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### inventories.lua
These functions manage inventory locking, item checking, and player inventory retrieval.
- **lockInv(toggle)**
- Locks or unlocks the player's inventory.
- Freezes/unfreezes movement and toggles hotbar state.
- **Example:**
```lua
lockInv(true) -- Lock inventory
lockInv(false) -- Unlock inventory
```
- **hasItem(items, amount, src)**
- Checks if a player has the specified item(s) in sufficient quantity.
- **Returns:**
- `boolean`: Whether the player has the item(s).
- `table`: Details of available item counts.
- **Example:**
```lua
local hasAll, details = hasItem({"health_potion", "mana_potion"}, 2, playerId)
if hasAll then
-- Proceed with action
else
-- Inform the player about missing items
end
```
- **getPlayerInv(src)**
- Retrieves the players current inventory.
- May be used for inventory UI, logging, or crafting systems.
- **Example:**
```lua
local inventory = getPlayerInv(playerId)
for k, item in pairs(inventory) do
print(item.name, item.amount)
end
```
### itemcontrol.lua
This module includes a variety of utility functions for managing items in player inventories, including giving, removing, durability, and use logic.
- **createUseableItem(item, funct)**
⚠️ This doesn't work for `ox_inv`, you will need to add the event info to it's `items.lua`
- Registers a useable item and binds it to a callback function.
- **Example:**
```lua
createUseableItem("bandage", function(source)
-- Heal logic here
end)
```
- **invImg(item)**
- Returns the inventory image path for an item.
- Automatically grabs the inventory image link based on inventory script
- **Example:**
```lua
local imagePath = invImg("water_bottle")
print(imagePath)
```
- **addItem(item, amount, info, src)**
⚠️ Requires Auth callback if called from client side
- Adds a specific amount of an item to a player's inventory.
- Automatically attempts to add items using detected inventory script
- **Example:**
```lua
-- Client Side
addItem("lockpick", 3, {})
-- Server Side
addItem("lockpick", 3, {}, source)
```
- **removeItem(item, amount, src, slot)**
- Removes a specific amount of an item from a players inventory.
- Automatically attempts to remove item using detected inventory script
- **Example:**
```lua
-- Client Side
removeItem(
"ammo_pistol",
30,
nil,
slot --[[optional]]--
)
-- Server Side
removeItem(
"ammo_pistol",
30,
source,
slot --[[optional]]--
)
```
- **dupeWarn(src, item, amount)**
- Logs or handles a potential duplication exploit involving an item.
- This is called automatically if a player has been triggered exploit detection
- Disabled if debugMode is enabled
- **breakTool(data)**
- Breaks a tool or item, often due to exceeding durability.
- **Example:**
```lua
breakTool({ item = "drill", damage = 10 })
```
- **getDurability(item)**
- Returns the current durability value of a given item.
- Searched for the lowest slot number (eg. slot 1) and retreives that items durability
- **Example:**
```lua
local durability, slot = getDurability("drill")
if durability then
print("Durability:", durability)
print("Slot:", slot)
end
```
- **canCarry(itemTable, src)**
⚠️ Currently server side only
- Checks if a player can carry the item(s) specified in `itemTable`.
- **Example:**
```lua
local carryCheck = canCarry({ ["health_potion"] = 2, ["mana_potion"] = 3 }, playerId)
if carryCheck["health_potion"] and carryCheck["mana_potion"] then
-- Player can carry items.
else
-- Notify player.
end
```