AXFW’s Inventory System
AXFW’s Inventory System is standalone that means that it can be run on any server no matter what framework,
You must have basic Lua knowledge to use the inventory system
Requirements
oxmysql Link
Creating/Registering Items
inventory/main/shared.lua All the items must be put inside the Items table
Shared = {
PlayerWeight = 120000,
Slots = 66,
Debug = true,
Items = {
-- Place all items here
},
}
Example of registering/creating an item
['water'] = {
label = 'Water',
weight = 1000,
unique = false,
Close = false,
Decaytime = 86400,
Use = function(item)
print('Water Used',json.encode(item))
end,
}
label type:string
weight type:number
unique type: boolean true/false
Close type: boolean true/false
Decaytime type: int (in seconds/ leave it to false if you don't want it destroyed)
Use type: function(executed client side,first argument/parameter returns item info)
Main
Getting the functions
InvFunctions = exports.inventory:GetInventoryFunctions()
Getting Players
Client Side
local Player = InvFunctions.GetPlayer()
Server Side
local Player = InvFunctions.GetPlayer(source)
source type:number(player's id)
Adding Items
Server Side
local Player = InvFunctions.GetPlayer(source)
Player.Functions.AddItem(name,amount,slot,info)
name type:string
amount type:number
slot type:number(leave it nil if not required)
info type: table
Removing Items
Server Side
local Player = InvFunctions.GetPlayer(source)
Player.Functions.RemoveItem(name,amount,slot)
name type:string
amount type:number
slot type:number(leave it nil if not required)
Getting Player Inventory
Server Side
local Player = InvFunctions.GetPlayer(source)
print(Player.inventory)
Client Side
local Player = InvFunctions.GetPlayer()
print(Player.inventory)
Opening Stash
Client Side
TriggerServerEvent('ax-inv:Server:OpenInventory','stash_name',{slots=int})
Opening Inventory of other players
Client Side
TriggerServerEvent('ax-inv:Server:OpenPlayerInventory',player id/source [int])