Resource has been depreciated. It was a proof of concept that was never completed.
Looks like a great scripts, but where is the boii_items resource
Both are still in alpha, just at a usable state essentially.
Will both be completed and a lot of additional work done as soon I have more time got some paid stuff to update <3
Thank you, and how do i make an item take more slots?
Well spotted.
Items needs a quick update to change the item lists to ones with included grid section, I forgot to do that will do it now.
Would be here though the “grid” section.
Give me 5mins will update items with the version i’m currently using in my dev.
Updated ![]()
Thank You, And Again Great Script
Ahhh its not great yet but it will be ![]()
I just wanted it at a good enough stage to use as the inventory in my preview videos and its pretty much there, I only really needed a player inventory for now.
Soon as I got a couple things ticked off my job list ill come back to this and massively improve on it.
Any feedback and suggestions are always appreciated ![]()
Hey, can you add ‘give’ in the menu?
I was discussing the give aspect not long before releasing it as is, personally to me it feels a little pointless since you can drop the individual item and someone can pick it up probably quicker than you could give an item anyway, and then its just an additional place to add validation for no real reason.
If its something that people want though for sure I can do it ![]()
Hoping to build plenty of feedback with it being released early and then I can prioritize the highest demand things.
Just to clarify as messaged in another reply currently its just at a stage where im personally happy enough with it to use it within my new update videos for resources, theres still plenty of work to be done on it ![]()
should probably not let the nui pass the data thats saved for the inventory. easily exploitable
First time ive ever seen a free grid based inventory. Honestly sweet start cant wait to see what improvements you bring to this as time goes!
Is going to be reworked and changed around for now, as mentioned a couple times its just at a stage where I can use it in my update videos.
It brings down the video quality since my framework had a context menu inventory, now at least in new clips you will be able to see item boxes, see items in the inventory etc, this is the main purpose as it sits right now.
Soon as i got some jobs done im coming back to improve it
Yeah pretty slim pickings when it comes to grids.
I want to build a survival framework eventually so wanted to figure out how a grid inventory works etc.
I got 3 things I need to get finished as soon as possible, then I’m going to work on vehicle stuff for boii_core, and then circle back to the inventory make some changes and updates, add some stuff for persistent vehicle storages for owned etc etc
Impressive inventory! It really could use some major UI improvements, anyways, sick job!
UI Improvements like?
More than open to constructive criticism on this one, everything can be changed, everything can be improved ![]()
The slot side still needs ALOT of work , most time was spent on grid side.
As mentioned in other replies, right now its just about good enough so I can replace the inventory in boii_core with it so I dont have to keep using a context menu inventory in the update videos i’ve been doing, the context menu invent brings the videos down a peg or two ![]()
If this works with ESX - I will try this on a test server first - if this works smoothly with your good looking framework and scripts, this will be my go-to one
BUT IF you keep going with free scripts for your framework, i probably will use it! ![]()
Questions:
Does inventory work with Shops and others? Are you planning making a, somelike OX_inventory/shop system?
And will it be easy to add items to shops/weapon shops ect?
If this works with ESX
It would with some core edits yeh, right now it was just built to replace the context menu im using in boii_core with something a little more visually appealing for update videos. Essentially its just going through and changing core player functions for getting inventory and items to use the inventories exports, I will put full instructions on this for qb / esx soon as i have a little more time and have tested myself ![]()
BUT IF you keep going with free scripts for your framework, i probably will use it!
Plan is to make a boii community server, so since I want to use boii framework to do that, there will be basically everything a basic server would need coming for free also, just the framework is a side project so may be a little while till its at a good working standard.
Does inventory work with Shops and others?
Right now no, it only covers a basic player inventory with support for other, you could however use the create_other_inventory() function to create stores through it if you wanted. Would also need to do some code edits to accommodate pricing though
Are you planning making a, somelike OX_inventory/shop system?
Kind of 50/50 on what to include with it, if its worth including stores as a built in inventory aspect, or if i just build a ui based store system boii_stores or something for free and use that within the framework.
Haven’t really thought that far ahead past me thinking “this context menu inventory is annoying to use and ugly… i should build an inventory” ![]()
And will it be easy to add items to shops/weapon shops ect?
Yeah, depending on which route I take for stores but either will be straight forward, its pretty straight forward already in boii_core just its another context menu system thats basic, its more just so you can actually buy a burger and not die ![]()
Quick list of the things i know need doing as soon as possible, anything else people come across let know and can keep track of everything so as soon as I have more available time everything can be sorted ![]()
## Known issues:
- Context menu errors sometimes when transfering items in grid inventory:
`Uncaught TypeError: Cannot read properties of null (reading 'items') (@boii_inventory/ui/scripts/grid_based.js:466)`
- Grid reverting some times snaps back to original position instead of smooth animation.
- An item larger than 1x1 cannot be moved into a location previously covered by one of its own cells, it can however move into a completely open space.
--> This would be super irritating with a full inventory.
- Currently zero validation on inventory updates this needs doing a.s.a.p realistically. **major security issue for live servers**
--> Doesn't really matter for update videos though so?.. `
- Dragging slots should be indexed above the main inventory so can see when dragging from one to another.
- Context menu on slot side other inventory is behind the inventory index needs adjusting so its above.
- Header buttons are currently placeholder they have no function.
## Things to add:
- Give item?
--> 50/50 on this personally its just another area to potentially be exploited when dropping an item is just as quick? Will see..
- Slot inventory items should be able to be placed ontop of another item to either a) stack or b) swap location.
--> Same for grid on stacking.
- Statuses display pop out using the human body from hud, with buttons to remove clothing? maybe heal etc.
--> Already mocked up this idea have a pretty good plan of how to do it.
- Customisation settings for players so they can make the inventory a little more personal to them.
- Some sort of info display to briefly explain how the inventory works.
Suggestion if this arent on there already:
When using weed/drug/alcohol ect - give the effect to items like drink and high effect. ![]()
