π₯οΈBasics, Configurations, Exports & Events
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.
exports["ls-inventory"]:UseItem(itemData.name, src, itemData)
SetMainItems - Sets ls-core items data
exports["ls-inventory"]:SetMainItems(source, items)
LoadInventory - Loads player inventory.
exports["ls-inventory"]:LoadInventory(source, identifier)
SaveInventory - Saves player inventory.
exports["ls-inventory"]:SaveInventory(source)
GetTotalWeight - Gets items total weight.
exports["ls-inventory"]:GetTotalWeight(items)
GetSlotsByItem - Gets slots by itemname.
exports["ls-inventory"]:GetSlotsByItem(items, itemName)
GetFirstSlotByItem - Gets first slot by itemname.
exports["ls-inventory"]:GetFirstSlotByItem(items, itemName)
AddItem - Adds an item to player inventory.
exports["ls-inventory"]:AddItem(source, itemName, amount, slot, info)
RemoveItem - Removes an item to player inventory.
exports["ls-inventory"]:RemoveItem(source, item, amount, slot)
GetItemBySlot - Gets items from slot.
exports["ls-inventory"]:GetItemBySlot(source, slot)
GetItemByName - Gets items from name.
exports["ls-inventory"]:GetItemByName(source, name)
GetItemsByName - Gets items from slot.
exports["ls-inventory"]:GetItemsByName(source, name)
ClearInventory - Clears player inventory.
exports["ls-inventory"]:ClearInventory(source)
SetInventory - Sets player inventory.
exports["ls-inventory"]:SetInventory(source)
SetItemData - Sets player item data.
exports["ls-inventory"]:SetItemData(source, itemName, infoKey, infoValue)
HasItem - Checks player has item.
exports["ls-inventory"]:HasItem(source, itemName, amount)
Client Side Exports
CloseInventory - Closes player inventory.
exports["ls-inventory"]:CloseInventory()
RobPerson - Opens second player inventory.
exports["ls-inventory"]:RobPerson(slot)
SetInventoryClothings - Sets player inventory clothings.
exports["ls-inventory"]:SetInventoryClothings()
Client Side Events
inventory:c:giveClothesAsItem - Gives player clothings to as item.
TriggerClientEvent("inventory:c:giveClothesAsItem", currentSkin, oldSkin, firstTime) -- Server Side
TriggerEvent("inventory:c:giveClothesAsItem", currentSkin, oldSkin, isFirst) -- Client Side
Some clothing system uses different types, for that reason if you dont know how to enter oldSkin only use like,
TriggerClientEvent("inventory:c:giveClothesAsItem", currentSkin, {}, true) -- Server Side
TriggerEvent("inventory:c:giveClothesAsItem", currentSkin, {}, true) -- Client Side
Server Side Events
inventory:server:openInventory - Opens player inventory.
TriggerServerEvent("inventory:server:openInventory", inventoryType, inventoryId, otherStuff) -- Server Side
TriggerEvent("inventory:c:giveClothesAsItem", source, inventoryType, oldinventoryIdSkin, otherStuff) -- Client Side
inventoryType mostly requires "stash". otherStuff is an unneccesary stuff, you can only enter { maxweight = weight, slots = slot}.
inventoryId needs to be unique.
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