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ATY Scripts/Docs/Inventory/Events

Events

Events

**Exports are the supported integration surface.** Most `aty_inventory:*` events are the internal client↔server protocol; they change between versions and are not contracts. The events below are the ones deliberately raised for other resources to listen to.

Server events you can listen to

AddEventHandler('aty_inventory:itemUsed', function(src, name, metadata, info)
    -- a player finished using an item
    -- info: { spoiled, bite, handled, animPlayed }
end)
Event Raised when
aty_inventory:itemUsed A use completed
aty_inventory:consumeStarted The action bar began
aty_inventory:consumeFinished It completed and the effect applied
aty_inventory:consumeCancelled It was interrupted — nothing applied
aty_inventory:placed A placeable item was set down in the world — (id, item, coords, src)
aty_inventory:pickedUp A placed object was picked back up — (id, item, src)
aty_inventory:outfitUsed An outfit was applied
aty_inventory:airdropSpawned A crate landed
aty_inventory:airdropGone A crate swept away
aty_inventory:forceOpenStash A stash was opened programmatically — (src, stashId). Triggering it from a server script opens one; the stash's job gate still applies
aty_inventory:forceClose A panel was closed by the server — (src). Triggering it closes one

Why there is no itemAdded event

Because listening for it is the wrong shape. Another resource that wants to know what a player has should ask:

exports.aty_inventory:GetItemCount(inv, 'water')

An event stream of every mutation invites a listener to keep its own copy of the inventory, and that copy is wrong the first time a transaction is refused or rolled back. The server's answer is the only one that stays correct.

The framework mirror inside this resource follows the same reasoning: it watches the container's version rather than hooking every mutation, because a hook added per-mutation is a hook somebody eventually forgets to add.

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