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.
Last updated
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.
Last updated
You can edits items in the tgiann-inventory/items folder
Many features work exactly the same as in , the most popular free inventory system.
Item Options
name: string
(Item spawn name)
label: string
weight: int
type: string
(item/weapon)
image?: string
()
unique?: boolen
shouldClose?: boolen
description: string
server?: table
export?: string
consume?: number
Item count needed and removed use.
client?: table
export?: 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: string
clip: string
prop?: table
(Attached prop that will be displayed during the progress bar)
model: string
or hash
pos: table
(x, y, z)
rot: table
(x, y, z)
bone?: number
rotOrder?: number
disable?: table
(Actions to be disabled during the progress bar)
move?: boolean
car?: boolean
combat?: boolean
mouse?: 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?: table
label: string
action: function
(slot: number
)
Callback function when button is clicked in context menu, returns item slot.
more examples are in the items/items.lua file