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Ox InventoryFunctionsServerServer
setPlayerInventory
Creates and sets the player's inventory. exports.ox_inventory:setPlayerInventory(player, data) player: table source: number identifier: string name: string groups?: table sex?: string dateofbirth?: string data?: table If not provided will load player's inventory data from the db. forceOpenInventoryOpens an inventory using the passed data. Forces a player to open an inventory, without usual security checks (groups, coords). exports.ox_inventory:forceOpenInventory(playerId, invType, data) playerId: number invType: string 'player' 'stash' 'container' 'drop' 'glovebox' 'trunk' 'dumpster' data: number or string or tableOpen the target player's inventory. exports.ox_inventory:forceOpenInventory(1, 'player', 3)Admin command to open a player's inventory. RegisterCommand('openplayerinv', function(source, args) exports.ox_inventory:forceOpenInventory(source, 'player', tonumber(args[1])) end, true) UpdateVehicleUpdate the internal reference to vehicle stashes, without triggering a save or updating the database. exports.ox_inventory:UpdateVehicle(oldPlate, newPlate) oldPlate: string newPlate: string ItemsReturns a table of all registered items. The format is as defined in data/items.lua (opens in a new tab). exports.ox_inventory:Items()The following snippet can be used in crafting resources such as okokCrafting or core_crafting, rather than querying the database. local itemNames ESX.RegisterServerCallback('crafting:itemNames', function(source, cb) if not itemNames then itemNames = {} for item, data in pairs(exports.ox_inventory:Items()) do itemNames[item] = data.label end end cb(itemNames) end) AddItemAdds an item into the specified inventory. Should be used alongside CanCarryItem otherwise, the maximum weight may be exceeded. exports.ox_inventory:AddItem(inv, item, count, metadata, slot, cb) inv: table or string or number The inventory's unique id, or a table with the id and owner. playerId: 1 inventoryId: gloveVGH283 { id = 'personallocker', owner = 'license:xxxxxx'} item: string The name of the item to add to the target. count: number The number of items to add. metadata?: table or string A table of unique data to attach to the item object. A string will create a table with the "type" field. slot?: number A specific slot to add the item to. If the slot is invalid, the first available slot will be used instead. cb?: function(success: boolean, response?: string)If used for glovebox, trunk or stash you must first check the inventory is loaded with GetInventory Returns success, response if cb is undefined, otherwise they are used in the callback only. Possible value of the "response" argument, on failure: "invalid_item": the item doesn't exist "invalid_inventory": the inventory doesn't exist "inventory_full": no free slots Example local success, response = exports.ox_inventory:AddItem('gloveVGH283', 'bread', 4) if not success then -- if no slots are available, the value will be "inventory_full" return print(response) end print(json.encode(response, {indent=true})) --[[ { "metadata": [], "label": "Bread", "slot": 1, "stack": true, "close": true, "name": "bread", "count": 1, "weight": 150 } ]] RemoveItemRemoves the specified item from the specified inventory. exports.ox_inventory:RemoveItem(inv, item, count, metadata, slot, ignoreTotal) inv: table or string or number The inventory's unique id, or a table with the id and owner. playerId: 1 inventoryId: gloveVGH283 { id = 'personallocker', owner = 'license:xxxxxx'} item: string The name of the item to remove from the target. count: number The number of items to remove. metadata?: table or string Only remove items with matching metadata properties. slot?: number A specific slot to remove the item from. If the slot is invalid, the first available slot will be used instead. ignoreTotal?: boolean Removes as many items as possible up to count.Returns success: boolean, response: string?. Possible values of "response" on failure: "invalid_item": the item doesn't exist "invalid_inventory": the inventory doesn't exist "not_enough_items": inventory did not contain enough of the given item Example -- Removes 2 water from the glovebox for the given plate. local success = exports.ox_inventory:RemoveItem('gloveVGH283', 'water', 2) GetItemReturns generic item data from the specified inventory, with the total count. exports.ox_inventory:GetItem(inv, item, metadata, returnsCount) inv: table or string or number item: table or string Can be items array. metadata?: any Only returns the count of items that strictly match the given metadata. returnsCount?: booleanIf returnsCount is set to true, the returned value will be the count based on how many times the item was found. Otherwise returns the data related to the item and its total count found in the inventory. Example local item = ox_inventory:GetItem(source, 'water', nil, false) print(json.encode(item, {indent=true})) --[[ { "consume": 1, "count": 15, "stack": true, "name": "water", "weight": 500, "label": "Water", "close": true } ]] ConvertItemsTakes traditional item data and updates it to support ox_inventory. exports.ox_inventory:ConvertItems(playerId, items) playerId: number items: table Data Conversion Example Old: [{"cola":1, "bread":3}] New: [{"slot":1,"name":"cola","count":1}, {"slot":2,"name":"bread","count":3}] CanCarryItemReturns true or false depending if the inventory can carry the specified item. The function checks for inventory weight and available slots. exports.ox_inventory:CanCarryItem(inv, item, count, metadata) inv: table or string or number item table or string Can be array of items. count: number metadata?: table or string If metadata is passed as string then metadata.type will be checked. Example -- Checks if the player calling the event can carry 3 water items if exports.ox_inventory:CanCarryItem(source, 'water', 3) then -- Do stuff if can carry else -- Do stuff if can't carry end CanCarryAmountReturns the amount a player can hold based on available weight. exports.ox_inventory:CanCarryAmount(inv, item) inv: table or string or number item: table or string Can be array to check multiple items. Example -- Checks how much you can carry amountToAdd = exports.ox_inventory:CanCarryAmount(inv, 'stone') -- Adds the amount exports.ox_inventory:AddItem(inv, 'stone', amountToAdd) CanCarryWeightReturns if inventory can carry specified weight and free inventory weight. exports.ox_inventory:CanCarryWeight(inv, weight) inv: table or string or number weight: number Example -- Checks if player can carry 1000 grams. local fillAmount = 1000 local canCarryWeight, freeWeight = ox_inventory:CanCarryWeight(playerId, fillAmount) if freeWeight == 0 then -- Player can't carry weight. return elseif not canCarryWeight then -- Modify fillAmount, because inventory can't carry specified weight fillAmount = freeWeight end -- Do something SetMaxWeightSets the maximum weight available for an inventory. exports.ox_inventory:SetMaxWeight(inv, maxWeight) inv: table or string or number maxWeight: number Example local ox_inventory = exports.ox_inventory -- Set the max weight for player 1's inventory to 20kg. ox_inventory:SetMaxWeight(1, 20000) CanSwapItemReturns true if the item swap is possible based on inventory weight. exports.ox_inventory:CanSwapItem(inv, firstItem, firstItemCount, testItem, testItemCount) inv: table or string or number firstItem: string firstItemCount: number testItem: string testItemCount: number GetItemCountGet the total item count for all items in an inventory with the given name and metadata. exports.ox_inventory:GetItemCount(inv, itemName, metadata, strict) inv: table or string or number itemName: string metadata?: table strict?: boolean Strictly match metadata properties, otherwise use partial matching.Return: itemCount: number GetItemSlotsReturns the number of slots the specified item is in, the item's total count and the remaining empty slots. exports.ox_inventory:GetItemSlots(inv, item, metadata) inv: table or string or number item: table or string metadata?: table GetSlotReturns the specified slot data as a table. exports.ox_inventory:GetSlot(inv, slot) inv: table or string or number slot: number Example local slot = exports.ox_inventory:GetSlot(source, 1) print(json.encode(slot, {indent=true})) --[[ { "weight": 2000, "name": "water", "metadata": [], "slot": 1, "label": "Water", "close": true, "stack": true, "count: 4 } ]] GetSlotForItemGet the slot id of an existing item matching the given data, or an empty slot. exports.ox_inventory:GetSlotForItem(inv, itemName, metadata) inv: table or string or number itemName: string metadata: table?Return: slotId: number? GetSlotIdWithItemGet a slot id in an inventory matching the given item name and metadata. exports.ox_inventory:GetSlotIdWithItem(inv, itemName, metadata, strict) inv: table or string or number itemName: string metadata?: table strict?: boolean Strictly match metadata properties, otherwise use partial matching.Return: slotId: number? GetSlotIdsWithItemGet all slot ids in an inventory matching the given name and metadata. exports.ox_inventory:GetSlotIdsWithItem(inv, itemName, metadata, strict) inv: table or string or number itemName: string metadata?: table strict?: boolean Strictly match metadata properties, otherwise use partial matching.Return: slotIds: number[]? GetSlotWithItemGet data for a slot in an inventory matching the given name and metadata. exports.ox_inventory:GetSlotWithItem(inv, itemName, metadata, strict) inv: table or string or number itemName: string metadata?: table strict?: boolean Strictly match metadata properties, otherwise use partial matching.Return: slotData: table? GetSlotsWithItemGet data all slots in an inventory matching the given name and metadata. exports.ox_inventory:GetSlotsWithItem(inv, itemName, metadata, strict) inv: table or string or number itemName: string metadata?: table strict?: boolean Strictly match metadata properties, otherwise use partial matching.Return: slotsData: table[]? GetEmptySlotGet the first available empty slot in an inventory. exports.ox_inventory:GetEmptySlot(inv) inv: table or string or numberReturn: slotId: number? GetContainerFromSlotReturns the inventory associated with the container linked in the slot of the given inventory. exports.ox_inventory:GetContainerFromSlot(inv, slotId) inv: table or string or number slotId: numberReturn: containerData: table? SetSlotCountSets the number of slots available for an inventory. exports.ox_inventory:SetSlotCount(inv, slots) inv: table or string or number slots: number Example local ox_inventory = exports.ox_inventory -- Set the slot count for player 1's inventory to 10. ox_inventory:SetSlotCount(1, 10) GetInventoryReturns the inventory associated with the ID (and owner if defined). Otherwise returns null. exports.ox_inventory:GetInventory(inv, owner) inv: number or table owner?: string or boolean Example local inventory = exports.ox_inventory:GetInventory('example_stash', false) print(json.encode(inventory, {indent = true})) --[[ { "id": "example_stash, "label": "Police Stash", "type": "stash, "slots": 50, "weight": 0, "maxWeight": 100000, "owner": false, ... } ]] GetInventoryItemsReturns all slots with items in a inventory. exports.ox_inventory:GetInventoryItems(inv, owner) inv: number or table owner?: string or boolean Example local playerItems = exports.ox_inventory:GetInventoryItems(source) ConfiscateInventoryClears a player's inventory and saves it to a stash. Use ReturnInventory to return the confiscated inventory back to the player. exports.ox_inventory:ConfiscateInventory(source) source: number ReturnInventoryReturns the confiscated inventory back to the player. Use it alongside ConfiscateInventory. exports.ox_inventory:ReturnInventory(source) source: number ClearInventoryClears the specified inventory. The keep argument is either a string or an array of strings containing the name(s) of the item(s) to keep in the inventory after clearing. exports.ox_inventory:ClearInventory(inv, keep) inv: table or string or number keep?: string or string[] SearchSearches an inventory for a specified item. exports.ox_inventory:Search(inv, search, item, metadata) inv: table or string or number search: string item: table or string metadata?: table or stringsearch can be either 'slots' or 'count', where slots will return a table of data and count will return the found amount of the specified item. RegisterStashCreates a new custom stash. exports.ox_inventory:RegisterStash(id, label, slots, maxWeight, owner, groups, coords) id: string or number Stash identifier when loading from the database. label: string Display name when inventory is open. slots: number maxWeight: number owner: string or boolean or nil string: Can only access the stash linked to the owner. true: Each player has a unique stash but can request other player's stashes. nil: Always shared. groups: table Table of player groups (jobs) able to access the stash. Table of group names where the numeric value is the minimum grade required. {['police'] = 0, ['ambulance'] = 2} coords?: vector3 or vector3[] 💡This function needs to be triggered before a player can open the stash. Example For a use case example on this function check out the written Guide for it. CreateTemporaryStashCreates a temporary stash which will be removed after some time. exports.ox_inventory:CreateTemporaryStash(properties) properties: table label: string slots: number maxWeight: number owner?: string number or boolean string: Can only access the stash linked to the owner. true: Each player has a unique stash but can request other player's stashes. The inventory is always shared if false or nil. groups?: table Table of group names (e.g. jobs) where the numeric value is the minimum grade required. {['police'] = 0, ['ambulance'] = 2} coords?: vector3 Stash can only be accessed while nearby. items?: { [number]: string, [number]: number, [number]?: table }[] An array of tables, containing a sequence of itemName, count, metadata.Return: inventoryId: string Example local mystash = exports.ox_inventory:CreateTemporaryStash({ label = 'mystash', slots = 5, maxWeight = 5000, items = { { 'WEAPON_MINISMG', 1 }, { 'ammo-9', 69 }, { 'water', 2, { label = 'Mineral water' } } } }) TriggerClientEvent('ox_inventory:openInventory', 1, 'stash', mystash) CustomDropDrops can be created from other resources, containing a variety of items and utilising a custom label (instead of 'Drop 32648'). exports.ox_inventory:CustomDrop(prefix, items, coords, slots, maxWeight, instance, model) prefix: string items: table name: string count: number metadata?: table coords: vector3 slots?: number maxWeight?: number instance?: string or number model?: number -- Create a generic drop with a marker exports.ox_inventory:CustomDrop('Carcass', { {'meat', 5, { grade = 2, type = 'deer' }}, {'hide', 5, { grade = 2, type = 'deer' }} }, coords) -- Create a drop with an entity exports.ox_inventory:CustomDrop('SMG', { { 'WEAPON_MINISMG', 1 }, { 'ammo-9', 69 }, }, GetEntityCoords(GetPlayerPed(1)), 5, 10000, nil, `w_sb_minismg`) CreateDropFromPlayerCreates a new drop with the contents of a player's inventory. exports.ox_inventory:CreateDropFromPlayer(playerId) playerId: numberReturn: dropId: string Example local dropId = exports.ox_inventory:CreateDropFromPlayer(1) GetCurrentWeaponReturns the player's currently equipped weapon as a table. -- inv: string or number exports.ox_inventory:GetCurrentWeapon(inv) inv: table or string or number SetDurabilitySets durability onto the specified slot. Can be used for repairing weapons. exports.ox_inventory:SetDurability(inv, slot, durability) inv: table or string or number slot: number durability: number Example local ox_inventory = exports.ox_inventory -- Set the durability of the item in slot 3 of source player's inventory to 100 ox_inventory:SetDurability(source, 3, 100) -- Set the durability of the source player's current weapon to 100 local weapon = ox_inventory:GetCurrentWeapon(source) if weapon then ox_inventory:SetDurability(source, weapon.slot, 100) end SetMetadataSets metadata on the specified slot. ox_inventory:SetMetadata(inv, slot, metadata) inv: table or string or number slot: number metadata: table Example local ox_inventory = exports.ox_inventory local water = ox_inventory:Search(source, 1, 'water') for k, v in pairs(water) do print('\n______________'..'\n- index '..k) print(v.name, 'slot: '..v.slot, 'metadata: '..json.encode(v.metadata)) water = v break end water.metadata.type = 'clean' ox_inventory:SetMetadata(source, water.slot, water.metadata) print(('modified %sx water in slot %s with new metadata'):format(water.count, water.slot))ClientHooks |
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