inventory's People
Forkers
jay-fivem impulsefps krnktv f9ariel moreiraz qwerty1verified buntyverma69 lesiin kevingirardx havenstadrp millusion dafkedd snnchn xoomer thatsolo vosscat q4d1952k jackfmaxwell mrberkk realsixgrams bas1cop iplocator w0lfz1inventory's Issues
Items going into other inventorys.
I had a member report a gun going from his 6th slot to his trunk replacing the coke in the trunk.
I had a different member report when searching a suspect half his inventory ended up in the suspects inventory including a gun from the 6th slot. - checked logs and it said they swapped items, when i watched his stream back he never put his guns/ids in the suspects inventory.
also after the officer searched the suspect he was in his inventory moving items around and it said, you don't have this item!
Discussion: how to delete item when decay is 0%
Hi dev. It's enough to have a guideline about how to delete item when decay is 0% ? thanks
floor items
so when you place items on the ground once you leave the area they just go and not stay there till restart
[Suggestion] about hotbar
make hotbar need to hold not toggle
Can convert any item to another
If you take an item from the inventory and drop it, having an item on 1-5 slots if you swap the item inventory with dropped inventory it will convert one of the items, works with all items.
chat.-.Discord.2022-05-31.02-26-44_Trim.mp4
Item Duplication
I apologize in advance since I haven't used this inventory but since it's based on lj-inventory and it has that issue I'm letting you know. If you try to give an item to another player that doesn't have enough room in his pockets for it,that item will drop on the ground as a duplicate but you will still have it in your pockets as well. So people can just duplicate items non-stop.
[BUG] Item Stacking
Issue:
- When stacking the items the quality will be set to the item I guess
- https://streamable.com/a7cu6u just so you can see what I'm trying to say.
stash decay not working
decay is working on player's pocket only but when you put item in any stash/trunk/glovebox decay will still remain the same as before. Is there any fix ?
Garage Phone App
[ script:qb-core] SCRIPT ERROR: SCRIPT ERROR: @qb-phone/server/main.lua:200: attempt to index a nil value (global 'Garages')
[ script:qb-core] > ref (@qb-phone/server/main.lua:200)
[ script:qb-core] > Query.onResult (@oxmysql/dist/build.js:21715)
[ script:qb-core] > (@oxmysql/dist/build.js:11918)
[ script:qb-core] > processTicksAndRejections (node:internal/process/task_queues:78)
[ script:qb-core]
how do i fix this
[BUG] Glovebox decay not working
Decay doesn't seem to be working for the glovebox.
I noticed when I put an item into the glovebox everything seems fine, but when I close inventory and reopen, the description will say "undefined."
My print statements in the decay script show the item is in the glovebox, but the item quality does not get updated.
More a question than an issue
How do you do with weapons? Like i don't want weapons to decay in the server, what should i do? Put like 99999 days?
Issue when purchasing items from shops
Hello,
Before getting to the issue I would just like to thank you for the resource.
When purchasing items from shops the decay does not work. The items also do not identify properly. For example I can give myself a item or receive a item via a function with no issue, the decay is displayed and the description shows properly. When purchasing a item from the shop it displays the last item you hovered over when hovering over the newly purchased item. Any suggestions on how I can fix this issue?
Thanks again
Give doesnt work
Cant give other people stuff in your inventory
Decay kinda works
The decay works but only if you fly out and fly back in with items in your inventory that decays
Descriptions of items
The description of everything else than weapon is actually a copy of the description of the weapons.
The error I get in live console:
[ script:qb-core] SCRIPT ERROR: @qb-core/server/player.lua:302: attempt to index a nil value (local 'itemInfo')
[ script:qb-core] > ref (@qb-core/server/player.lua:302)
[ script:qb-core] > GiveStarterItems (@qb-multicharacter/server/main.lua:24)
[ script:qb-core] > handler (@qb-multicharacter/server/main.lua:104)
[ script:qb-core] > query_default (@oxmysql/dist/server/build.js:16108)
[ script:qb-core] > runMicrotasks (:0)
[ script:qb-core] > processTicksAndRejections (node:internal/process/task_queues:96)
[script:qb-multichara] SCRIPT ERROR: error object is not a string
qb-core/server/player.lua:302 refers to the snippets provide in your readme: (itemInfo['created'] = time)
self.Functions.AddItem = function(item, amount, slot, info, created)
local totalWeight = QBCore.Player.GetTotalWeight(self.PlayerData.items)
local itemInfo = QBCore.Shared.Items[item:lower()]
local time = os.time()
if not created then
itemInfo['created'] = time
else
itemInfo['created'] = created
end
-- itemInfo['created'] = time
if itemInfo["type"] == 'item' and info == nil then
info = { quality = 100 }
end
if itemInfo == nil then
TriggerClientEvent('QBCore:Notify', self.PlayerData.source, Lang:t('error.item_not_exist'), 'error')
return
end
local amount = tonumber(amount)
local slot = tonumber(slot) or QBCore.Player.GetFirstSlotByItem(self.PlayerData.items, item)
if itemInfo['type'] == 'weapon' and info == nil then
info = {
serie = tostring(QBCore.Shared.RandomInt(2) .. QBCore.Shared.RandomStr(3) .. QBCore.Shared.RandomInt(1) .. QBCore.Shared.RandomStr(2) .. QBCore.Shared.RandomInt(3) .. QBCore.Shared.RandomStr(4)),
}
end
if (totalWeight + (itemInfo['weight'] * amount)) <= QBCore.Config.Player.MaxWeight then
if (slot and self.PlayerData.items[slot]) and (self.PlayerData.items[slot].name:lower() == item:lower()) and (itemInfo['type'] == 'item' and not itemInfo['unique']) then
self.PlayerData.items[slot].amount = self.PlayerData.items[slot].amount + amount
self.Functions.UpdatePlayerData()
TriggerEvent('qb-log:server:CreateLog', 'playerinventory', 'AddItem', 'green', '' .. GetPlayerName(self.PlayerData.source) .. ' (citizenid: ' .. self.PlayerData.citizenid .. ' | id: ' .. self.PlayerData.source .. ') got item: [slot:' .. slot .. '], itemname: ' .. self.PlayerData.items[slot].name .. ', added amount: ' .. amount .. ', new total amount: ' .. self.PlayerData.items[slot].amount)
return true
elseif (not itemInfo['unique'] and slot or slot and self.PlayerData.items[slot] == nil) then
self.PlayerData.items[slot] = { name = itemInfo['name'], amount = amount, info = info or '', label = itemInfo['label'], description = itemInfo['description'] or '', weight = itemInfo['weight'], type = itemInfo['type'], unique = itemInfo['unique'], useable = itemInfo['useable'], image = itemInfo['image'], shouldClose = itemInfo['shouldClose'], slot = slot, combinable = itemInfo['combinable'], itemInfo['created'] }
self.Functions.UpdatePlayerData()
TriggerEvent('qb-log:server:CreateLog', 'playerinventory', 'AddItem', 'green', '' .. GetPlayerName(self.PlayerData.source) .. ' (citizenid: ' .. self.PlayerData.citizenid .. ' | id: ' .. self.PlayerData.source .. ') got item: [slot:' .. slot .. '], itemname: ' .. self.PlayerData.items[slot].name .. ', added amount: ' .. amount .. ', new total amount: ' .. self.PlayerData.items[slot].amount)
return true
elseif (itemInfo['unique']) or (not slot or slot == nil) or (itemInfo['type'] == 'weapon') then
for i = 1, QBConfig.Player.MaxInvSlots, 1 do
if self.PlayerData.items[i] == nil then
self.PlayerData.items[i] = { name = itemInfo['name'], amount = amount, info = info or '', label = itemInfo['label'], description = itemInfo['description'] or '', weight = itemInfo['weight'], type = itemInfo['type'], unique = itemInfo['unique'], useable = itemInfo['useable'], image = itemInfo['image'], shouldClose = itemInfo['shouldClose'], slot = i, combinable = itemInfo['combinable'], created = itemInfo['created'] }
self.Functions.UpdatePlayerData()
TriggerEvent('qb-log:server:CreateLog', 'playerinventory', 'AddItem', 'green', '' .. GetPlayerName(self.PlayerData.source) .. ' (citizenid: ' .. self.PlayerData.citizenid .. ' | id: ' .. self.PlayerData.source .. ') got item: [slot:' .. i .. '], itemname: ' .. self.PlayerData.items[i].name .. ', added amount: ' .. amount .. ', new total amount: ' .. self.PlayerData.items[i].amount)
return true
end
end
end
else
TriggerClientEvent('QBCore:Notify', self.PlayerData.source, Lang:t('error.too_heavy'), 'error')
end
return false
end
quality stucked on 1
When the quality is at 1, the item can still be used and it doesn't get destroyed. it's just at quality 1 which doesn't change
Can't find functions to replace
So with older core i had no issues, but updated my core and now cant find the bits that need replacing
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