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aj-inventory is a Inventory system used by the QBCore FiveM Framework. It has custom js and css to give it a new look and feel!

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IMPORTANT

  • In the fx.manifest of qb-shops you need to replace qb-inventory with aj-inventory (I thought I fixed this sorry)
  • Dont rename the folder to anything other then aj-inventory or it WILL NOT WORK
  • if you used qb-inventory before switching to this you dont need the SQL

Features

  • New Look
  • Item crafting
  • Weapon attachment crafting
  • Stashes (Personal and/or Shared)
  • Vehicle Trunk & Glovebox
  • Weapon serial number
  • Shops
  • Item Drops

Images

20210730073347_1 20210730073426_1 20210730073506_1 20210730073546_1 20210730073711_1 20210730073840_1

Installation

Manual

  • Download the script and put it in the [qb] directory.
  • Import qb-inventory.sql in your database
  • Add the following code to your server.cfg/resouces.cfg
ensure qb-core
ensure qb-logs
ensure aj-inventory
ensure qb-traphouse
ensure qb-radio
ensure qb-drugs
ensure qb-shops

Configuration

Config = {} -- Don't touch
local StringCharset = {} -- Don't touch
local NumberCharset = {} -- Don't touch
for i = 48,  57 do table.insert(NumberCharset, string.char(i)) end -- Don't touch
for i = 65,  90 do table.insert(StringCharset, string.char(i)) end -- Don't touch
for i = 97, 122 do table.insert(StringCharset, string.char(i)) end -- Don't touch
Config.RandomStr = function(length) -- Don't touch
	if length > 0 then
		return Config.RandomStr(length-1) .. StringCharset[math.random(1, #StringCharset)]
	else
		return ''
	end
end
Config.RandomInt = function(length) -- Don't touch
	if length > 0 then
		return Config.RandomInt(length-1) .. NumberCharset[math.random(1, #NumberCharset)]
	else
		return ''
	end
end
Config.VendingObjects = { -- Props which will be considered as vending machines
    "prop_vend_soda_01",
    "prop_vend_soda_02",
    "prop_vend_water_01"
}
Config.BinObjects = { --  Props which will be considered as trash bins
    "prop_bin_05a",
}
Config.VendingItem = { -- Shop inventory for vending machines
    [1] = {
        name = "kurkakola", -- Item name
        price = 4, -- Price per item
        amount = 50, -- Stock amount
        info = {},
        type = "item",
        slot = 1, -- Inventory slot item will be displayed
    },
    [2] = {
        name = "water_bottle",
        price = 4,
        amount = 50,
        info = {},
        type = "item",
        slot = 2,
    },
}
Config.CraftingItems = { -- Crafting recipes
    [1] = {
        name = "lockpick", -- Item which will be gained from crafting
        amount = 50, -- Limit
        info = {},
        costs = { -- Requirements for crafting
            ["metalscrap"] = 22,
            ["plastic"] = 32,
        },
        type = "item",
        slot = 1,
        threshold = 0,
        points = 1,
    },
    [2] = {
        name = "screwdriverset",
        amount = 50,
        info = {},
        costs = {
            ["metalscrap"] = 30,
            ["plastic"] = 42,
        },
        type = "item",
        slot = 2,
        threshold = 0,
        points = 2,
    },
    [3] = {
        name = "electronickit",
        amount = 50,
        info = {},
        costs = {
            ["metalscrap"] = 30,
            ["plastic"] = 45,
            ["aluminum"] = 28,
        },
        type = "item",
        slot = 3,
        threshold = 0,
        points = 3,
    },
    [4] = {
        name = "radioscanner",
        amount = 50,
        info = {},
        costs = {
            ["electronickit"] = 2,
            ["plastic"] = 52,
            ["steel"] = 40,
        },
        type = "item",
        slot = 4,
        threshold = 0,
        points = 4,
    },
    [5] = {
        name = "gatecrack",
        amount = 50,
        info = {},
        costs = {
            ["metalscrap"] = 10,
            ["plastic"] = 50,
            ["aluminum"] = 30,
            ["iron"] = 17,
            ["electronickit"] = 1,
        },
        type = "item",
        slot = 5,
        threshold = 120,
        points = 5,
    },
    [6] = {
        name = "handcuffs",
        amount = 50,
        info = {},
        costs = {
            ["metalscrap"] = 36,
            ["steel"] = 24,
            ["aluminum"] = 28,
        },
        type = "item",
        slot = 6,
        threshold = 160,
        points = 6,
    },
    [7] = {
        name = "repairkit",
        amount = 50,
        info = {},
        costs = {
            ["metalscrap"] = 32,
            ["steel"] = 43,
            ["plastic"] = 61,
        },
        type = "item",
        slot = 7,
        threshold = 200,
        points = 7,
    },
    [8] = {
        name = "pistol_ammo",
        amount = 50,
        info = {},
        costs = {
            ["metalscrap"] = 50,
            ["steel"] = 37,
            ["copper"] = 26,
        },
        type = "item",
        slot = 8,
        threshold = 250,
        points = 8,
    },
    [9] = {
        name = "ironoxide",
        amount = 50,
        info = {},
        costs = {
            ["iron"] = 60,
            ["glass"] = 30,
        },
        type = "item",
        slot = 9,
        threshold = 300,
        points = 9,
    },
    [10] = {
        name = "aluminumoxide",
        amount = 50,
        info = {},
        costs = {
            ["aluminum"] = 60,
            ["glass"] = 30,
        },
        type = "item",
        slot = 10,
        threshold = 300,
        points = 10,
    },
    [11] = {
        name = "armor",
        amount = 50,
        info = {},
        costs = {
            ["iron"] = 33,
            ["steel"] = 44,
            ["plastic"] = 55,
            ["aluminum"] = 22,
        },
        type = "item",
        slot = 11,
        threshold = 350,
        points = 11,
    },
    [12] = {
        name = "drill",
        amount = 50,
        info = {},
        costs = {
            ["iron"] = 50,
            ["steel"] = 50,
            ["screwdriverset"] = 3,
            ["advancedlockpick"] = 2,
        },
        type = "item",
        slot = 12,
        threshold = 1750,
        points = 12,
    },
}
Config.AttachmentCrafting = { -- Attachment crafting recipes
    ["location"] = {x = 88.91, y = 3743.88, z = 40.77, h = 66.5, r = 1.0}, -- Marker location
    ["items"] = {
        [1] = {
            name = "pistol_extendedclip", -- Item which will be gained from crafting
            amount = 50, -- Limit
            info = {},
            costs = { -- Requirements for crafting
                ["metalscrap"] = 140,
                ["steel"] = 250,
                ["rubber"] = 60,
            },
            type = "item",
            slot = 1,
            threshold = 0,
            points = 1,
        },
        [2] = {
            name = "pistol_suppressor",
            amount = 50,
            info = {},
            costs = {
                ["metalscrap"] = 165,
                ["steel"] = 285,
                ["rubber"] = 75,
            },
            type = "item",
            slot = 2,
            threshold = 10,
            points = 2,
        },
        [3] = {
            name = "rifle_extendedclip",
            amount = 50,
            info = {},
            costs = {
                ["metalscrap"] = 190,
                ["steel"] = 305,
                ["rubber"] = 85,
                ["smg_extendedclip"] = 1,
            },
            type = "item",
            slot = 7,
            threshold = 25,
            points = 8,
        },
        [4] = {
            name = "rifle_drummag",
            amount = 50,
            info = {},
            costs = {
                ["metalscrap"] = 205,
                ["steel"] = 340,
                ["rubber"] = 110,
                ["smg_extendedclip"] = 2,
            },
            type = "item",
            slot = 8,
            threshold = 50,
            points = 8,
        },
        [5] = {
            name = "smg_flashlight",
            amount = 50,
            info = {},
            costs = {
                ["metalscrap"] = 230,
                ["steel"] = 365,
                ["rubber"] = 130,
            },
            type = "item",
            slot = 3,
            threshold = 75,
            points = 3,
        },
        [6] = {
            name = "smg_extendedclip",
            amount = 50,
            info = {},
            costs = {
                ["metalscrap"] = 255,
                ["steel"] = 390,
                ["rubber"] = 145,
            },
            type = "item",
            slot = 4,
            threshold = 100,
            points = 4,
        },
        [7] = {
            name = "smg_suppressor",
            amount = 50,
            info = {},
            costs = {
                ["metalscrap"] = 270,
                ["steel"] = 435,
                ["rubber"] = 155,
            },
            type = "item",
            slot = 5,
            threshold = 150,
            points = 5,
        },
        [8] = {
            name = "smg_scope",
            amount = 50,
            info = {},
            costs = {
                ["metalscrap"] = 300,
                ["steel"] = 469,
                ["rubber"] = 170,
            },
            type = "item",
            slot = 6,
            threshold = 200,
            points = 6,
        },
    }
}
MaxInventorySlots = 41 -- Player inventory slot amount
BackEngineVehicles = { -- Vehicles which has its engine on back side of the vehicle
    'ninef',
    'adder',
    'vagner',
    't20',
    'infernus',
    'zentorno',
    'reaper',
    'comet2',
    'comet3',
    'jester',
    'jester2',
    'cheetah',
    'cheetah2',
    'prototipo',
    'turismor',
    'pfister811',
    'ardent',
    'nero',
    'nero2',
    'tempesta',
    'vacca',
    'bullet',
    'osiris',
    'entityxf',
    'turismo2',
    'fmj',
    're7b',
    'tyrus',
    'italigtb',
    'penetrator',
    'monroe',
    'ninef2',
    'stingergt',
    'surfer',
    'surfer2',
    'comet3',
}
Config.MaximumAmmoValues = { -- Weapon specific maximum ammo count
    ["pistol"] = 250,
    ["smg"] = 250,
    ["shotgun"] = 200,
    ["rifle"] = 250,
}

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aj-inventory is a Inventory system used by the QBCore FiveM Framework. It has custom js and css to give it a new look and feel!

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  • Lua 48.7%
  • JavaScript 41.0%
  • CSS 7.7%
  • HTML 2.6%