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QBCORE PA Inventory latest version - August 19 2024 (9 Viewers)

Jacobs Reid

Member
Dec 10, 2023
19
8
3
Credits
18,881

PA Inventory Open Source​

image_2024-07-07_045846263.png PREVIEW

This is the latest version of the PA Inventory System, updated on August 19, 2024. It comes packed with a variety of features, including:
  • Health System
  • Progress Bar
  • Text UI
  • Item Throwing
  • Item Placement
  • Special Slot System
  • Special Clip System
  • Special Animations
  • SIM Card Slot System
  • And many more features!

Included Files:​

  • Both QB and OX Inventory Versions
  • pa-textui-2
  • pickle_weaponthrowing
  • qb-weapons

Important Notes:​

  • Support: Please note that I do not provide support for this inventory system.
  • Library Exports: The pa-lib export has been removed because the resource is encrypted. This affects both the QB and OX versions. Please note that the OX version might not be fully accurate since I'm not entirely familiar with the vanilla files. If the OX version doesn't work as expected, I welcome anyone who tests it to provide a snippet so I can update it for everyone else. 🙂

Download:​

You can download the latest version here:

For more details, including installation instructions and an overview of the latest updates, please refer to the included README file in the download package.

- Thanks Jacobs 🤟
 
Last edited:

nklvv

Active member
May 22, 2024
80
13
8
Credits
799

PA Inventory Open Source​

View attachment 16121 PREVIEW

This is the latest version of PA Inventory. It includes a health system, progress bar, text UI, item throwing, item placement, special slot system, special clip system, special animations, SIM card slot system, and many other features.

This was last updated on June 28, 2024.

I have included the following files:
  • pa-inventory
  • pa-textui-2
  • pickle_weaponthrowing
  • qb-weapons
I have removed the pa-lib export as that resource was encrypted.

-=Stripped Content=-


This is a copy of the read me file in the pa-inventory folder.
Code:
README FILE

🛠️ Installation
1. >Update Config File:
If your previous inventory was Ox, you need to write "ox" in Config.OldInventory. Otherwise, you can leave this section blank.
If you are using qb-core, you need to change pa_inventory export names to pa_inventory.Do the same for lib. You have to write the same thing in lib as you wrote in inventory. Otherwise it will not work properly

2. You need to do the same for the weapons script. Open the shared/config.lua file and adjust the inventory settings. Make sure you type the inventory name correctly.

2. >Installing Requirements:
You need to install pickle_weaponthrowing-1.2 script for Weapon throwing, pa-textui-2 script for fluent texts and ac-uipack script for progressbar to work properly. You also need to install ac-lib-2 for the script to run smoothly. These scripts come as a gift with the PA Inventory script.

3. >Updating the Data Folder:
If you have used Ox before, you need to replace items and weapons files inside the data folder in this script with their own ox files to convert your data automatically, but stashes.lua, vehicles.lua, crafting.lua, licenses.lua, evidence.lua and animations.lua file should remain completely empty. Check below how to add stashes, the same way you can add and edit crafts from the configuration

🚀 Updates
The script will be continuously updated and new features will continue to be added.

❗️ Important Notes
1. It is recommended not to restart the script while the server is active.

2. It is recommended to check the config file several times before running it. If you need help with the config, please make sure to ask in a respectful way.

3. If you are already using pa_inventory, you do not need to make any changes to your code to organize your inventory, but if you are not using pa_inventory before, you need to make the following changes.


💡Information
1. If you want you can change the script name to pa_inventory and use it. ( Not recommended ) . You are advised not to change your name.If you are going to change it, you need to change the inventory name in the shared/config.lua file of the lib and weapons files. You also need to change the names all over your server package

2. Do not forget to change other exports

3. The phone sim system has not yet been coded, because a special coding system will be made according to the wishes of the customers and the phones they use.


> Sample scripts

1. If you cannot make export settings, I will leave you 2 sample scripts, you can review them and check my export uses.

jim-consumables : https://dosya.co/ixb92iq4e8lz/jim-consumables.zip.html

jim-recycle : https://dosya.co/9dippe1ayl0g/jim-recycle.zip.html

qb-smallresources : https://dosya.co/ipg39fml5b5w/qb-smallresources.zip.html


> Info
1. If you are using pa_inventory before, make this script name pa_inventory, make everything that says pa_inventory in it pa_inventory and continue to use it that way.

2. If you were using ox_inventory before, rename this script to ox_inventory, change everything with pa_inventory in it to ox_inventory, then replace the items.lua folder in the data folder with your old ox inventory and keep using it that way.

Also, do not forget to make config adjustments in the scripts such as lib, inventory, throw, weapons.


--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
You should change
```lua
    Player.Functions.RemoveItem

    to

    exports['pa_inventory']:RemoveItem(source,'armor', 1)
```
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
You should change
```lua
    Player.Functions.SetInventory(Player.PlayerData.items, true)

    to

    local items = exports['pa_inventory']:GetPlayerItems(cid)
    exports['pa_inventory']:SetInventory(src, items)
```
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
You should change
```lua
    Player.PlayerData.items

    to

    exports['pa_inventory']:GetPlayerItems(cid)
```
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
You should change    
```lua
    Player.Functions.AddItem(name, amount, false, metadata)

    to

    exports['pa_inventory']:AddItem(name, amount, false, metadata)
```
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
You should change    
```lua
    Player.Functions.GetItemBySlot(WeaponData.slot)

    to

    exports['pa_inventory']:Search(WeaponData.slot)
```
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
You should change    
```lua
    QBCore.Functions.GetPlayer(src).Functions.GetItemByName(item).unique

    to

    exports.pa_inventory:GetItemByName(src,item).unique
```
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------






If you are using qb and have not changed the magazine names in the config, you can add these to your shared table

```lua
    weapon_pistol_magazine          = { name = 'weapon_pistol_magazine', label = 'Pistol Magazine', weight = 1000, type = 'weapon', ammotype = 'AMMO_PISTOL', image = 'clip_attachment.png', unique = true, useable = false, description = 'Pistol Magazine' },
    weapon_pistol_mk2_magazine      = { name = 'weapon_pistol_mk2_magazine', label = 'Pistol Mk II Magazine', weight = 1000, type = 'weapon', ammotype = 'AMMO_PISTOL', image = 'clip_attachment.png', unique = true, useable = false, description = 'Pistol Mk II Magazine' },
    weapon_combatpistol_magazine    = { name = 'weapon_combatpistol_magazine', label = 'Combat Pistol Magazine', weight = 1000, type = 'weapon', ammotype = 'AMMO_PISTOL', image = 'clip_attachment.png', unique = true, useable = false, description = 'Combat Pistol Magazine' },
    weapon_appistol_magazine        = { name = 'weapon_appistol_magazine', label = 'AP Pistol Magazine', weight = 1000, type = 'weapon', ammotype = 'AMMO_PISTOL', image = 'clip_attachment.png', unique = true, useable = false, description = 'AP Pistol Magazine' },
    weapon_stungun_magazine         = { name = 'weapon_stungun_magazine', label = 'Taser Magazine', weight = 1000, type = 'weapon', ammotype = nil, image = 'clip_attachment.png', unique = true, useable = false, description = 'Taser Magazine' },
    weapon_pistol50_magazine        = { name = 'weapon_pistol50_magazine', label = 'Pistol .50 Magazine', weight = 1000, type = 'weapon', ammotype = 'AMMO_PISTOL', image = 'clip_attachment.png', unique = true, useable = false, description = 'Pistol .50 Magazine' },
    weapon_snspistol_magazine       = { name = 'weapon_snspistol_magazine', label = 'SNS Pistol Magazine', weight = 1000, type = 'weapon', ammotype = 'AMMO_PISTOL', image = 'clip_attachment.png', unique = true, useable = false, description = 'SNS Pistol Magazine' },
    weapon_heavypistol_magazine     = { name = 'weapon_heavypistol_magazine', label = 'Heavy Pistol Magazine', weight = 1000, type = 'weapon', ammotype = 'AMMO_PISTOL', image = 'clip_attachment.png', unique = true, useable = false, description = 'Heavy Pistol Magazine' },
    weapon_vintagepistol_magazine   = { name = 'weapon_vintagepistol_magazine', label = 'Vintage Pistol Magazine', weight = 1000, type = 'weapon', ammotype = 'AMMO_PISTOL', image = 'clip_attachment.png', unique = true, useable = false, description = 'Vintage Pistol Magazine' },
    weapon_flaregun_magazine        = { name = 'weapon_flaregun_magazine', label = 'Flare Gun Magazine', weight = 1000, type = 'weapon', ammotype = 'AMMO_FLARE', image = 'clip_attachment.png', unique = true, useable = false, description = 'Flare Gun Magazine' },
    weapon_marksmanpistol_magazine  = { name = 'weapon_marksmanpistol_magazine', label = 'Marksman Pistol Magazine', weight = 1000, type = 'weapon', ammotype = 'AMMO_PISTOL', image = 'clip_attachment.png', unique = true, useable = false, description = 'Marksman Pistol Magazine' },
    weapon_revolver_magazine        = { name = 'weapon_revolver_magazine', label = 'Revolver Magazine', weight = 1000, type = 'weapon', ammotype = 'AMMO_PISTOL', image = 'clip_attachment.png', unique = true, useable = false, description = 'Revolver Magazine' },
    weapon_revolver_mk2_magazine    = { name = 'weapon_revolver_mk2_magazine', label = 'Violence Magazine', weight = 1000, type = 'weapon', ammotype = 'AMMO_PISTOL', image = 'clip_attachment.png', unique = true, useable = false, description = 'da Violence Magazine' },
    weapon_doubleaction_magazine    = { name = 'weapon_doubleaction_magazine', label = 'Double Action Revolver Magazine', weight = 1000, type = 'weapon', ammotype = 'AMMO_PISTOL', image = 'clip_attachment.png', unique = true, useable = false, description = 'Double Action Revolver Magazine' },
    weapon_snspistol_mk2_magazine   = { name = 'weapon_snspistol_mk2_magazine', label = 'SNS Pistol Mk II Magazine', weight = 1000, type = 'weapon', ammotype = 'AMMO_PISTOL', image = 'clip_attachment.png', unique = true, useable = false, description = 'SNS Pistol MK2 Magazine' },
    weapon_raypistol_magazine       = { name = 'weapon_raypistol_magazine', label = 'Up-n-Atomizer Magazine', weight = 1000, type = 'weapon', ammotype = 'AMMO_PISTOL', image = 'clip_attachment.png', unique = true, useable = false, description = 'Weapon Raypistol Magazine' },
    weapon_ceramicpistol_magazine   = { name = 'weapon_ceramicpistol_magazine', label = 'Ceramic Pistol Magazine', weight = 1000, type = 'weapon', ammotype = 'AMMO_PISTOL', image = 'clip_attachment.png', unique = true, useable = false, description = 'Weapon Ceramicpistol Magazine' },
    weapon_navyrevolver_magazine    = { name = 'weapon_navyrevolver_magazine', label = 'Navy Revolver Magazine', weight = 1000, type = 'weapon', ammotype = 'AMMO_PISTOL', image = 'clip_attachment.png', unique = true, useable = false, description = 'Weapon Navyrevolver Magazine' },
    weapon_gadgetpistol_magazine    = { name = 'weapon_gadgetpistol_magazine', label = 'Perico Pistol Magazine', weight = 1000, type = 'weapon', ammotype = 'AMMO_PISTOL', image = 'clip_attachment.png', unique = true, useable = false, description = 'Weapon Gadgetpistol Magazine' },
    weapon_pistolxm3_magazine       = { name = 'weapon_pistolxm3_magazine', label = 'Pistol XM3 Magazine', weight = 1000, type = 'weapon', ammotype = 'AMMO_PISTOL', image = 'clip_attachment.png', unique = true, useable = false, description = 'Pistol XM3 Magazine' },
```


I have seen people saying that there is a problem with stash not saving in inventory, but this is related to incomplete use.

This is how you open the Stash, which is fine.

TriggerServerEvent('inventory:server:OpenInventory', 'stash', id)


But if you do not add this code later, the stash will not save

TriggerEvent('inventory:client:SetCurrentStash', id)




This is how you can add stash.This is just a simple example

> UPDATE 26.06.2024
```lua
   TriggerEvent('inventory:client:SetCurrentStash', 'launder-' .. menuId)
   TriggerServerEvent('inventory:server:OpenInventory', 'stash', 'launder-' .. menuId , {
        maxweight = 4000000,
        slots = 1})
```
can you give me ur cord so i can ask u something
 

Jacobs Reid

Member
Dec 10, 2023
19
8
3
Credits
18,881
Update: Added ac-uipack
I have updated the folder for the PA Inventory files. The ac-uipack has been added to ensure the progress bar works properly.

Included Files:
  • pa-inventory
  • pa-textui-2
  • pickle_weaponthrowing
  • qb-weapons
  • ac-uipack (for the progress bar to work properly)
Sorry this wasn't added from the start. Anyone who has already downloaded the files can use the same link as before to get the ac-uipack resource.
 

Jacobs Reid

Member
Dec 10, 2023
19
8
3
Credits
18,881
300 wow? jajajjajaja . .
Wow? I don't understand. I believe that 300 is very reasonable. But if you would rather spend 120 euros like I did, then head to their website and do that.

Or spend 300 credits (which cost 5 euros) here. But hey, if you don't want to pay 300 credits, then don't. No one is forcing you.
 
Last edited:

igorMendes

Active member
Sep 12, 2023
124
31
28
Credits
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Wow? I don't understand. I believe that 300 is very reasonable. But if you would rather spend 120 euros like I did, then head to their website and do that.

Or spend 300 credits (which cost 5 euros) here. But hey, if you don't want to pay 300 credits, then don't. No one is forcing you.
if you reduce the price to 220 i buy now!
 

igorMendes

Active member
Sep 12, 2023
124
31
28
Credits
1,627
the script is working good, but i am having a problem when a player enter the server and quit the items that the player had are gone, how can i fix this?
 

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