Data Files
Flux Inventory uses ox_inventory’s data file system. All data files are in the data/ folder.
Items (data/items.lua)
Define all usable items with their properties. Each item has a label, weight, and optional stack/close/description fields.
['water'] = {
label = 'Water',
weight = 500,
stack = true,
close = true,
description = 'A bottle of water'
},Shops (data/shops.lua)
Define shop locations, inventory, and access restrictions.
{
name = 'General',
inventory = {
{ name = 'water', price = 5 },
{ name = 'burger', price = 10 },
},
locations = {
vec3(25.7, -1347.3, 29.5),
-- more locations...
},
groups = { 'police' }, -- Optional: restrict to job groups
currency = 'black_money', -- Optional: alternate currency
}Stashes (data/stashes.lua)
Define persistent storage containers with slot/weight limits and optional group restrictions.
{
name = 'policelocker',
label = 'Police Locker',
slots = 70,
weight = 70000,
groups = { 'police' },
}Weapons (data/weapons.lua)
Full weapon definitions with labels, weights, durability, ammo types, and available attachments (flashlights, suppressors, grips, scopes, clips, etc.). Includes 80+ weapon definitions and 15 ammo types.
Vehicles (data/vehicles.lua)
Define per-model storage overrides and default glovebox/trunk capacity by vehicle class.
-- Per-model override
['adder'] = { trunk = { slots = 20, weight = 40000 } },
-- Default by class
[0] = { slots = 30, weight = 50000 }, -- CompactsCrafting (data/crafting.lua)
Define crafting recipes with required items, durations, and output quantities.
{
name = 'lockpick',
ingredients = {
{ name = 'scrapmetal', count = 5 },
{ name = 'hammer', durability = 5 },
},
duration = 5000,
count = 2,
}Evidence (data/evidence.lua)
Define evidence locker locations for police to store/retrieve evidence items.
Licenses (data/licenses.lua)
Define purchasable licenses with locations and prices.
{
name = 'weapon',
label = 'Weapon License',
price = 5000,
coords = vec3(12.3, -1106.2, 29.8),
}