Creating Items
All of the items are defined in the items.lua file with key, value pairs. Key is the name (not the label) of an item and the value is a table containing the options for the item.
You can edits items in the tgiann-inventory/items folder
Many features work exactly the same as in ox_inventory, the most popular free inventory system.
Item Options
label:
string|Record<string, string>weight:
inttype:
item|weaponimage?:
string(docs)shouldClose?:
boolendescription:
string|Record<string, string>server?:
tableexport?:
string
consume?:
numberItem count needed and removed use.
client?:
tableexport?:
string(Export to be triggered after item use)event?:
string(Client event to be triggered after item use)status?:
table(Adjust esx_status/qb values after use)anim?:
table(Animation that will be played during the progress bar)dict:
stringclip:
string
prop?:
table(Attached prop that will be displayed during the progress bar)model:
stringorhashpos:
table(x, y, z)rot:
table(x, y, z)bone?:
numberrotOrder?:
number
disable?:
table(Actions to be disabled during the progress bar)move?:
booleancar?:
booleancombat?:
booleanmouse?:
boolean
usetime?:
number(Progress bar duration)cancel?:
boolean(If set to true the player canc cancel item use)notification?:
string(Notification to be sent when the item is used)add?:
function(total:number)Function that triggers when receiving an item
Returns total item count as
total
remove?:
function(total:number)Function that triggers when removing an item
Returns total item count as
total
buttons?:
tablelabel:
stringaction:
function(slot:number)Callback function when button is clicked in context menu, returns item slot.
Exmaple Mutli language labels
more examples are in the items/items.lua file
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