PH_Inventory

What is PH_Inventory?

PH_Inventory is a flexible inventory system focused on performance, UX, and full server-owner control.

Highlights

  • modern drag & drop UI
  • weight + slot based system
  • weapon metadata (attachments, tints/skins, durability)
  • live weapon management with 3D preview
  • stashes, drops, backpacks and crafting-ready structure
  • trunk/glovebox logic with configurable rules
  • per vehicle / vehicle class slot + weight limits
  • lock checks (e.g. no trunk access when vehicle is locked)
  • ox_target features can be toggled via config
  • clean structure for RP server workflows
  • Resmon Values 0.00ms on idle

What is PH_Shops?

PH_Shops complements the system with flexible shop logic designed to work seamlessly with PH_Inventory.

Highlights

  • fully configurable shops
  • simple management of items, prices, and categories
  • secure server-side validation for buy/sell actions
  • ideal for RP economies (from basic stores to specialized dealers)
  • native integration with PH_Inventory item definitions

Why use both together?

PH_Inventory + PH_Shops provide one consistent pipeline:

  • unified item definitions
  • consistent inventory + shop behavior
  • fewer workarounds, easier long-term maintenance

Compatibility

  • Currently only ESX is fully supported QBCore will be fully implemented in future updates
  • ox_lib / ox_target support (configurable)

Links

Feedback

Bug reports, feature requests, and suggestions are always welcome.

FAQ:

Q: Will PH_Inventory run Plug and Play?
A: No but i will assist you in Installing it on your server if needed.

Q: Will there be future Updates and what would they get us?
A: Yes of course there will be updates. First of all in the next update Crafting will be implemented kinda started it but forgot about it cause of other stuff lol.

Q:Will there ever be a V2 for PH_Inventory?
A: In the future maybe but currently only 1.0.0 is out and if there ever will be an V2 and you already got the V1 it will be a FREE update for you.

Lastly some Images a bit more detailed in video

Code is accessible No only Configs
Subscription-based No
Lines (approximately) 10k+
Requirements ESX Currenlty
Support Yes of course
1 Like

Since PH_Inventory is released now i can finally write all changes since i pressed on Add Topic :smiley:

V1.1.0:

Added

  • Clothing bag system:
    • New item clothing_bag in shared/items.lua.
    • New config block Config.Clothing in shared/config.lua for selectable clothing systems.
    • New client clothing handler client/clothing.lua.
    • New item-use flow branch in server/main.lua (inv:openClothingBag).
  • Configurable clothing-system support with defaults for:
    • illenium-appearance (default),
    • fivem-appearance,
    • esx_skin,
    • qb-clothing,
    • custom.

Vehicle Storage / Auto Sync

  • Extended shared/Gloveboxstorage.lua with automated vehicle storage syncing:
    • Config.VehicleStorage.AutoSync (source, commands, save behavior).
    • Auto source modes: jg-dealership, sql, static.
    • Class/model-based estimation and tuning logic for realistic trunk/glovebox values.
    • Auto-persist into file blocks:
      • AUTO_SYNC_TRUNK_START/END
      • AUTO_SYNC_GLOVEBOX_START/END
  • Added runtime API functions for vehicle storage management:
    • PHVehicleStorage.Resolve
    • PHVehicleStorage.Estimate
    • PHVehicleStorage.AddOrUpdateModel
    • PHVehicleStorage.SyncFromConfiguredSource
    • PHVehicleStorage.AddMissingModel
    • PHVehicleStorage.GetAutoSyncCommands

Commands

  • Added configurable admin commands (defaults):
    • phvehsync:
      • Triggers auto-sync from configured vehicle source and updates auto blocks in shared/Gloveboxstorage.lua. This is for TRUNK aswell so you can make per vehicle Glovebox and Trunk sizes
    • phvehadd:
      • Adds missing vehicle model manually (optional class and custom trunk/glovebox values; optional overwrite via force). Use it if a Vehicle is not in the list after using phvehsync.

Keep in mind to look at Gloveboxstorage.lua after phvehsync to check the Glovebox and Tunks since it wont be precise.

V1.1.1

Changed

  • Vehicle storage pipeline now supports dynamic model/class resolving and fine-tuning in one flow:
    • auto-generate + persistent file entries + manual override command.

Documentation

  • Updated Exports.MD:
    • Added missing documented exports:
      • GetPatchVersion
      • ForceAddItemRaw
    • Updated vehicle export signatures to include optional vehicleData.
    • Added VehicleStorage runtime API + new admin command documentation.

V1.2.0

Added

  • New Crafting workflow in PH_Inventory style UI (button + dedicated crafting modal).
  • Crafting support for:
    • Handcrafting from inventory context.
    • Station crafting via configured world positions.
    • Station crafting via nearby prop models (Config.Crafting.PropStations).
  • New crafting client/server flow:
    • Recipe sync to UI.
    • Server-side recipe validation and material checks.
    • Station/tag validation on server.
    • Craft rate-limit integration (Config.Security.RateLimits.craftPerSecond).
  • New crafting examples in shared/recipes.lua:
    • cig_rolled (roll cigarette by hand).
    • orange_juice (station recipe).

V1.2.1

Changed

  • Craft action now supports station-aware opening and context filtering.
  • Crafting modal now filters recipes by current crafting context (hand/station + tags).
  • Inventory closes before crafting starts (configurable) so animation/progress is visible.
  • Added ox_lib crafting progressbar flow with cancel support.
  • Added separate default crafting animations for hand and station modes.
  • Added per-recipe animation override support:
    • animation = {...}
    • animations = { hand = {...}, station = {...} }
    • anim = {...}

Config

  • Added global debug switch:
    • Config.Debug = false (default)
  • Extended crafting config:
    • Config.Crafting.CloseInventoryBeforeCraft
    • Config.Crafting.Progress.Enabled
    • Config.Crafting.Progress.CanCancel
    • Config.Crafting.Progress.Disable
    • Config.Crafting.Animations.hand
    • Config.Crafting.Animations.station
    • Config.Crafting.PropStations
    • Config.Crafting.AllowClientStationProof

Localization

  • Added crafting-related locale keys (DE/EN), including:
    • crafting station/labels
    • crafting action texts
    • progress and cancel messages

Debug / Logging

  • Hooked common debug-heavy logs to Config.Debug in key client/server files.
  • Normal runtime behavior remains unchanged; debug spam is suppressed unless explicitly enabled.

There will be a new Youtube video about PH Inventory soon since some stuff changed a lot.

If you have any ideas on what to implement iam open for suggestions :slight_smile:

Planned Updates/Changes:

  • Bagback system will be reworked

Update V1.3.0

Backpack system:

  • Reworked the Backpack system and fixed a bug:
  • Backpacks now save 100% (sometimes it didnt)
  • Backpacks can be Renamed now
  • Backpacks stay equipped even after relogging or server restarts

Weapon based Fixes

  • Fixed Weapon reloading (you dont punch anymore on reloading)
  • added a config whitelist for melee weapons cause the fix in punching while reloading blocked the use of Melee Weapons

Due to some changes the Base Idle Resmon Values can be 0.01ms-0.04 ms max! 0.04ms is rare but happens when saving the Inventory

Changed some export behaviors a bit to make PH Inventory more compatible with other scripts and Servers

Update V1.4.0

Create Item Live

  • Added command /CreateItem which opens a ox_lib UI and in there Server owners can create new items without needing to restart the Inventory.
  • They get Stored into runtime_Items.json where everyone that has access to the Server files then can move them into the Items.lua
  • if you forget to move them dont worry they stay in the runtime_items,json until you move and delete them out of there.

PH_Inventory UPDATE : V1.5.0

  • Added Client Event Triggers (Optional) on Items

PH_Shops UPDATE: V 1.1.0

  • Added Ownable Shops (job only currently)
  • Shop owners can place their Items for sell and set the Price for them aswell.
  • Only Items can be sold that are in the Players Inventory.
  • Items are restockable.
  • Paid Amount gets added to the Companys Balance.