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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 }, -- Compacts

Crafting (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), }
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