },
Item Converter
If you have customized values, locate server/items-convert.lua, and customize to your server.
Start your server, enter the"convertitems" to your server console. It will create config_converted.lua named file, you can transfer all items to configs/config_items.lua
Exports & Events
Server Side Exports
UseItem - Its made for item useage.
SetMainItems - Sets ls-core items data
LoadInventory - Loads player inventory.
SaveInventory - Saves player inventory.
GetTotalWeight - Gets items total weight.
GetSlotsByItem - Gets slots by itemname.
GetFirstSlotByItem - Gets first slot by itemname.
AddItem - Adds an item to player inventory.
RemoveItem - Removes an item to player inventory.
GetItemBySlot - Gets items from slot.
GetItemByName - Gets items from name.
GetItemsByName - Gets items from slot.
ClearInventory - Clears player inventory.
SetInventory - Sets player inventory.
SetItemData - Sets player item data.
HasItem - Checks player has item.
Client Side Exports
CloseInventory - Closes player inventory.
RobPerson - Opens second player inventory.
SetInventoryClothings - Sets player inventory clothings.
Client Side Events
inventory:c:giveClothesAsItem - Gives player clothings to as item.
Some clothing system uses different types, for that reason if you dont know how to enter oldSkin only use like,
Server Side Events
inventory:server:openInventory - Opens player inventory.
inventoryType mostly requires "stash".
otherStuff is an unneccesary stuff, you can only enter { maxweight = weight, slots = slot}.
TriggerClientEvent("inventory:c:giveClothesAsItem", currentSkin, oldSkin, firstTime) -- Server Side
TriggerEvent("inventory:c:giveClothesAsItem", currentSkin, oldSkin, isFirst) -- Client Side
TriggerClientEvent("inventory:c:giveClothesAsItem", currentSkin, {}, true) -- Server Side
TriggerEvent("inventory:c:giveClothesAsItem", currentSkin, {}, true) -- Client Side
TriggerServerEvent("inventory:server:openInventory", inventoryType, inventoryId, otherStuff) -- Server Side
TriggerEvent("inventory:c:giveClothesAsItem", source, inventoryType, oldinventoryIdSkin, otherStuff) -- Client Side