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- seperated the 2000+ lines in ReadMe.md into seperate files. - useful if things expand - better readability for users - more organised layout
145 lines
3.8 KiB
Markdown
145 lines
3.8 KiB
Markdown
### inventories.lua
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These functions manage inventory locking, item checking, and player inventory retrieval.
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- **lockInv(toggle)**
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- Locks or unlocks the player's inventory.
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- Freezes/unfreezes movement and toggles hotbar state.
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- **Example:**
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```lua
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lockInv(true) -- Lock inventory
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lockInv(false) -- Unlock inventory
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```
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- **hasItem(items, amount, src)**
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- Checks if a player has the specified item(s) in sufficient quantity.
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- **Returns:**
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- `boolean`: Whether the player has the item(s).
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- `table`: Details of available item counts.
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- **Example:**
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```lua
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local hasAll, details = hasItem({"health_potion", "mana_potion"}, 2, playerId)
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if hasAll then
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-- Proceed with action
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else
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-- Inform the player about missing items
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end
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```
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- **getPlayerInv(src)**
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- Retrieves the player’s current inventory.
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- May be used for inventory UI, logging, or crafting systems.
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- **Example:**
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```lua
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local inventory = getPlayerInv(playerId)
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for k, item in pairs(inventory) do
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print(item.name, item.amount)
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end
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```
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### itemcontrol.lua
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This module includes a variety of utility functions for managing items in player inventories, including giving, removing, durability, and use logic.
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- **createUseableItem(item, funct)**
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⚠️ This doesn't work for `ox_inv`, you will need to add the event info to it's `items.lua`
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- Registers a useable item and binds it to a callback function.
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- **Example:**
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```lua
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createUseableItem("bandage", function(source)
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-- Heal logic here
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end)
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```
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- **invImg(item)**
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- Returns the inventory image path for an item.
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- Automatically grabs the inventory image link based on inventory script
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- **Example:**
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```lua
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local imagePath = invImg("water_bottle")
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print(imagePath)
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```
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- **addItem(item, amount, info, src)**
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⚠️ Requires Auth callback if called from client side
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- Adds a specific amount of an item to a player's inventory.
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- Automatically attempts to add items using detected inventory script
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- **Example:**
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```lua
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-- Client Side
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addItem("lockpick", 3, {})
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-- Server Side
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addItem("lockpick", 3, {}, source)
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```
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- **removeItem(item, amount, src, slot)**
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- Removes a specific amount of an item from a player’s inventory.
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- Automatically attempts to remove item using detected inventory script
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- **Example:**
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```lua
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-- Client Side
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removeItem(
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"ammo_pistol",
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30,
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nil,
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slot --[[optional]]--
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)
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-- Server Side
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removeItem(
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"ammo_pistol",
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30,
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source,
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slot --[[optional]]--
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)
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```
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- **dupeWarn(src, item, amount)**
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- Logs or handles a potential duplication exploit involving an item.
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- This is called automatically if a player has been triggered exploit detection
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- Disabled if debugMode is enabled
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- **breakTool(data)**
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- Breaks a tool or item, often due to exceeding durability.
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- **Example:**
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```lua
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breakTool({ item = "drill", damage = 10 })
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```
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- **getDurability(item)**
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- Returns the current durability value of a given item.
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- Searched for the lowest slot number (eg. slot 1) and retreives that items durability
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- **Example:**
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```lua
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local durability, slot = getDurability("drill")
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if durability then
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print("Durability:", durability)
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print("Slot:", slot)
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end
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```
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- **canCarry(itemTable, src)**
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⚠️ Currently server side only
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- Checks if a player can carry the item(s) specified in `itemTable`.
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- **Example:**
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```lua
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local carryCheck = canCarry({ ["health_potion"] = 2, ["mana_potion"] = 3 }, playerId)
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if carryCheck["health_potion"] and carryCheck["mana_potion"] then
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-- Player can carry items.
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else
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-- Notify player.
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end
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```
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