ox-inventory
Skill19 starsChanged 2 months agoMITView on GitHub
Trigger: ox_inventory, items, stash, AddItem, RemoveItem, metadata, item registration, inventory hooks, shops. Server and client exports for ox_inventory.
In this repository12 other files it gives its agents.
- skill-creatorSkill
- esx-frameworkSkill
- fivemanageSkill
- fivem-basicsSkill
- fivem-deploymentSkill
- fivem-nuiSkill
- fivem-securitySkill
- lua-basicsSkill
- oxlibSkill
- oxmysqlSkill
- ox-targetSkill
- qbcore-frameworkSkill
The file
We split this skill into the rules it gives an agent
4 rules. About 0 are common, 1 is distinctive, and 3 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈1
Distinctive · estimate
This author's own choices. Worth a look.
3
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 20
Call everything through exports.ox_inventory:<fn>(...).
- Very specific: line 23
Check CanCarryItem BEFORE taking payment or removing the traded item, never after.
- Very specific: line 24
Never invent item names. An item must exist in data/items.lua or it silently fails.
- Distinctive: line 48
Use hooks instead of polling when reacting to moves, opens or purchases.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
ox_inventory
Slot-based inventory with weight, metadata, stashes, shops and hooks. Supports ox_core, esx and qbx_core.
Activation Contract
Load this skill when the user asks to give, take, count or check items, register a stash or shop, define a new item, react to inventory actions, or migrate from qb-inventory or esx inventory.
Hard Rules
- Call everything through
exports.ox_inventory:<fn>(...). There is no global table. - Grant, remove and count items on the SERVER only. Client exports are for display and UI decisions.
AddItemcan fail. Always check the return value: the player may be over weight or out of slots.- Check
CanCarryItemBEFORE taking payment or removing the traded item, never after. - Never invent item names. An item must exist in
data/items.luaor it silently fails. invis a player source, an identifier, or a stash id. Passing the wrong one returns nil, not an error.- Metadata makes items non-stackable when it differs. Do not put volatile data in metadata.
Decision Gates
| Goal | Call |
| Give an item | AddItem(inv, item, count, metadata, slot) |
| Take an item | RemoveItem(inv, item, count, metadata, slot) |
| Check space first | CanCarryItem(inv, item, count, metadata) |
| How many does the player have | GetItemCount(inv, item, metadata, strict) |
| Read one slot | GetSlot(inv, slot) |
| Find items across slots | Search(inv, 'slots'|'count', item, metadata) |
| Persistent storage | RegisterStash(...) |
| Short-lived storage | CreateTemporaryStash(properties) |
| React to a player action | registerHook(event, cb, options) |
Execution Steps
- Confirm
ox_inventorystarts afterox_liband the framework core. - Decide the side: mutation is server, display is client.
- For a trade or reward, order the calls:
CanCarryItem-> take payment ->AddItem-> verify the return. - Define any new item in
data/items.luabefore referencing it. Read rules/items.md. - Use hooks instead of polling when reacting to moves, opens or purchases.
Output Contract
Return runnable Lua using exports.ox_inventory, with the server/client split explicit. Include the data/items.lua entry whenever a new item is introduced.
References
- rules/server-exports.md — item and inventory functions on the server.
- rules/client-exports.md — weight, current weapon, opening inventories.
- rules/items.md — defining items in data/items.lua.
- rules/stashes.md — stashes, shops and temporary storage.
- rules/hooks.md — registerHook and cancelling actions.
Upstream docs: https://overextended.dev/ox_inventory
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