🛥️Client Exports
openInventory
---Lower y upper cases are sensitives
---@param invType string
---@param id string
---@param data? table
exports.origen_inventory:openInventory(invType, id, data?)
invType: string
'player'
'shop'
'stash'
'drop'
'glovebox'
'trunk'
Examples
exports.origen_inventory:openInventory('player', 1)
Search
Searches the inventory for an item, or list of items, result varying based on the first argument.
exports.origen_inventory:Search(search, item, metadata)
search:
'slots'
or'count'
'slots'
returns a table of slots where the item was found at.'count'
returns the count of the specified item in player's inventory. If searching for multiple items returns key-value pairs of itemName = count.
item:
table
orstring
Can be a single item name or array of item names.
metadata?:
table
orstring
If metadata is provided as a string it will search the item's
metadata.type
property.
Slots
local water = exports.origen_inventory:Search('slots', 'water')
local count = 0
for _, v in pairs(water) do
print(v.slot..' contains '..v.count..' water '..json.encode(v.metadata))
count = count + v.count
end
print('You have '..count..' water, Nice!')
Count
local inventory = exports.origen_inventory:Search('count', {'meat', 'skin'}, {grade="1"})
if inventory then
for name, count in pairs(inventory) do
print('You have '..count..' '..name)
end
end
useSlot
---Use Inventory Slot
---@param slot number
---@return boolean
exports.origen_inventory:useSlot(slot)
-- Returns false if slot its not a number
-- Returns true if slot is number
displayMetadata
--- Display item metadata
--- @param metadata table | string
--- @param value any
--- @return boolean
exports.origen_inventory.displayMetadata(metadata, value)
Deprecated Exports
These exports continue to function as long as they are on this list, please prioritize replacing with new exports.
Support for these exports is a lower priority, you can request new exports on our support discord.
OnPlayerLoad
Force the player's boot and inventory systems.
exports.origen_inventory:OnPlayerLoad()
Lock/Unlock Inventory
exports.origen_inventory:IsInventoryLocked() -- return boolean
exports.origen_inventory:LockInventory() -- return void
exports.origen_inventory:UnlockInventory() -- return void
exports.origen_inventory:ToggleInventoryAccess(lock --[[true/false]]) -- Lock / unlock inventory
ToggleHotBar
exports.origen_inventory:ToggleHotBar(visible --[[true/false]])
IsInventoryOpen
exports.origen_inventory:IsInventoryOpen() -- return boolean
openInventory
Open a giving inventory
--- Lower y upper cases are sensitives (openInventory not equal to old OpenInventory exports)
exports.origen_inventory:openInventory(invType, id, data?)
invType:
string
'player'
'shop'
'stash'
'drop'
'glovebox'
'trunk'
id:
number
orstring
data?:
table
Examples
exports.origen_inventory:openInventory('player', 1)
GetInventory
Get Player inventory data
-- return table of items list
-- The following exports do exactly the same thing, for compatibility between various scripts.
exports.origen_inventory:GetInventory()
exports.origen_inventory:getPlayerInventory()
exports.origen_inventory:GetPlayerInventory()
--- Example
local myItems = exports.origen_inventory:GetInventory()
for slot, item in pairs(myItems) do
if item.name == 'id_card' then
...
end
end
CloseInventory
Close player inventory
exports.origen_inventory:CloseInventory()
HasItem
Check if player has item
-- @return boolean
exports.origen_inventory:HasItem(item_name)
-- Example use
local hasWater --[[true/false]] = exports.origen_inventory:HasItem("water")
if hasWater then
-- Do something
end
GetItems
Return the server item list or specific one
exports.origen_inventory:Items(item?)
exports.origen_inventory:GetInventoryItem(item?)
exports.origen_inventory:GetItemList(item?)
exports.origen_inventory:GetItems(item?)
exports.origen_inventory:getItems(item?)
Unarmed
Set player unarmed
exports.origen_inventory:Unarmed()
SetCurrentWeapon
exports.origen_inventory:SetCurrentWeapon(weapon_data, can_shoot)
-- Example usage
exports.origen_inventory:SetCurrentWeapon({
name = "WEAPON_PISTOL"
info = {
attachments = {
{
component = "COMPONENT_PISTOL_CLIP_02" -- Component Hash or Name
}
},
tint = 1
}
}, true)
SetCurrentWeapon
exports.origen_inventory:AddAmmo(type, amount, item)
SetShopEnabled
exports.origen_inventory:SetShopEnabled(shopId, enabled --[[true/false]])
Others
For either one, it will look for the closest player to execute the action.
Carry a near player
exports.origen_inventory:Carry()
PiggyBack near player
exports.origen_inventory:PiggyBack()
ToggleDriftMode
If driftmode is enabled you can toggle it with export
exports.origen_inventory:ToggleDriftMode(toggle--[[true/false]])
Modules
sendModuleMessage
Send data to the module for manipulate later
--- Send Module message
--- @param id string
--- @param data any
--- @return boolean
exports.origen_inventory:sendModuleMessage(id, data)
--- Example
exports.origen_inventory:sendModuleMessage('test_tab', {
action = 'open',
other = 'blah blah'
})
createModule
Create the module including the correct actions to the script need to transform
--- Create Module
--- @param id string
--- @param data any
--- @return boolean
exports.origen_inventory:createModule(id, data)
-- Example
exports.origen_inventory:createModule('test_tab', {
id = 'test_tab',
icon = 'lucide:at-sign',
ui = ("https://cfx-nui-%s/ui/index.html"):format(GetCurrentResourceName()),
useDefaultBackground = true,
canShow = function()
return true
end,
onOpen = function() end,
onClose = function() end
})
removeModule
Remove the module
exports.origen_inventory:removeModule('test_tab')
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